BATERY Betting Company: Terms and Conditions for Betting and Payouts
1. GENERAL DEFINITIONS
1.1. BATERY is operated by YouGmedia B.V. (Company No. 153269), located at Dr. H. Fergusonweg 1, Curaçao. The company is legally authorized to provide gaming services by the Government of Curaçao under License #365/JAZ (specifically Sub-License GLH-OCCHKTW0707032021, granted on July 7, 2021).
1.2. The company sets the minimum amount required to place a bet. Additionally, there is a cap on the maximum payout possible for one or several bets placed on a single event.– $200,000 (two hundred thousand) for sports betting– $15,000 (fifteen thousand) for Live betting.The Company determines the maximum bet amount per event and bet type.The Company reserves the right to limit the maximum winnings on a case-by-case basis for any customer up to $500,000 (five hundred thousand) per calendar week.Special limits may be established for certain categories of games and bets.
1.3. A 'Customer' is defined as a person at least 18 years old who agrees to these terms and enters into a risk-based winnings agreement with the Betting Organiser.
1.4. The 'Agreement on Winnings' is the official risk-based contract between the Customer and the Betting Organiser. It outlines the specific rules for betting and the conditions under which winnings are paid out.
1.5. The 'Customer Account' is a personal digital profile that tracks the user's details, bet history, and payouts. It serves as the primary communication hub between the user and the company. For security, accounts are private and accessed only via a unique login and password.
1.6. 'Sports' refers to the available list of athletic competitions and events with undetermined results. Under the Agreement on Winnings and these Rules, the Betting Organiser allows Customers to place wagers on the potential outcomes of these events.
1.7. 'Odds' are the numerical values assigned to events. If a bet wins, the original stake is multiplied by these odds to determine the total payout.
1.8. A 'Bet' occurs when a Customer chooses a specific event and a likely outcome from the available sports list. There is no limit to how many bets can be placed under one Agreement, and the final count is tallied once the betting window closes.
1.9. 'Winnings' are the funds paid to the Customer once the Agreement period ends and the final result of the event is determined according to these rules.
1.10. 'Pre-match' refers to the selection of sports events that have not yet started. The Betting Organiser accepts wagers on these outcomes before the actual start time of the event.
1.11. 'Live' betting refers to placing wagers on sporting events that are currently in progress. These bets are accepted in real-time based on the terms of the Agreement on Winnings.
1.12. A 'Single' is a straightforward bet on one specific event. To win, the predicted outcome must be correct. Details on how these are handled can be found in Section 3.3.1.
1.13. A 'Multiple' (or accumulator) is a bet that combines two or more events. For the bet to win, every single prediction must be accurate. See Sections 3.3.2 through 3.3.4 for the full settlement process.
1.14. A 'System' bet is a complex combination of Multiple bets of a specific size, derived from a set number of chosen events. The rules for these are detailed in Section 3.3.5.
2. GENERAL PROVISIONS
2.1. By entering into an Agreement on Winnings, the Customer confirms they have read and accepted all the betting terms set by the Betting Organiser. If these rules are violated, the Organiser reserves the right to cancel the agreement—either partially or entirely—and void any related bets.
2.2. The Betting Organiser may, at its own discretion and without needing to explain why, refuse to register a new user, decline to enter a winnings agreement, or limit the types of bets available to a user.
2.3. If the company detects fraud—such as using fake documents, manipulating bets, or cheating during withdrawals—they will stop the activity immediately and may report the individual to law enforcement.
2.4. Any disagreements or conflicts between the Customer and the Betting Organiser should be handled through the official complaint process.Any Customer claims regarding disputes are accepted within 10 (ten) calendar days after the end of the event that the Bet was made about. The claim must be sent in writing to the Betting Organiser at the address for official correspondence specified in Clause 1.1 of these Rules. The Claim must include documents confirming the validity of the request. The Betting Organiser makes the final decision on all disputed situations. The period for reviewing a claim is 30 (thirty) calendar days from the moment it is received. The process described in this section for the Customer to contact the Betting Organiser to make a claim is mandatory (pre-court dispute resolution).
2.5. These Rules are active from the date of approval and govern all subsequent agreements and user actions, regardless of whether the Customer was personally notified of the update. Any previous versions of the rules are now obsolete.
2.6. The English version of these Rules published on the official website is the only legally binding text and takes precedence over any translations or other versions. Users cannot claim rights based on outdated or translated versions. In case of a contradiction or dispute regarding interpretation, the English text is final and cannot be contested.
3. CORE BETTING RULES (ACCEPTANCE AND PAYOUTS)
3.1. Customers place bets on event outcomes based on the terms and odds provided by the Betting Organiser within the Sports section.The odds presented in Sports may change after the Customer makes a Bets, but the odds for Bets made by Customers earlier are not subject to change. Before making Bets, Customers are advised to read all of the information in Sports.
3.2. Once a bet is placed by the Customer and accepted by the Betting Organiser, it cannot be changed or cancelled by the user.
3.3. Bets are categorized into three main types: Single, Multiple, and System.
3.3.1. A Single bet involves picking one outcome. Your winnings are calculated by multiplying your stake by the event's odds.
3.3.2. A Multiple bet covers two or more events. If even one selection is wrong, the entire bet is lost. You can mix different sports in one Multiple bet. The total odds are found by multiplying the odds of every single event together, and the final payout is the stake multiplied by these total odds.
3.3.3. 'Multiple Insurance' applies if a bet includes at least 6 events, each with odds of 1.60 or higher. Under this rule, if exactly one event loses, the bet isn't lost but is instead 'pushed' (returned at odds of 1.00). If two or more events lose, or if the bet includes Asian handicaps, this insurance does not apply.If, in accordance with these Rules, one of the events included in the Multiple bet is pushed, then Multiple Insurance is not applied. Multiple Insurance is not applied to options included in System bets. If several events in the Multiple bet are cancelled and five or fewer selections remain, then Multiple Insurance is not applied.
3.3.4. If a Multiple bet contains 'related contingencies' (e.g., betting on a team to win a match AND advance to the next round), only the event with the higher odds is used for the payout; the other is treated as odds of 1.00. 'Combo' events are not considered related.
3.3.5. A System bet is a set of all possible Multiple combinations of a certain size from a selected group of events (up to a maximum of 16 events).
3.4. The Betting Organiser may cap a single Customer's total net winnings at $500,000 (five hundred thousand dollars) per calendar week.
3.5. The company reserves the right to limit the total amount of money wagered on specific events or to adjust the betting limits for an individual user without prior notice or explanation.The Betting Organiser reserves the right to limit or refuse specific Customers access to services offered, as well as promotions and Bonus offers, without explanation.
3.6. Pre-match bets must be placed before the event begins. Any bet placed after the official start time will be cancelled.Live Bets are made during an event until the end of the event. Live Bets are cancelled if they are: – made on an event at the time it occurs; – made on an event after it is over; – made on an event, the result of which was known to the Customer; – made on a participant (team) after they acquired a significant advantage (for example, a score change, removal, etc.).
3.6.1. If a VAR review or official decision change occurs (such as an overturned goal or red card), the Betting Organiser may void all Live bets placed after the incident that triggered the review.
3.7. The Betting Organiser may cancel a Live bet if there is reason to believe the Customer had inside information about the outcome at the moment the bet was placed.
3.8. In Live betting, if a user accepts a change in odds or parameters (like totals or handicaps) while placing the bet, the bet is considered active—even if the score changes before the system officially registers the wager.
3.9. 'Cash Out' allows a Customer to withdraw a portion of their potential winnings early, provided the Betting Organiser offers this option for that specific bet.
3.9.1. Cash Out values in the Sports section fluctuate based on live odds and the current status of events within the bet. Users can set specific conditions (limits) for when a Cash Out should be triggered or rejected. For more details, visit https://batery.in.
3.9.2. The Cash Out feature is available for both Single and Multiple bets. Please note that the Betting Organiser decides which specific events and bet types qualify for this option, so it isn't guaranteed for every wager. You can check if Cash Out is available for your particular bet once it has been officially accepted.
3.9.3. You will not be able to use the Cash Out option in the following scenarios:– all the events included in the Bet are over and/or the Bet has already been settled; – the Customer cashed out the Bet earlier; – during the refusal process, the conditions of the Cash Out option change, and the restriction mechanism established by the Customer in accordance with point 3.9.1 of these Rules prohibits cash outs; – cashing out the bet is prohibited by decision of the Betting Organiser.
3.9.4. If any part of a bet is cancelled based on the terms of these Rules, the Cash Out function becomes unavailable. In such cases, any funds previously credited to the Customer's account as a result of a cash-out will be deducted.
3.9.5. The Betting Organiser is not liable if Cash Out is unavailable due to technical glitches or other unforeseen issues. Furthermore, the Organiser may choose to disable this feature for certain users or specific events without providing a reason or prior notice. In all such cases, completed bets shall be settled in the standard manner.
3.9.6. It is the Customer's responsibility to understand how Cash Out works and how to use its settings. Misunderstanding these terms or making a mistake while configuring the option does not justify cancelling any resulting transaction.
3.10. One-click bet (referred to as 'One-click bet' in mobile apps) is designed for users who want to place wagers instantly. The stake for these bets is pre-defined in the account Settings. If you have the 'Do not ask for confirmation' setting enabled, selecting the odds will automatically finalize and accept your bet.A lack of knowledge or understanding of this option or using it accidentally is not a reason for cancelling a Bet.
3.11. Free Bet option. From time to time, the Betting Organiser may grant Customers Free Bets. These can be applied to either Single or Multiple wagers, and the best part is that no funds are deducted from your personal balance when using one.In the event of a positive result, the Customer receives Winnings to the amount calculated in accordance with points 3.3.1 and 3.3.2 of these Rules, minus the Free Bet amount. In other cases (a negative result, push, or cancellation of the event), there are no changes, and the Free Bet is considered used.
3.11.1. Free Bet wagering. In some promotions, you may be required to meet specific wagering requirements (betting a certain amount) before a Free Bet is awarded.The conditions for obtaining and wagering free bets, as well as additional requirements that the Customer must perform to receive free bets are governed by the terms and conditions of free bet promotions.
3.11.2. Free bets are subject to the same general acceptance and settlement rules as standard wagers. If these rules are violated when making a Bet with a Free Bet, such Free Bets will be voided.
3.11.3. Misuse of Free Bets. If the Betting Organiser suspects a Customer is abusing Free Bet promotions, they reserve the right to void those bets, cancel any related winnings, and ban the user from future promotional offers.
3.11.4. To ensure fair play, the Betting Organiser may freeze withdrawals for up to 7 working days if they suspect the Free Bet rules have been breached, allowing time for a full investigation.
3.12. All bet outcomes are settled strictly according to the guidelines laid out in these Rules.
3.13. The final result of a Customer's betting activity is determined by these Rules and the Winnings Agreement, taking into account all predictions made until the agreement is finalized.
3.14. For Customers who placed traditional bets (excluding Interactive Bets), winnings are paid out as follows:
3.14.1. Payouts are handled at the Betting Organiser's cashier upon presentation of a valid ID and the corresponding betting card.
3.14.2. You can collect your winnings either at the specific betting shop where the bet was originally placed or at any other authorized betting shop of the Organiser.
3.15. Winnings are officially considered delivered once the funds are transferred to the Customer and a cash receipt is issued.
3.16. For Customers who placed Interactive Bets, the withdrawal process is as follows:
3.16.1. Funds are credited directly to the Customer's electronic payment method, increasing their e-money balance.
3.16.2. Withdrawals are typically processed within 3 working days after a request is submitted via the 'Requests' section of the Customer's Account. The request must include all required details: full name, bank information, and the total amount to be withdrawn. The Betting Organiser may request additional identity verification documents and hold the payout until the data is confirmed.
3.16.3. Customers are generally limited to three withdrawal requests per day, though the Betting Organiser may increase this limit at their discretion.
3.16.4. A transaction fee may apply if a user exceeds the daily withdrawal limit mentioned in section 3.16.3, or in other specific cases determined by the Organiser. Detailed fees and limits are listed on the Payments page under the description of payment methods.
3.16.5. A payout is considered complete once the fund transfer is confirmed and a receipt is sent to the Customer.
3.17. The Betting Organiser may choose to send winnings directly to a Customer's bank account and will notify them if they do so. In this instance, the Customer must provide all necessary documentation to facilitate the transfer, including:– Passport– National ID– Driver LicenseFor individuals who are not citizens of India, also:– migration card (if Indian law requires a migration card);– a document confirming the right of the foreign citizen or individual without citizenship to reside (live) in the India (if Indian law requires such a document);– a document indicating the address.
3.17.1. The Betting Organiser reserves the right to set minimum and maximum payout limits for any individual request or user without prior notice or explanation.
4. BET RESULT SETTLEMENT FEATURES
4.1. Start dates and times for events listed in the Sports section are provided for convenience only. A bet cannot be cancelled simply because the displayed time, date, or secondary details (like tournament stage or previous scores) were incorrect.If the event took place earlier or later than the announced date, then Bets on such an event are settled according to the standard procedure as if they were accepted before the actual start of the event. If the start of an event is delayed by 3 (three) or more days, the Bet shall be cancelled. If the start of an event is delayed by less than 3 (three) days, the Betting Organiser may decide to cancel the Bet before the end of the event and inform the Customer of this in the official results of the Betting Organiser.
4.2. In event listings, the team listed first is designated as the home team. This is for reference only and is not a valid reason to request a bet cancellation. Additionally, a bet cannot be cancelled based on the following:– the event is transferred to a neutral venue (the Betting Organiser is not obliged to inform customers of such changes);– changes to the format of exhibition (off-season) games. If the location is displayed in the name of the sporting event shown in the Sports section of the website, and the exhibition status of the match is also shown (exhibition (between seasons) matches, exhibition tournament, etc.), the athlete or home team is permitted to not be listed first.
4.3. Interrupted Events
4.3.1. An event is officially considered 'held' if it was interrupted but a sufficient portion of the game was played (as defined by the rules) or a specific number of points were scored. For full-match bets, the criteria are: – Football — 75 minutes (for non-standard matches, 70% of the match time); – Basketball — 35 minutes for the NBA (and other tournaments with 48-minute matches), and 28 minutes for tournaments with 40-minute matches; – Ice Hockey — 45 minutes; – Field Hockey — 60 minutes; – American Football — 50 minutes; – Baseball — 5 innings; – 3x3 Basketball — at least 70% of the game time, or if at least one team scores at least 16 points;– Other Sports — at least 70% of the match time. An exception is made in those cases when the score is tied when the match is cut short in sports where the rules do not allow for a draw (basketball, baseball, American football, etc.). In such cases, the event is considered void. If the event is declared void, Qualify bets shall be pushed. If the event is declared complete, Qualify bets are settled based on the actual score when the game stopped, or are pushed in the event of an equal score. If an event sponsored by an international athletics organisation (for example, FIFA or UEFA) is stopped and replay information is announced in a timely manner (up to 30 (thirty) hours), the Betting Organiser has the right to settle all Bets based on current match results. Bets on separate parts of a match (a quarter in basketball, halves in football, periods in hockey, etc.), which have been interrupted, are settled if they were played for at least 70% of their playing time as set out by the rules for that part of the match. The calculation of actual game time takes into account only fully played minutes and is rounded down. For example:Stoppage time in an ice hockey match is 13 minutes 20 seconds. In this case, 13 minutes were played, or 65% of the duration of a period in ice hockey. This is less than the required 70% of regular game time for the period, thus, Bets on this period shall be cancelled.
4.3.2. If an interrupted event doesn't meet the criteria for being 'completed' and isn't resumed within 3 hours, it will be declared incomplete.
4.3.3. Generally, bets on events that are declared 'not held' are cancelled. However, if the outcome of a specific bet was already decided before the interruption (e.g., 'first goal scorer' or 'Over' totals already hit), those bets stand. Bets on the relative performance of specific halves or periods in interrupted matches will be cancelled.
4.3.4. Interrupted events that are deemed 'complete' are settled normally. If a bet's outcome wasn't decided before the stoppage (e.g., a bet on a goal between the 76th and 90th minute when the game stopped at the 75th), the bet is pushed. If the bet covered a window that was fully or partially completed before the stoppage (e.g., a goal between the 73rd and 77th minute when it stopped at the 75th), it is settled as held.
4.3.5. Certain sports may have additional settlement rules, which can be found in their respective sections of these Rules.
4.4. Once an initial result is recorded for a completed event, it is final. Any subsequent changes or cancellations to the official score will not affect the settlement of bets. The 'actual result' is what was reported by the Organiser's approved sources immediately after the event. A list of these sources is available on the website. Statistics are settled using these specialized sources, live streams, or reports from the company's on-site representative. The Betting Organiser solely decides which of these approved sources to use; requests from Customers to use different sources (even those on the website) will not be considered. For events mentioned in Clauses 15.5.1 and 15.5.4, refer to Clause 15.5.1 for the information sources. The Betting Organiser has the right to cite information about the source of information (specialised source of sports statistics) based on which the result of the event was determined, as well as the result of the event, by taking a screenshot of the screen on which the event is monitored, with the obligatory indication of the date and the time of the screenshot. The Customer has the right to request from the Organiser information about the name of the information source (specialised source of sports statistics), based on which the result of the event was determined, as well as information about the result of the event, by sending a request in My Account or in writing to the address of the Betting Organiser with an indication of the event on which the Bet was made.After receiving the Customer request, the Betting Organiser sends to the Customer, in the same way as in which the request was received, information about the source of information (specialised source of sports statistics), based on which the result of the event was determined, as well as information from the source of information about the event result (if this request is included in the Customer's request) within 30 (thirty) calendar days. The source used by the Betting Organiser to determine the result of the event takes precedence over other information provided by the Customer. If there are no results of the event in the information sources indicated on the Betting Organiser's website, or in specialised sources of sports statistics, the Betting Organiser has the right to use alternative sources of information, including information from its own representative at the match. If the source is clearly indicated in the title of the sporting event in Sports (for example, the streaming source), then this is considered a priority when determining the result. If an event is interrupted and played again from the start on the next day, the initial match is considered an interrupted event for Bet settlement purposes and re-settled according to Clause 4.3.
4.5. The Betting Organiser may void or cancel a bet in several instances, including but not limited to:
4.5.1. Clear errors caused by software bugs or human mistakes, such as obvious typos in the odds or contradictory odds across different selections, without the possibility of recalculation.
4.5.2. Situations where the Betting Organiser is affected by any of the conditions listed below:1. suspicions that there are unsportsmanlike elements in the sporting competition; 2. information from international organisations, sports subjects, other betting companies, and open sources, including the media, related to suspicions that there are unsportsmanlike elements in the sporting competition;3. suspicions that Customers are acting maliciously in accordance with a secret agreement between themselves and/or any individual(s); 4. when newly registered Customers and/or Customers who made a Bet for the first time (at least 3 Customers in total) made Bets for the same outcome(s) of the event, if the total exceeds 100,000; 5. the atypical activity of Customers (starting with 3 Customers in total) associated with a large difference in the amounts placed on their selected Bets compared to previous selections (from 100,000) for the same outcome(s) of a type of sporting event on which Customers have not previously made Bets; 6. the Customer's ability to influence the result of a sports competition because the Customer is an affiliate of the organiser of a sports competition or acted on behalf of (had information) from an athlete, agent, coach, referee, team leader and other participants in the event for which the Prediction was selected.
4.5.3. If the Organiser finds that a Customer has shared their account access with third parties or is placing bets based on third-party directions. Sharing login credentials (username/password) is strictly forbidden.
4.5.4. If it is discovered that a user has created multiple accounts using fake, invalid, or someone else's identity documents.
4.5.5. Any other situation where these Rules have been violated.The Betting Organiser is not obliged to provide Customers with evidence of the occurrence of circumstances provided for in Subclauses 4.5.1–4.5.5 of these Rules serving as the basis for recognising the result of the Bet as annulled (cancelled). The declaration of a Bet being annulled (cancelled) forms an unconditional basis for settling a bet, in accordance with Clause 4.6 of these Rules.
4.6. Should a bet be voided or cancelled, the stake is simply returned (pushed). However, if that bet was part of a parlay or system wager, it is treated as having odds of 1.00 for the purpose of calculating the final payout. Additionally, if the Betting Organiser cannot find reliable official results for a match after two full days, they reserve the right to void all bets placed on that event.
4.7. If any bets linked to a Winnings Agreement are declared void based on these rules, the Betting Organiser will determine the final outcome of that agreement by applying the logic outlined in Clause 4.6.
4.8. Please note that all live scores, match clocks, and other data shown on the website or in-house monitors are for informational purposes only. While we do our best to keep this data current, the Betting Organiser isn't responsible for any losses resulting from bets placed based on this information. If you believe a bet—including a Live bet—was settled incorrectly, please submit a formal request for review as described in Clause 4.4.
4.9. We strictly prohibit groups of people (such as betting syndicates) from coordinating bets on the same outcome to bypass our established wagering or withdrawal limits. Similarly, users cannot repeatedly place the same combination of bets if the potential payout exceeds the maximum allowed withdrawal limit. The Betting Organiser may cancel any bets found to be in violation of these rules.
4.10. A bet will not be cancelled just because a match's score or conditions changed due to an official referee's decision or a mutual agreement between teams (for instance, if both teams agree to balance the number of players after a red card), unless these rules specifically state otherwise.
4.11. If the credited goal scorer or assist provider is changed during a live text broadcast, any bets placed on those players between the moment the goal happened and the moment the stats were corrected in the system will be voided. If the scorer or assistant is updated after the match has officially ended, the bet will be settled according to the procedures in Clause 4.4.
4.12. In any ambiguous or disputed situation where there is no existing precedent, the Betting Organiser's decision is final.
4.13. In the event of technical glitches or system failures, the Betting Organiser may settle affected bets at odds of 1.00.
4.14. You can find a full list of the official data providers used to verify match results on the 'Sources of Information When Checking Results' page of our website.
5. PRIMARY BET TYPES OFFERED BY THE BETTING ORGANISER
5.1. Match Outcome (1X2): These are standard bets on the final result without any handicap. You can bet on a home win ('1'), a draw ('X'), or an away win ('2'). Other options include double chance bets, such as the home team avoiding defeat ('1X'), the away team avoiding defeat ('X2'), or a bet that the match will not end in a draw ('12').
5.2. Handicap Betting: These bets involve a virtual advantage or disadvantage assigned to a team. This handicap can be positive, negative, or zero. To determine the winner, the handicap is either added to or subtracted from the team's actual goal count (note: the handicap for the second team is not factored in this way). If the adjusted score favors your chosen team, the bet wins.In the event of a draw, Bets are pushed. For example, if the first team has a negative handicap of -1, and the match ends: a) with a score of 0:0, the bet is lost; b) with a score of 1:0, then the bet is pushed; c) with a score of 2:0, the bet is won. If there is a positive handicap of +0.5 and the match ends:a) with a score of 0:1, the bet is lost; b) with a score of 0:0 or 1:0, the bet is won.
5.3. Asian Handicap BetThis is a type of handicap bet. Asian handicaps are handicaps where whole numbers can be quartered (1.25, 1.75, 2.25, etc.). When settling bets with an Asian handicap, the bet is divided conditionally into two equal parts.Example 1:A bet on a team with a handicap of -1.25. Half of the bet will be placed with handicap odds of -1, and the other half on handicap odds of -1.5.If the team wins with a difference of more than 2 goals, both halves of the Bet win.If the team wins with a difference of 1 goal, half the bet loses, and the other half is pushed.Example 2: A bet on a team with a handicap of -1.75. Half of the bet will be placed with handicap odds of -1.5, and the other half on handicap odds of -2.If the team wins with a difference of more than 2 goals, half the bet wins (-1.5), and the other half (-2.0) is pushed.If the team wins with a difference of 1 goal, half the bet loses, and the other half is returned.If a bet with an Asian handicap is included in a Multiple or System bet, then when settling such a bet, the odds used are the same as if the bet were settled as a Single bet.– If both halves of an Asian handicap bet win, the bet is settled with odds (K).– If one half of the Bet wins in the Asian Handicap and the other is pushed, odds of (K+1)/2 are used when settling the bet.– If one half of the bet loses and the other is pushed, then odds of 0.5 are used for Multiple bets.– If both halves of the bet lose, the entire bet is considered lost.
5.4. Totals (Over/Under): These bets focus on the total number of goals, points, corners, fouls, cards, or other specific events defined by the Organiser. If the total number of events exactly matches the line set by the Organiser, the bet is considered a push and the stake is returned.
5.5. Tournament and Promotion Bets: You can bet on a participant winning a whole competition or advancing to the next round. If a player or team is unable to start the competition, bets on them are voided. If multiple participants tie for a win, the payout for each is adjusted using the formula: Payout = (Odds - 1) / n + 1, where 'n' is the number of co-winners.
5.6. Correct Score and HT/FT: This includes betting on the exact final score or the 'Half Time/Full Time' result. For HT/FT bets, you must correctly predict both the score/outcome at halftime and the final result of the match. These options are labeled with specific codes in the Pre-match section. – "W" – win – "D" – draw.The first place is the selection of the 1st half, and the second is the match. The selection of the second period has no significance for the settlement of this Bet. For example, if the match ends with a score of 1:1, but the first period ended on 1:0, then the outcome "W1D" wins.
5.7. Round and Game Day Statistics: If any match within a round is cancelled or not played (per Clauses 4.1 or 4.3), bets on the overall game day stats are voided—unless the outcome is already certain (e.g., 'will there be at least one 0:0 draw'). The Organiser may void these bets early if it becomes clear a match will be cancelled before the round starts, and this will be noted in the official results. In tennis, if a player retires, they are treated as having lost all remaining sets and games for first-day metric calculations. The team or player listed first in the Prematch section is designated as the Home side.
5.8. Odd/Even Totals: These bets are based on whether the total number of goals or points in a match is an odd or even number. A 0:0 score is treated as an even result.
5.9. Player Props and Head-to-Head: If a player doesn't participate, any bets on their performance are voided. If a player starts but leaves the game early, their stats are frozen at the moment of exit, and they are ranked last in the final standings. For goal-scoring bets, a 'hat-trick' requires 3+ goals, and a 'double' requires 2+ goals. Own goals do not count toward a player's individual tally; they are credited to the opposing team. Football player metrics follow Clause 7.4, and tennis follows Clause 11.3. In H2H contests or athletics, if a participant starts but fails to finish, the bet on them is lost. If both finish with the same result or one fails to start, the bet is voided.
5.10. Period/Quarter Betting: Bets on specific halves, periods, or quarters are settled independently. If a match is called off but the first half was completed, bets on that first half still stand and are settled normally.
5.11. Timing Bets: These involve predicting when a specific event occurs, such as the minute of the first goal, the first yellow card, when a team takes the lead, or when the score is leveled.The ordinal minute in which the event occurs must be predicted. The precise time for calculating such bets is determined without taking into account seconds. For example, the time of the 1st goal if the 1st goal is scored when the time is:– 00 min. 10 sec. – 1st minute– 04 min. 10 sec. – 5th minute – 04 min. 59 sec. – 5th minute – 05 min. 00 sec. – 6th minute. Bets on the minimum or maximum time interval before a goal in the match being less than the total. The time interval before a goal is the time from the start of the match until the first goal, between goals, and from the last goal until the end of the match (excluding injury time). If a match ends with no goals scored, then it will be assumed that this match contained 1 time interval before a goal equal to the match duration. For example: If the first goal is scored at 11:01 and the second goal is scored at 15:59, then in this case the time interval before a goal will amount to 3 minutes (the 13th, 14th and 15th minutes). Only full minutes are counted for bets on how long a team leads/draw time.For example:The 1st team scores their 1st goal at 09:15, and the 2nd team ties the game at 12:40. In this case, the time the 1st team was ahead was 2 minutes (the 11th and 12th minutes).
5.12. Percentage-Based Bets: This includes stats like possession or first-serve percentages. All figures are rounded to the nearest whole number based on standard rounding rules and the official data source specified in Clause 4.4.
5.13. Sequential Metrics: These bets track how many of one event happen before another (e.g., 'shots on goal before the first goal'). The shot that leads to the goal, or the foul that leads to the card, is included in the count. If the second event (the goal or card) never happens, the total count of the first event is used for settlement.
5.14. Highest Scoring Period: This is a bet on which half or period will have the most goals/points. If two or more periods tie for the highest score, the 'More Than One' selection wins. These bets only apply to regular playing time.
5.15. Field-Side Goals: These bets track which side of the pitch goals are scored on. If no goals are scored at all, any bets that 'all goals' were scored on a specific side are considered lost.
5.16. Player-Specific Stats: Any bet placed on a player's individual statistics will be voided if that player is not part of the starting lineup.
6. BETS ON CRICKET
6.1. Cricket matches are settled according to the official results provided by the match or tournament's governing body.
6.2. If a cricket match is stopped and cannot be completed, all bets are voided, unless the specific outcome of a bet has already been decided by the point of interruption.
6.3. The following categories define the types of cricket competitions accepted:– one-day international match (Twenty20, "short form") — the game lasts an average of three and a half hours – one-day international match (One Day International, ODI) - the game lasts more than 8 hours– test matches — the game lasts five playing days with a minimum of 90 overs each day for each team.
6.4. If a cricket match ends in a draw but no 'Draw' option was offered, the winner will be determined by tie-breaking methods such as a 'super over' or 'bowl off'. Note that these tie-breakers only determine the match winner and do not count toward other statistical bets.
6.5. Understanding Ties and Draws. A match is considered a tie when both sides finish with an identical run count and the game cannot proceed further. In limited-overs cricket, such as ODIs or Twenty20, a tie occurs if the scores are level after all scheduled overs have been bowled. For Test matches, a tie is recorded if both teams conclude their innings with exactly the same number of runs.Tie: if the match ends with the same score and all scheduled overs/innings have been played.Draw: if the match is not completed within the allotted time (for example, in test matches), regardless of the current score.For example:Tie: Team 1 and Team 2 both scored 250 runs in 50 overs. The game is declared a tie.Draw: in the test match, Team 1 scored 400 and 250 runs. Team 2 scored 300 runs and the game ended with the score 200/6. Team 2 is not eliminated, the match is not finished, and a draw is declared.
6.6. Live Betting on Specific Deliveries. When you bet on a particular ball within an over (e.g., the 3rd delivery), every single ball bowled is counted toward the sequence. This includes extras like no-balls and wide balls. We number the deliveries chronologically from the first ball of the over, and the bet is settled based on what happens during that specific numbered delivery.
6.7. Best Team Batsman. The title of 'best batsman' for a team goes to the player who accumulates the highest number of runs. Please note that any runs scored during a super over are excluded from this tally. If two or more players end up with the same number of runs, we refer to Clause 5.5 of the rules to settle the bet.In the event that a batsman is out due to injury but subsequently returns to the game, the total number of runs scored by such batsman in an inning counts. If a batsman does not subsequently return to the game, the final result will be what was reached before the batsman left the game.If the batsman is not among the starting 11 players, bets will be subject to cancellation. Bets on selected players who did not bat or enter the field are considered lost.In limited over matches, bets will be subject to cancellation if it was impossible to complete at least 50% of a team's overs due to external factors, including bad weather, unless the result was determined at the end of the inning.Bets on best batsman in test matches are only accepted on the first inning of each team and will be subject to cancellation, if less than 50 overs have been played, unless bet outcomes have already been determined.
6.8. Best Bowler. If you bet on a player who never actually takes the field or doesn't bowl, that bet is settled as a loss. In cases where multiple bowlers tie for the most wickets at the end of the tournament, the winner is decided based on a specific hierarchy of priority criteria.1) The bowler with the fewer number of matches played;2) The bowler with less overs;3) The bowler with less runs off his bowling.In the event that none of the bowlers take a wicket, bets are pushed.
6.9. Player Eligibility. Any bets placed on a player who is not part of the starting 11 will be cancelled. If a player is in the starting lineup but never actually faces a ball, the bet will be returned as a push.
6.10. Runs Before a Wicket. To win this bet, you must correctly predict both the total runs scored and the event of a wicket being taken. If the run total goes over the minimum limit without a wicket falling, the bet is lost. However, if the total exceeds the maximum limit without a wicket occurring, the bet is pushed.
6.11. Race to 10 Runs. These bets stay active as long as the chosen players bat first; otherwise, they are cancelled. It doesn't matter which player faces the first ball. If neither player reaches 10 runs, the 'Nobody wins' option is the winner. In weather-affected games, if no one reaches 10 runs and no one is dismissed, the bet is cancelled. If both players are out before hitting 10 runs, 'Nobody wins' takes the victory.
6.12. Total Runs After N Overs. If a match is interrupted by weather or other external factors and the batting team fails to complete at least 80% of the specified number of overs (N), these bets will be cancelled.For example:The total runs after 15 overs is specified in the bet. At least 12 overs (80% of 15) must be played for settlement. If less than 12 overs are played, the bet is subject to cancellation.Bets can't be cancelled after their outcomes are determined.Additional and penalty runs are taken into account when settling bets, regardless of the situation in which they were made.
6.13. Team Individual Totals. These bets are settled based on the total runs a team scores in a single inning. In the event of a draw that leads to super overs, only the runs scored during the standard match duration are counted.Conditions for settling and cancelling bets (Twenty20, ODI):– If an inning is complete, the bets is settled based on the total number of runs scored by the team in the inning;– If a team is all out before completing 80% of its scheduled overs, the bets is settled based on the actual number of runs scored by the team;– If an inning is not completed for other reasons (for example, due to weather or by umpire decision) and the team has not bowled 80% of its scheduled overs, individual team run total bets will be cancelled, with the exception of bets with outcomes determined before the match is ended. This rule applies to all types of cricket matches, including ODI and Twenty20, except test matches.In test matches, bets are settled based on the actual number of runs scored by a team in the inning. If the inning is not completed and the result cannot be determined, such bets will be cancelled.
6.14. Player Run Totals and Maximums. For Test matches, bets on a player's total runs or the maximum runs scored by any player are settled based on the highest score in a single innings. We do not combine runs from two different innings unless the bet explicitly states otherwise.
6.15. Runs Per Over or Innings. When betting on the total runs in a specific over or inning, we count every run scored. This includes runs hit by the batsman as well as any extra runs resulting from illegal deliveries, such as wides or no-balls.Illegal delivery scoring rules:– Each illegal delivery (wide ball, no ball) counts as 1 run;– If an illegal delivery requires an additional delivery (for example, wide ball), the runs scored on the additional delivery also count.For example:If there were 3 runs and 1 wide ball in an over, the total runs in the over is 4. If the batter scores 2 more runs after the wide ball, the total is 6.If the specified over (or delivery) is not completed for any reason (for example, due to weather conditions or player injury) and 80% of the scheduled deliveries are not completed, all bets for such over (or delivery) are subject to cancellation, with the exception of bets the outcomes of which are determined.
6.16. Settlement Delays. Certain bets require a full official match report to be finalized. Because these reports can take some time to be published, settlement may be delayed by 10 to 12 hours.
6.17. Match Best Batsman. The best batsman for the entire match is the one who scores the most runs. Runs accumulated in a super over are not included. If there is a tie in runs, the settlement follows the guidelines in Clause 5.5.In the event that a batsman is out due to injury but subsequently returns to the game, the total number of runs scored by such batsman in an inning counts. If a batsman does not subsequently return to the game, the final result will be what was reached before the batsman left the game.If the batsman is not among the starting 11 players, bets will be subject to cancellation. Bets on selected players who did not bat or enter the field are considered lost.In matches with limited overs, bets will be subject to cancellation, if it was impossible to complete at least 50% of either of a team's overs due to external factors, including bad weather, unless the result was determined at the end of the inning.Bets on best batsman in test matches are only accepted on the first inning of each team and will be subject to cancellation, if less than 50 overs have been played by either of the teams, unless bet outcomes have already been determined.
6.18. Best Batsman Team. We determine the best batsman by who scored the most runs, excluding any super over contributions. If players from opposing teams tie for the top score and no 'Draw' option was available, we settle the bet according to Clause 5.5.In the event that a batsman is out due to injury but subsequently returns to the game, the total number of runs scored by such batsman in an inning counts. If a batsman does not subsequently return to the game, the final result will be what was reached before the batsman left the game.If the batsman is not among the starting 11 players, bets will be subject to cancellation. Bets on selected players who did not bat or enter the field are considered lost.In matches with limited overs, all bets will be subject to cancellation in the event of any reduction due to external factors, unless the result has been determined at the end of the inning or the team accomplished the goal or lost all wickets.The best batsman team in test matches only applies to the first innings of each team unless otherwise stated. In the event that either side plays fewer overs in their innings for any reason (other than completed innings or Declaration is announced), then all bets will be subject to cancellation unless the result has been determined. However, bets remain in force if the result is determined before the reduction of overs.
6.19. Alternative Outcomes. These specific bets are settled using a precise point-based system to determine the final result.– 1 point — for a run– 20 points — for a wicket– 10 points – for a catch– 25 points — for a stumping.Bets on a non-participating player are pushed.In One Day matches, both teams must have over 40 overs, otherwise bets will be subject to cancellation, except for bets that have already been determined.In Test and First Class matches, the entire match is taken into account for bet settlement. In the event of a draw, at least 200 overs must be played, otherwise bets will be subject to cancellation, except for bets that have already been determined. In Twenty20 matches, all 20 planned overs must be played and the result obtained from official sources, unless the outcome of the match has already been determined. In Gold League matches, all planned overs must be played or 5 wickets hit.Point accrual:– hitting a wicket directly by the bowler — batsman dismissed– batsman not hitting the ball after bowling and catching (failing to catch) the ball by the wicket keeper — 0 points to the batsman– after hitting the ball by the batsman when the ball is caught by fielders or the wicket keeper without touching the field — batsman dismissed– after the ball is hit by the batsman and touches the field, if the batsman or non-batsman is not in the batting or non-batting crease — batsman dismissed for a hit wicket.For a batsman hitting a ball into zones:– А — 0 points– В, C (before the midfield) — 1 point– В or С (past midfield to zone D) — 2 points– D (without hitting the field) — 6 points, with touching the field — 4 points.If the ball hits first in zone B or C past the midfield — 2 points, and then in zone D — 1 point, a total of 3 points are awarded. If the ball hits zone B or C before the midfield — 1 point, and then into zone B or C after the midfield — a total of 2 points are awarded.Dead ball (bowling the ball to the midline, including the line) — 0 points, the bowl is repeated. In the event of another dead ball — 5 points to the batsman.Physical contact against a batsman — 5 points to the batsman.Good ball (bowling the ball through the batman's zone without touching the batman) — 0 points.Wide ball (the ball goes outside the zone or crosses the line of the batsman's zone) — 2 points to the batsman.Leg bye (the ball hits the batsman's body) — 0 points, in this event the game continues. If the batsman and non-batsman change ends — 1 point.No ball (the bowler steps over the line, direct bowl above the wicket without touching the ground, bowl with a rebound off the field above the shoulder, bowl outside the pitch) — 2 points to the batsman.Team (name) avoids a follow-on. It must be determined if a follow-on can be declared to the team batting second, regardless of if it takes place or not. Bets remain in force if both teams complete the first inning (including declarations), or bets will be subject to return.Cyber Indian League 22Matches consist of 1 inning with a maximum of 20 overs for each team. There are 6 bowls in each over.There is a coin toss at the start of each match. The team that wins the toss chooses if it will bowl or bat first.The batting team first accumulates runs for a full 20 overs or until 10 wickets have been taken. The other team plays in their own half of the innings until they have more runs than the team scoring in the first half of the innings, or until all of their 20 six-ball overs have been bowled or 10 wickets have been taken as well.The team with the most runs is determined as the winner. If both teams have the same number of runs, then a super over is played. In this event, the team with the most points in the super over will be declared the winner.
6.20. Bet SettlementThe winner of the match is determined taking the super over into account."Over" — the settlement is based on the number of runs scored by the teams. If the specified over is not completed and 80% of the scheduled deliveries are not played, bets are subject to return if their outcomes are not determined."Will a wicket be taken in the over", "Will there be a penalty point in the over" — settlement is according to the results of the over. If there is no over, the bets are subject to return."Who will lose the most wickets", "Total wickets", "Lost wickets team total" — settlement is based on the number of wickets without taking into account the super over."There will be a super over", "Winner in the super over" — if there was no super over, bets are considered lost.
7. BETS ON FOOTBALL
7.1. Football Match Timing. All football bets are based on regular match time. This includes 'injury time' (the minutes added by the referee at the end of each half). However, it does not include 'extra time' (the two 15-minute periods used in knockout stages) unless specifically stated. Any goals or substitutions during injury time are treated as part of the regular 45 or 90 minutes.
7.1.1. Injury TimeThe total amount of injury time to be played is displayed on the stream via a special electronic board by the match referee. If the referee does not display the injury time on the stream via a special electronic board, calculation is made based on the report, and if the report lacks information about injury time, then the calculation is based on time actually played.
7.2. Player Cards and Warnings. When betting on warnings, actual ejections (red cards) are not counted as warnings. If a player is sent off due to two yellow cards, only one yellow card is counted. We ignore cards given to coaches, substitutes, or bench players, as well as any cards issued after the final whistle. Any cards shown during the halftime break are recorded as occurring in the second half.
7.3. First Warning or Substitution. If both teams receive a warning or make a substitution during the same minute according to the official match protocol, the bet is declared a push.
7.4. Statistics Settlement. Stats bets are settled following Clause 4.4. For bets placed during breaks or those interrupted mid-game, we use the data sources designated by the company. For a full breakdown, see the 'Explanation of Football Bets' page. Note that we may disregard stats like fouls or corners if they weren't captured in the official broadcast stream.
7.5. First Event in a Time Period. This involves predicting which event happens first (e.g., a goal, corner, foul, or offside) within a specific window. We use the TV stream timer as the primary reference, as noted in the match commentary. If the TV timer is unavailable, we use the timer in the Prematch section. We do not use external websites or official league sites for these specific calculations. See the 'Explanation of Football Bets' page for more detail.
7.6. Four Corners Bet. This bet simply asks whether corner kicks will be taken from all four different corners of the field. For more info on how this is tracked, check the 'Explanation of Football Bets' page.
7.7. Metrics Before an Event. If you bet on a stat occurring before a specific event (e.g., fouls before the first yellow card) and that event never happens, the bet is settled based on the final match total rather than being pushed. These are inclusive: for example, the shot that leads to a goal counts toward 'shots before the first goal.' If no goals are scored, the shirt number of the scorer is recorded as 0.
7.8. Goalkeeper Ball Touches. We count every time a goalkeeper touches the ball, regardless of whether it was broadcast. If a touch happens during a replay or a cutaway, we use the timestamp of when the live stream returns to the action as the official time of the touch.
7.9. 'First to Happen' and 'Last to Happen' Bets.For settlement purposes, events are considered to have occurred for this type of bet (and other similar bets) when:– corner: if there is a kick from the corner mark;– goal kick: if there is a goal kick;– out: if the ball is thrown in from being out;– offside: if there is a free kick after an offside is called;– foul: if there is a violation of the rules (referee's whistle).
7.10. 'First Event for a Player' Bets.For this bet, a prediction is made on what event from a specified list will happen to the player during the match. If a player does not enter the field on the starting team, bets on such player are pushed. The "Will play entire match" bet wins if the player plays the entire match and none of the other listed events happen to the player (no goals scored, no yellow card received, etc.).
7.11. Statistical metricsAll bets are decided based on regular time apart from separately negotiated cases. For calculation purposes, substitutions made (according to an official source) in the 46th minute are considered to have taken place during halftime. When settling bets, a retaken corner is considered as one corner. The general statistics for the entire tournament, group stage, or specific team or player are determined by summing up the protocols of each match as displayed in the information source determined by the Betting Organiser in accordance with Clause 4.4 of these Rules. If one or several matches are interrupted and declared not to have been held in accordance with Clause 4.3 of these Rules, the statistical metrics of such matches count towards the total statistical metrics (for the entire championship, group tournament, individual team) based on the results when the game was stopped. If a team is disqualified (removed) in a group stage, they are given a defeat of 0:3 in all unplayed matches for the purposes of calculating position, points and goals in the group. In the absence of any statistics in the source of information determined by the Betting Organiser in accordance with Clause 4.4 of these Rules, settlement is carried out based on the actual result.
7.12. Top tournament scorerThe top tournament scorer is the player who scores the most goals in normal time and extra time.Criteria for determining the top tournament scorer when there are equal goals scored (in order of priority):1) the player who scored fewer goals from penalty shootouts;2) the player who played fewer matches;3) the player who spent less minutes on the field.Note. For the criteria to determine the top scorer in the World Championships, Club World Cup, and European Championship, see Clause 16.1 of these Rules.
7.13. Mid-Season Transfers. If a player is the tournament's top scorer but transfers to another league, the bet stands if they played at least half of the championship matches. Otherwise, the bet is pushed. Stats from their new league are never counted.
7.14. Top Tournament Assistant. This award goes to the player who records the most assists across both regular and extra time.Criteria for determining the top tournament assistant when there are an equal number of assists (in order of priority):1) the player who played fewer matches;2) the player who spent less minutes on the field;3) if all of these statistics are equal for two or more players, bets on such players are pushed.
8. BETS ON HOCKEY AND BANDY
8.1. Hockey and Bandy Timing. Unless explicitly mentioned otherwise, all hockey and bandy bets are settled based on regular match time only, excluding any overtime periods.
8.2. Player Points. Bets on player points (combining goals and assists) win if the total number of points the player earns during regular time matches the prediction.
8.3. Face-offs. When betting on face-offs, we only count the ones that were actually won by the player or team.
8.4. First 2-Minute Penalty. If the match protocol shows that both teams received a 2-minute penalty at the exact same time (a mutual penalty), the bets for that specific occurrence are pushed. All other bets are settled as usual.
8.5. You can bet on how many 2-minute penalties occur during a game. Please note that 'double minors' (2+2) are counted as two separate penalties. If a penalty is called exactly as the period or match buzzer sounds (at the 20:00, 40:00, or 60:00 marks), it is attributed to the period that just ended.
8.6. For bets regarding goals scored into an empty net, the net is officially considered empty only when the goalkeeper leaves the ice to be replaced by an offensive player.
8.7. In exhibition matches, if an event happens that would normally end a game under standard hockey rules (such as a goal during overtime or a shootout) and a clear winner is established, bets are settled based on that outcome. Even if the teams decide to keep playing for fun or practice, any subsequent action will not change the betting result.
8.8. A video review occurs when officials watch a replay to resolve a disputed play. This process can be started by either the referee or a team's coach. Once the review is complete, the final decision is announced at the stadium. Statistical counting for these reviews follows the guidelines in Clause 4.4.
8.9. Top scorer in the regular NHL seasonThe top scorer of the regular NHL season is the player with the most points calculated by the goal+assist system (each goal scored and each assist earns the player one point).The criteria for determining the top scorer of the regular NHL season in the event of a tie in points (in order of priority): 1. The player who scored more goals;2. The player with the least number of matches
8.10. Regarding Bandy bets on whether a corner will be taken within the first minute ('Yes' or 'No'), the settlement depends specifically on the exact time the corner is actually executed.
8.11. All bets on short hockey are settled using the standard hockey betting rules.
9. BETS ON BASKETBALL
9.1. Unless specified otherwise, basketball and 3x3 basketball bets include overtime. If a game ends in a tie during regular time and there was no 'Draw' option available in pre-match or overtime markets, the bet is considered a push. If a tournament format requires two separate matches and an overtime is triggered, the second match's bets are settled including that overtime (e.g., if the first game ends 77:75 and the second ends 75:77).
9.2. When betting on rebounds, we count both team and individual stats. However, for NBA and WNBA games, only individual player rebounds are used for settlement.
9.3. For bets comparing the performance of different quarters or the score difference between them, any tie in performance results in the bet being pushed.When settling bets on the difference in score between quarters, the total score after the end of each quarter is taken into account.Example:Game results by quarter: 23:19, 19:19, 26:16, 16:22.After the first quarter (23:19) the difference in score is 4. After the second quarter (42:38) the difference in score is 4. After the third quarter (68:54) the difference in score is 14.
9.4. If a player doesn't participate in the game or spends less than two minutes on the court, any bets placed on their individual performance metrics will be pushed.
9.5. All statistical bets are settled according to the procedures outlined in Clause 7.11.
9.6. For tournament-wide statistics for teams or players, we look at the total accumulated numbers throughout the entire event, regardless of how many games each participant actually played.
9.7. Total foul bets are based on the official game report and only include fouls committed against players. Technical fouls given to coaches, bench staff, or players not currently in the game may appear in the play-by-play log, but they are ignored for betting purposes.
9.8. Bets on 2-pointers and 3-pointers (including 1 and 2-pointers in 3x3 basketball) are settled per Clause 4.4. These totals include overtime unless stated otherwise. If a league uses 4-point shots, these are recorded as 3-pointers for statistical settlement.
9.9. Live bets on team or player statistics include overtime unless otherwise noted and are settled based on the final official match protocol.
9.10. 3x3 basketball bets follow the official rules provided by the tournament or the governing federation and are settled according to Clause 4.4. Because rules vary between different 3x3 tournaments, bets will not be pushed due to these regulatory differences.
10. BETS ON KABADDI
10.1. A raid is only counted if it began during the standard playing time of the match.Points or action during extra time will not be considered in the settlement of any market, except for the "To win" market that should be settled on the final official result after any extra time or other qualifying process has been completed.All bets will be void if the match is postponed or canceled and not replayed within 36 hours of original scheduled start.
10.2. 'To Win' bets are settled based on the official final result. If the game goes into extra time, the eventual winner as declared in the official record determines the outcome.3-way betting - Bets will be settled in accordance to the official match result. Tied matches will be settled as a Tie, regardless of any extra time played.Handicap - Bets will be settled in accordance to the official match result.Winning margin - The official result at the end of normal play shall be used to settle this market.HT / FT - The official result at the end of each half shall be used to determine the result.Total - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Total. Even/odd - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Total. Raids - Bets will be settled in accordance to the official match scoring.Total. Successful Raids - Bets will be settled in accordance to the official match scoring.Total. Unsuccessful Raids - Bets will be settled in accordance to the official match scoring.Total. Empty Raids - Bets will be settled in accordance to the official match scoring.Total. Match Bonus Points - Bets will be settled in accordance to the official match scoring. Bonus points are defined as points scored by a raiding team by placing their foot over the bonus line while the other foot is in the air.Total. Match Super Raids - Bets will be settled in accordance to our definitions. Super raids are defined as raids in which the raiding team score 3 points or more.Total.Match Super Tackles - Bets will be settled in accordance to our definitions. Super tackles are defined as successful tackles in which the defending team has 3 or fewer players on the mat.Total. All Outs - Bets will be settled in accordance to the official match scoring. All outs are when a team loses all of their players.To win. 1st half - Bets will be settled in accordance to the official match scoring. The market will be void if points are equal at half time.3-way betting. 1st half - Bets will be settled in accordance to the official match scoring.Total. 1st half - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Handicap. 1st half - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Team total. 1st half - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Total.Even/odd. 1st half - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Successful Raid - Bets will be settled in accordance to official scoring. Extras do contribute to the settlement but technical points and penalties do not.Unsuccessful Raid - Bets will be settled in accordance to official scoring. Extras do contribute to the settlement but technical points and penalties do not.Total. Raid Points. Raid № - Bets will be settled in accordance to our definition. All points, for both teams, whether through open play or penalties will contribute to the settlement of this market.Total. Raid Points - Bets will be settled in accordance to our definition. All points, for both teams, whether through open play or penalties will contribute to the settlement of this market.Total. Tackle Points - Bets will be settled in accordance to our definition. All points, for both teams, whether through open play or penalties will contribute to the settlement of this market.Bonus Point - Bets will be settled in accordance to the official match scoring. Bonus points are defined as points scored by a raiding team by placing their foot over the bonus line. Bets will be void if, due to insufficient defenders, it is not possible to score a bonus point in the named raid.Super Raid - Bets will be settled in accordance to our definition. Super raids are defined as raids in which the raiding team score 3 points or more, not including any all-out points earned. Bets will be void if, due to insufficient defenders, it is not possible to achieve a super raid in the named raid.Team total - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Team total.Even/odd - Bets will be settled in accordance to the official match scoring. Points are to include all methods of points scoring.Total Team. Successful Raids - Bets will be settled in accordance to our definition. Raiding points are defined as points scored by the team raiding, regardless of method.Total Team. Unsuccessful Raids - Bets will be settled in accordance to our definition. Defense points are defined as points scored by the team defending a raid, regardless of method.Total Team. Bonus Points - Bets will be settled in accordance to the official match scoring. Bonus points are defined as points scored by a raiding team by placing their foot over the bonus line.Total. Player Raiding Points - Bets will be settled in accordance to our definition. Player raiding points are defined as points earned by the named player through touchpoints and bonus points and do not include tackling points, penalties or all-out bonuses.
11. BETS ON AUTO AND MOTORCYCLE RACING
11.1. The final standings for a race include the warm-up lap.
11.2. If two drivers both crash, the one who managed to complete more laps is the winner. If they have completed the exact same number of laps, the bet is pushed.
11.3. A driver is credited with completing the race if they qualify. They are marked as retired if the official protocol lists them as DNS (Did Not Start) or DNF (Did Not Finish).
11.4. Bets on whether a safety car will appear ('Yes' or 'No') are settled based solely on whether the safety car actually entered the track.
11.5. If there is a dispute over who left the track first, the official FIA protocol (last place) is the deciding factor.
11.6. In Speedway, we only count the points earned during the first five starts, excluding any bonuses.
12. BETS ON TENNIS, VOLLEYBALL, TABLE TENNIS AND BADMINTON
12.1. If a tennis match is halted, the bet stays active until the match is eventually finished or one of the players officially withdraws from the tournament.
12.2. If a tennis match is moved to a different time (for instance, due to rain), the bet is settled only after the game has been played.
12.3. In tennis, if a player cannot finish a match for any reason (excluding substitutions), they are recorded as the loser for all remaining sets and games. For example, if Player 1 is leading 2-0 (6:0, 6:0) in a five-set match but then retires, Player 1 is credited with a 2-3 loss (with the remaining sets recorded as 0:6). All bets are settled on this 2-3 result. If a player is disqualified or the match ends early, the official end time is the moment the last point was scored; bets placed after that are pushed. Individual stats (aces, double faults, etc.) are settled based on the numbers at the time the match stopped. Bets on specific sets/games are pushed if no points were played in them. Handicaps and totals are based on games in tennis (and points in volleyball). A tie-break counts as one game. If a super tie-break (to 10) is used as the decider, the set score is based on points; for instance, a match result of 2:1 (3:6; 7:6; 10:8) equals 20:20 in games.
12.4. For 'Two points in a row' bets: if a player retires or is disqualified, Clause 12.3 applies. However, if at least one of the points specified in the bet was actually played, the bet can still be settled.For example:Bets on outcomes "Game 2: point 2 and point 3", "Game 2: point 3 and point 4", "Game 2: point 4 and point 5", and "Game 3: point 1 and point 2" have been accepted. The first tennis player is removed from the match when the score is 0:0 (1:0) 40:0.In this case:– bet "Game 2: point 2 and point 3" is settled– bet "Game 2: point 3 and point 4" is settled– bets for "Game 2: point 4 and point 5" and "Game 3: point 1 and point 2" are pushed, because in the second and third games the specified rallies were not started prior to the removal of the tennis player.
12.5. If the number of sets in a match is listed incorrectly, bets on the set score, total, and handicap will be pushed, though the overall match winner bet remains valid.
12.6. Minor errors regarding the tournament name, location, or the type of court surface are not valid reasons to cancel a bet.
12.7. Any 'extra' or 'gold' sets played beyond the standard match format are ignored for betting settlement.
12.8. In volleyball, the 5th set (or 3rd in beach volleyball) is treated as a normal set, not a tie-break, and counts toward 'highest' or 'lowest' scoring set bets. For 'Balanced Score' bets, the balance is checked after the first set point of the game.
12.9. In volleyball, an ace is defined as a serve that results in: – the ball lands in the opponent's court without contacting the players of the receiving team;– the ball is out of play after contact with only one player of the receiving team;– after the ball makes contact with the second player, the ball does not fly towards the opposing team and lands out of play.If the ball touches all players from the opposing team in a row, it is not considered an ace. The calculation of the number of aces is based on the stream. If there is no stream, the calculation is made on the basis of information sources in accordance with Clause 4.4 of these Rules.Bets on the number of blocks in volleyball. The calculation of the number of blocks is based on the stream. If there is no stream, the calculation is made on the basis of information sources in accordance with Clause 4.4 of these Rules.
12.10. In exhibition volleyball matches, if a team wins 3:0 or 3:1 and the winner is clearly decided, bets are settled at that moment even if the teams continue playing. Any further play doesn't affect these bets, although it may be settled separately if available in Live betting.
12.11. In the Brazilian LIVERJ league and Guatemalan championships, a 'Super Point' rule applies: if the score is tied (e.g., 26:26 or 27:27), the first team to score the next point wins the set, including in the 5th set (e.g., 17:16).
12.12. The settlement rules for tennis and volleyball also apply to badminton, padel, table tennis, squash, beach volleyball, mixed volleyball, and billiards.
12.13. Matches under the Russian Table Tennis Federation (RTTF), including regional events, are played as best of 5 or 7 sets.In the first 4 and 6 sets, with a score of 10:10 the winner is the player who scores the 11th point. The 5th and 7th sets are played to 7 points.If neither team scores a total of 10 points after 7 minutes in the decisive set, to speed up the game, the rules change so that each server serves only one point.
12.14. For Ping-pong: players must use official rackets with approved materials. Matches are best of 3 sets, with sets played to 15 points. A set ends immediately if the score reaches 15-14. All other rules follow standard table tennis regulations.
13. BETS ON BASEBALL
13.1. The 'home team' is defined as the team that starts in the outfield, regardless of where the game is actually being played.
13.2. We accept bets on the final outcome of a match, including any extra periods or innings that may occur. If the match ends in a draw, winnings are calculated with odds of 1.00, while totals and handicaps are settled based on the final score. If two identical matches take place on the same day but only one was listed in the Pre-match section, the result of the first match will be used for settlement.
13.3. MLB series: These bets cover the opening series (consisting of three games) between two teams. If one of these three games is cancelled or isn't played within the first three days, the bet is settled based on the results of the remaining two games. However, if only one game is played within that three-day window, the bets are pushed.Note. In Pre-match, bets on an MLB series win are provided in the Qualify column.
13.4. Bets on the 1st inning are settled as soon as that inning is fully completed, regardless of whether the rest of the match is finished.Bets are accepted on the outcome of regular time (9 innings). In Pre-match, such events are designated as "regular time (9 innings)". Bets placed on regular time are settled on the condition that at least 5 full innings have been played. If the match was not finished, the score is equal, and at least 5 innings were played, regular time is considered to have ended in a draw. Bets on selections of the first innings and match as a whole (represented as P1P1) are accepted based on the final score of the match.
13.5. All bets on Softball are governed by the same settlement rules as those used for Baseball.
14. ESPORTS
14.1. Main definitions
14.1.1. An Esports Discipline refers to any computer or video game tournament or match available for betting.
14.1.2. \"Cheating\" refers to the use of any prohibited software, glitches, or unauthorized methods to gain an unfair advantage. This is treated as a severe breach of rules across all esports.
14.1.3. A \"stream\" is a live internet broadcast of a match. To prevent cheating or unfair advantages, these broadcasts typically have a delay, the length of which is set by the tournament organizers.
14.1.4. A \"frag\" is a point earned by a player or team for eliminating an opponent's character. In some games, this also includes instances where a player kills their own character (suicide).
14.1.5. First Blood (FB) is the very first frag recorded in a match, awarded to the player or team that achieves it.
14.1.6. Hit points (HP) - health and life points.
14.1.7. Armour (AP) represents the points of additional protection or armor a character possesses.
14.1.8. A DDoS attack (Distributed Denial of Service) is a malicious hacker attack intended to crash a computer system or network.
14.1.9. A Disconnect occurs when the connection between the user's game client and the server is lost.
14.1.10. Gameplay Demos and Match Replays are recorded versions of past games that can be reviewed via the game client or official tournament sites.
14.1.11. A Rehost happens when a game is reset or rolled back to a previous state on the map due to technical issues.
14.1.12. A Map refers to the specific environment or level where the game is played.
14.1.13. A Round refers to the specific timeframe or segment of a match.
14.1.14. Match formats like Bo1, Bo2, and Bo3 (Best of 1, 2, or 3) indicate the maximum number of maps to be played. The overall winner is the one who wins the majority of these maps.– Bof3 – winning two maps will win the match;– Bof5 – winning three maps will win the match, etc.
14.1.15. Battle Royale is a format where a match continues on a single map until only one survivor (or one team) remains.
14.1.16. A Playable Character (PC) is any person, creature, or robot controlled directly by a human player.Note. A Champion is a player character in League of Legends, and a Hero is a player character in Dota 2.
14.1.17. A Non-Player Character (NPC) is a character controlled by the game's artificial intelligence rather than a human.
14.1.18. In Counter-Strike 2, the first round is known as the Pistol Round, where players are restricted to using only pistols.
14.1.19. A Plant is the specific location on a Counter-Strike 2 map where the bomb is placed.
14.1.20. The main base structure is the primary objective; the first team to destroy the enemy's main base wins the game.Note. The main base structure in League of Legends is the Nexus, and in Dota 2 it is the Ancient (slang: Throne).
14.1.21. The Pick/Ban Phase occurs before the match. During the \"Pick\" phase, players choose their characters or maps; during the \"Ban\" phase, they prohibit the opponent from using specific characters or maps.
14.1.22. A \"Deny\" occurs when a player kills their own allied creeps, heroes, or towers to stop the opponent from getting the kill. Denies do not increase the frag count and prevent the opponent from gaining gold and some experience. Denying is only possible when health is low: under 50% for creeps/illusions, 25% for heroes, and 10% for Towers.
14.1.23. Runes are temporary power-ups that spawn on the map, categorized into three different types.1. Power Runes give heroes various buffs for a short period of time. Power Runes start appearing at 06:00 on the game clock and every 2 minutes after that (08:00, 10:00, 12:00, etc.).2. Bounty Runes provide gold to the entire team that picks them up. They initially spawn at 00:00 on the game clock at all Rune spawn points, including on the river. Then Bounty Runes spawn every 4 minutes (04:00, 08:00, 12:00, etc.) in the jungles of each team.3. Water Runes spawn at 02:00 and 04:00 on the game clock at both Rune spawn points on the river. Then Water Runes no longer spawn.
14.2. Guidelines for esports betting types and settlement processes.
14.2.1. The general categories and types of esports bets follow the standards outlined in Section 5 of these Rules.
14.2.2. Esports bets are settled according to Section 4, while also accounting for the unique characteristics of specific game disciplines (detailed in the relevant paragraphs of this section).
14.2.3. Maximum payout limits are governed by Clause 3.4 of these Rules.
14.2.4. The official final result is determined by the score displayed on the screen at the end of the match.
14.2.5. If the score changes following a rehost, this is not a valid reason to push a bet.
14.2.6. If it is impossible to determine the final result of a match, the bet will be pushed.
14.2.7. If a team begins a match with a technical advantage granted by a rule or decision, all bets are voided unless this advantage was clearly stated before the match started.
14.2.8. For matches that began but were not finished, settlements are based on the specific rules of that tournament and esports discipline.
14.2.9. If a game must be restarted due to technical failure, the final score may be based on the last recorded score before the interruption.
14.2.10. A stream disconnect is not a reason to cancel a bet unless it makes it impossible to verify the final match result (e.g., the match ends while the stream is down and the result cannot be confirmed afterward), in which case the bet is pushed.
14.2.11. Technical issues like DDoS attacks, interference, or stream crashes do not justify canceling a bet, provided the final match result can still be established.
14.2.12. If a match is halted due to technical failure and a full rematch is ordered, the original bets are settled according to the rules for interrupted events (see Clause 4.3).
14.2.13. In Counter-Strike 2 and Dota 2, if a player fails to appear within 10 minutes of the scheduled start or a team cannot start on time, leading to a technical defeat, the event is void and bets are pushed.
14.2.14. Bets are not cancelled due to team name changes (with the same roster) or individual player substitutions (due to illness, DDoS, etc.). However, if more than two players are replaced in Dota 2 or Counter-Strike 2, the bets are pushed.
14.2.15. For result verification, official statistics, recordings, and streams can be found via the links on the Sources of Information page.
14.2.16. Any change to the agreed-upon match format (such as the number of maps or rounds) will result in the cancellation of bets.
14.2.17. If a team is disqualified or a match ends early, the official end time is the moment the last point or round was scored. Any bets placed after that moment are pushed. Player stats are settled based on the state of the game at the time of stoppage.
14.3. Special esports betting markets and their settlement rules.
14.3.1. Bets on Dota 2
14.3.2. Bets on whether the map ends during \"day time\" are based on the 5-minute in-game cycle. Day lasts from 0:00 to 5:00 (5:00 is considered night). Ability-driven time changes do not affect the settlement of this bet.
14.3.3. For Match Length bets, the bet wins if the map duration matches the specified criteria. For example, a match ending at 37:00 wins a \"Over 37 minutes – Yes\" bet. For decimal totals, exact timing matters: a map ending at 36:04 would result in a loss for an \"Over 36.5 minutes – Yes\" bet.
14.3.4. First Blood bets are won if the selected team secures the first frag of the map.
14.3.5. The Roshan bet is won if the chosen team is the first to kill Roshan. If Roshan is not killed by any team, the bet is pushed.
14.3.6. The \"Both teams will kill Roshan\" bet (Yes/No) wins on \"Yes\" if both competing teams kill Roshan at least once during the match.
14.3.7. Bets on the first Tower or Barracks destroyed are settled based on which team causes the first one to fall, including instances where a structure is destroyed via a \"deny\" by the defending team.
14.3.8. This bet focuses on whether both teams will manage to take down at least one Barracks. Selecting 'Yes' wins if both the Radiant and Dire sides lose a Barracks on the same map.
14.3.9. Here, you bet on whether the very first Barracks destroyed in the game is located in the center lane. If no Barracks are destroyed at all during the match, the bet is voided and funds are returned.
14.3.10. This market predicts the type of the first Power Rune to spawn on the map at the 6:00 mark. The bet wins if you correctly guess the rune's effect.
14.3.11. This bet is based on where the first Power Rune appears. You win if you correctly predict its spawn location.
14.3.12. This bet is about which team's player will be the first to collect a Power Rune. It wins if the predicted team secures the rune first.
14.3.13. This bet tracks which specific Power Rune is picked up most frequently throughout the match. If two or more types of runes are collected an equal number of times, the bet is pushed. Otherwise, it is settled normally.
14.3.14. This is a prediction on which team will secure the first Tormentor kill of the match.
14.3.15. This 'Yes/No' bet asks if a Divine Rapier will be bought. The 'Yes' option wins if any player has the item in their inventory at any point before the game ends.
14.3.16. A 'Yes' bet on 'Beyond Godlike' wins if any hero achieves a streak of 10 or more kills without dying. This milestone is officially announced in-game.
14.3.17. This bet wins ('Yes') if a hero manages a 'Rampage'—killing 5 or more enemies in rapid succession without dying. This event is triggered by an official in-game announcement.
14.3.18. The 'Ultrakill' bet wins ('Yes') if any hero secures 4 or more kills in a short window of time. Like other streaks, this is confirmed by the in-game announcement.
14.3.19. The 'Total Towers' market is settled based on the overall number of Towers destroyed during the match.
14.3.20. If a match is interrupted or fails to complete and is subsequently restarted from a 0-0 score, all previous bets on that match are pushed.
14.3.21. The official final score is whatever is displayed on the screen immediately after the Ancient is destroyed.
14.3.22. The winner is the first team to destroy the enemy throne. The kill count is irrelevant, provided the team didn't surrender (by typing 'GG' in all-chat) before the throne fell.
14.3.23. Frag counts may fluctuate during the game or during the Dota TV stream delay. Such updates or corrections are not valid reasons to cancel or push bets.
14.4. Bets on Counter-Strike 2
14.4.1. Total frags are calculated solely by counting how many player characters were killed.
14.4.2. These 'Yes/No' bets track whether a specific team plants the bomb during a given round. If the bomb is planted after the round has technically ended, the 'No' bet wins.
14.4.3. This is a 'Yes/No' bet on whether the bomb is successfully defused by either team during a specific round.
14.4.4. A standard map consists of up to 24 rounds. If the score hits 12:12, a 6-round overtime is played; the first team to win four of those rounds wins the map. If it remains a draw at 15:15, another 6 rounds are added. All rounds played are included in the final bet settlement.
14.4.5. Depending on tournament rules or a judges' decision, a match or map may officially end in a draw.
14.4.6. A match or map is officially considered 'started' once the first frag occurs during the pistol round.If the team is unable to continue a match that has started and is given a forfeit loss, then the missing rounds are added to the winner and bets on the match and map are settled.Example 1:On the first map with a score of 0:3 during the rounds, the second team is awarded a technical defeat. The final results are recorded as 2:0 (13:3, 13:0).Bets on the first map and match are settled. Bets on the second map are subject to cancellation.Example 2:After the first map is played (13:10) with a score of 5:0, the first team is awarded a forfeit defeat. The total final results are recorded as 1:2 (13:10, 5:13, 0:13).Bets on the second map and match are settled. Bets on the third map are subject to cancellation.Example 3:If the first map has not started, the bets are settled in accordance with Clause 14.2.7 of the Rules.
14.4.7. Bets on a specific player are cancelled if that player is unable to participate before the first frag is recorded, or if they play less than half of the total rounds played on the map.
14.4.8. If a player leaves after the game has started (at least one frag recorded) but has already completed more than half the rounds, bets are settled using HLTV.org stats as of the moment the player was eliminated.
14.4.9. Bets on specific maps are only voided if not a single round was played on that map.
14.4.10. Technical issues leading to a server restart—even if the map is simulated back to the restart time or the score changes—do not justify cancelling bets.
14.4.11. Any frags occurring immediately after a round ends are still counted toward the round's total.
14.4.12. Suicide or friendly fire does not count as a frag. If a friendly kill is the first frag of a round, any bets on the 'first frag' of that round are returned.
14.4.13. The first half lasts 12 rounds before sides are swapped. The second half begins at round 13 and goes up to round 24. Any overtime rounds (round 25+) are not counted as part of the second half.
14.5. Bets on 2x2
14.5.1. If a scout provides incorrect team or player information, resulting in a score reset and a replay, all match bets are pushed.
14.5.2. Rounds must be replayed if a technical glitch occurs, such as a player lagging out or the bomb glitching outside the map or into a forbidden area.
14.5.3. If a player or team is more than 10 minutes late according to the schedule, they lose by forfeit (score 9:0 for teams, 17:0 for players), and bets are settled per Clause 14.2.13.
14.5.4. If a match has begun (at least one kill made) and a team/player can no longer continue for any reason, they are given the loss, and the match is settled as an interrupted event.
14.5.5. Matches are conducted in Partners mode on either specialized one-plant maps or standard maps with a single designated plant site.
14.5.6. At the start of every round, both teams are given an equal amount of in-game currency to spend on equipment as they see fit.
14.5.7. The first team to reach 9 points wins. If the score is tied at 8:8, a single tie-breaker round determines the victor.
14.5.8. The match has two halves. The home team (listed first) starts on defense and switches to offense after the 8th round.
14.6. Bets on League of Legends
14.6.1. These bets cover whether a chosen team will be the first to kill the Dragon, Baron, or Herald. If the specified NPC is never killed, the bets are pushed.
14.6.2. This bet wins if the Baron spawns specifically in the Hunting Pit at 20:00. If it spawns in the All-Seeing or Territorial Pits, the bet is lost. If the game ends before the 20-minute mark, the bet is returned.
14.6.3. Match length (one, three, or five games) is dictated by the specific tournament rules.
14.6.4. Total frags are based on champion kills only. Deaths caused by minions or monsters, or the killing of non-champion units, do not count toward the frag score.
14.6.5. The first team to destroy the enemy Nexus wins the match, regardless of how many kills they have.
14.6.6. If a technical pause exceeds 30 minutes, the match is declared invalid, restarted from the Pick/Ban phase, and all original bets are pushed.
14.6.7. If a team suffers a technical defeat because a player cannot continue due to health reasons, the bets remain active and are not pushed.
14.6.8. If a team takes more than 10 minutes to resolve technical issues during a pause, they are handed a technical defeat. In this case, match statistics are ignored, and all bets are pushed.
14.7. Bets on Overwatch
14.7.1. If a match ends in a 2:2 map tie, a final deciding map is played. The winner of this game takes the match and earns an additional point.
14.7.2. If a match is cut short because a player is disqualified or refuses to play, the opposing team is awarded the win, and the corresponding map or match points are added to their score.For example, the score was 1:1 at the time the match was stopped, then the final match score will be 2:1.
14.7.3. If the final result is impossible to determine, bets are pushed, though bets on final positions are still settled. A match is officially 'started' after the first frag.
14.7.4. If a team cannot start on time (due to absence, lack of readiness, etc.) and receives a technical defeat, the event is treated as if it never happened, and all bets are pushed.
14.7.5. Changes in player count caused by DDoS attacks or disconnects are not valid reasons to cancel bets.
14.7.6. If a match or map starts but isn't finished, any unsettled bets on that match or map are pushed.
14.8. Bets on PlayerUnknown's Battlegrounds
14.8.1. Head to Head (H2H) wagers: You win this bet if the chosen player, duo, or four-person team finishes the match with a higher ranking than the other competitors listed.
14.8.2. H2H by Points: These bets are resolved using the tournament bracket, where the total score is calculated by combining the final placement and the number of frags achieved.
14.8.3. Most Frags: This market is settled based on the bracket, but only team frag counts are considered. The victory goes to the team that secures the highest number of eliminations.
14.8.4. Top 3 in the Round (Yes/No): These bets are determined by the bracket, factoring in both the final position and total frags to decide if a participant finished in the top three.
14.8.5. Match Format: All PUBG competitions are played using the standard Battle Royale game mode.
14.8.6. Conflict Resolution: Should any discrepancy arise regarding the results, the official tournament leaderboard serves as the final authority.
14.9. Bets on interactive football
14.9.1. Interactive Football: All betting options available for real-world football also apply to simulated matches (such as FIFA or eFootball). These are settled following the standard football betting guidelines outlined in Clause 7.
14.10. Bets on interactive hockey
14.10.1. Interactive Hockey: All betting markets for professional hockey are also open for simulated hockey games (like NHL). Settlement follows the hockey-specific rules detailed in Clause 8.
14.11. Bets on interactive basketball
14.11.1. Interactive Basketball: All markets available for real basketball apply to simulated basketball games (like NBA). Settlement is handled according to the basketball rules in Clause 9.
14.12. Bets on UFC
14.12.1. Technical Failures: If a match is interrupted by technical issues—such as a server crash or loss of connection—a rematch will be arranged, and all existing bets will be voided.
14.13. Bets on Rainbow Six Siege
14.13.1. Match format:– match on one map – up to 7 wins played in rounds (6-6 = draw);– matches with 3 or 5 maps – in the event of a final score of 6-6, additional rounds are designated to determine the winner.
14.13.2. Start Definition: A match or a specific map is officially considered 'started' the moment the first frag is recorded.If one of the teams is unable to continue a match that has started and is given a forfeit loss, then the missing rounds are added to the winner and bets on the match and map are settled.Example 1:On the first map with a score of 0:3 during the rounds, the second team is awarded a technical defeat. The final results are recorded as 2:0 (7:3, 7:0).Example 2:After the first map is played (7:3) with a score of 5:0, the first team is awarded a forfeit defeat. The final result is recorded as 1:2 (7:3, 5:7, 0:7).Bets on the second map and match are settled. Bets on the third map are subject to cancellation.Example 3:If the first map has not started, the bets are settled in accordance with Clause 14.2.7 of the Rules.
14.13.3. Server Restarts: If a technical glitch requires a server restart and the game state (including round or map scores) is simulated to the exact moment of the crash, this is not considered a valid reason to cancel bets.
14.13.4. Map-Specific Bets: Bets placed on a particular map will only be refunded if no rounds were actually played on that map.
14.14. Bets on StarCraft II
14.14.1. StarCraft II: Wagering is available for both the winner of an individual map and the overall match winner.
14.15. Bets on Valorant
14.15.1. Frag Calculation: The total number of frags is determined by the count of player characters killed during the game.
14.15.2. Spike Planted (Yes/No): This bet wins if the designated team successfully plants the spike during the specified round. If the round ends before the spike is planted, 'No' is the winning outcome.
14.15.3. Spike Defused (Yes/No): This wager is successful if either team manages to defuse the spike within the specified round.
14.15.4. Overtime Rules: If a match ends in a 12:12 tie, two additional overtime rounds are played. The first team to win two rounds takes the victory. If the score remains tied at 13:13, another two rounds are played. All bets are settled based on the final result of all rounds played.
14.15.5. Official Draws: Depending on the specific tournament rules or a referee's decision, some matches may officially end in a draw.
14.15.6. Early Technical Defeat: If a team cannot continue after the map has started but before 12 rounds have been completed, all match and map bets are voided, except for those on events that have already occurred.If more than 12 rounds were played on the map, then bets on the map are settled (the winning team gets points up to 13 (if the game was interrupted in overtime, then up to 14, 15, etc.)). The number of points of the losing team matches the number fixed at the time the game was stopped.If the match is interrupted during the game on the first map, then bets placed on the handicap and total maps in the match are subject to cancellation, and bets on winning the match are settled in the usual way.The end time of the last round, after which the event was interrupted, is considered the end time of the match, and all bets placed later are subject to cancellation.
14.15.7. Player Availability: Bets on a specific player are cancelled if that player is unable to participate before the map starts (zero frags recorded) or if they play less than half of the total rounds on that map.
14.15.8. Match Start: A game is officially underway once the first frag occurs during the pistol round.
14.15.9. Map Validity: Bets on specific maps are only voided if the map was never actually played (no rounds completed).
14.15.10. Technical Restarts: A server reboot that restores the game state and score to the moment of the failure does not justify the cancellation of bets.
14.15.11. Post-Round Frags: Any eliminations that occur after a round has technically ended are still counted toward the total.
14.15.12. Invalid Frags: Kills resulting from suicide or friendly fire are not counted as valid frags for the round.
14.16. Bets on Deadlock
14.16.1. Match Structure: The number of games per match (one, two, three, or five) is dictated by the specific Tournament Rules.
14.16.2. Long Technical Breaks: If a technical pause exceeds 30 minutes, the match is voided and must be restarted from the Pick/Ban phase. All bets are refunded.
14.16.3. Health-Related Withdrawals: If a player cannot continue due to health reasons and their team suffers a technical defeat per tournament rules, bets will not be refunded.
14.16.4. Pause Time Limits: Teams have a 10-minute window to fix technical issues. Exceeding this limit results in a technical defeat. In this scenario, match statistics are ignored, and all bets are voided.
14.16.5. Resumed Matches: If a match is interrupted and later restarted from a 0-0 score, all previous bets are refunded.
14.16.6. Patron Destruction: The first team to destroy the enemy Patron is the winner, regardless of how many frags have been scored.
14.16.7. First Objective Destruction: Bets on the first Guardian, Walker, or Shrine destroyed are settled based on which objective falls first. The winning team is the one that destroys the object, or conversely, the one whose opponent loses it.
14.16.8. Mid-Boss Buff: This bet wins if you correctly predict which team first destroys the crystal dropped by the Mid-Boss and claims the buff. If the crystal is never destroyed, the bet is refunded.
14.16.9. Shared Mid-Boss Kills: For the 'Both teams will kill the Mid-Boss' bet, 'Yes' wins if each team manages to destroy the Mid-Boss crystal at least once during the match.
14.16.10. Frag Totals: Total frags are based solely on hero kills. Kills involving creeps (either as the killer or the victim) are excluded from the score.
15. OTHER TYPES OF SPORTS
15.1. Fixed-Game Formats: For sports with a set number of games or frames (like billiards), handicaps and totals are based on frames. If a player drops out, they lose all remaining games. In darts, legs are used for totals/handicaps unless sets are specified. In bowls, sets (including the extra end) are counted. In timed badminton, the highest score wins; if tied, it's a draw. Matches are not considered interrupted if a timer is in effect; bets are settled based on the score when time expires.
15.2. Cycling: Bets on specific stages can be placed once the stage begins or during the pre-match window, but the cutoff is one hour before the stage leader crosses the finish line.
15.3. American Football & Lacrosse: Overtime is included in all bets. In American football, only fumbles that are actually lost count toward fumble-related bets.
15.4. Miscellaneous Sports: For handball, futsal, rugby, water polo, and others not otherwise specified, bets apply to regular time only. In futsal, two yellow cards count as one dismissal; cards given to non-players (coaches, subs) or after the whistle are ignored. Half-time cards count for the second half. Futsal goalkeeper goals only count if the player is officially listed as a goalkeeper in the protocol. In handball, if the 'Mercy Rule' ends a game early (15-point lead after the 1st half), bets are settled on the final score. Handball bets exclude the 7-meter shootout unless stated otherwise, and a direct red card isn't treated as a two-minute penalty. Individual handball bets are voided if the player never enters the court.
15.5. Combat Sports: A 'point win' is decided at the end of the full scheduled fight. Draws are based on the final official result. 'Totals' refer to the number of rounds that actually started. An 'ahead-of-time win' includes KOs, technical wins, disqualifications, submissions, or doctor stoppages. Technical knockouts count as KOs. If a fight is declared a 'no contest' (due to injury, disorder, or weather), bets are voided. If a fighter quits between rounds, any bets placed during that interval are refunded.
15.5.1. For boxing, we rely on boxrec.com to verify fight outcomes and statistics. For UFC events, ufcstats.com is the primary source. For all other combat sports, we use the official website of the governing body organizing the event. Should the fight regulations change—specifically the number of scheduled rounds—any associated proposition bets will be voided (pushed).
15.5.2. When settling handicap bets in professional boxing and mixed martial arts, we look at the judges' scorecards after the fight has fully concluded. For amateur boxing, we follow the final score released by official tournament sources. If a bout ends prematurely (before the scheduled time), all handicap bets are pushed.
15.5.3. If an additional round is ordered to break a tie and determine a winner, this round is excluded from the calculation of match bets and statistical totals.
15.5.4. In playoff formats, winners are determined by the official fight results. If a participant advances through the bracket due to an opponent's withdrawal or other external factors, this is treated as a separate occurrence and handled as an additional bet.
15.5.5. Match bets are resolved based on official results—those announced live in the ring, octagon, or cage, and subsequently confirmed by official sources. If a result is later overturned due to an athlete's disqualification or other sanctions, the original bets remain valid and will not be cancelled.
15.5.6. Bets on the total duration of a fight are settled based on the actual time elapsed during the bout.
15.5.7. If two or more matches in a schedule are cancelled, all bets placed on overall tournament statistics and supplemental bets will be refunded.
15.6. Chess. Bets on a single game are settled according to that game's official result. Bets on a full match are determined by the cumulative score of all individual games played within that match.
15.6.1. Regardless of the venue, the player assigned the white pieces is always listed first.
15.6.2. If a game is delayed or paused for any reason, all active bets remain open until the game or the overall tournament is officially completed.
15.6.3. If multiple players tie for first place at the end of a tournament and no tiebreaker was held or other ranking metrics failed to produce a single winner, we apply Clause 5.5 of these Rules to resolve the bets.
15.6.4. In the event of a draw in an Armageddon game, the player playing with the black pieces is declared the winner for betting purposes.
15.6.5. For bets on the total number of moves in a match, only the moves made by the player with the white pieces are counted.
15.7. Snooker and Billiards. Both handicap and total bets for these sports are calculated based on the number of frames won.
15.7.1. If a player is unable to complete a match for any reason, they are recorded as having lost all remaining games/frames.
15.8. 9-Ball Pool. If the break shot does not result in any ball being potted, the total count of potted balls is recorded as zero.
15.8.1. In the event that no ball is potted on the break, the following betting rules apply:– "Black ball potted at the break – Yes" – Loss– "Odd numbered ball potted at the break – Yes" – Loss– "Even numbered ball potted at the break – No" – Win– "Odd numbered ball potted at the break – No" – Win.
15.8.2. Bets on the '9 ball being potted in a corner pocket' are settled once the 9 ball is successfully potted, whether on the very first shot or a subsequent legal strike.
15.8.3. A frame is classified as a 'break and run' if the player makes a legal opening shot and continues to pot all necessary balls, ending with the 9 ball, without losing their turn or violating any rules.
15.9. Sumo. Betting outcomes for Sumo are determined using the same criteria as boxing and other martial arts.
15.10. Golf. If a golfer fails to make the cut (meaning the official tournament site lists 'Cut' instead of a final rank), any 'Final Position' bets on that player are settled at odds of 1.00.
15.11. Open Water Swimming (3 km Knockout Sprint). When comparing athletes, the priority is the furthest stage reached in the competition. If multiple athletes are knocked out during the same stage, the one with the faster time during that specific stage is ranked higher.
16. WORLD AND EUROPEAN SOCCER CHAMPIONSHIPS AND OLYMPIC GAMES
16.1. Top Scorer. This title goes to the player who scores the most goals during regular time and extra time. Goals scored during penalty shootouts or own goals are not counted. To break a tie between players or teams, the following hierarchy is used:
16.1.1. Priority is given to the player who scored more goals in the later, more critical stages of the tournament (e.g., finals or semi-finals).
16.1.2. If a tie persists, the advantage goes to the player or team with the higher number of shots on target.
16.1.3. If they are still tied, the player or team who spent the least total time on the pitch is declared the winner.
16.2. Top Assistant. The top assistant is the player who provides the most assists during regular and extra time.The criteria for determining the top assistant of a tournament or team if the number of goal assists is equal:
16.2.1. Ties are first broken by looking at who provided more assists in the later stages of the competition (e.g., finals or semi-finals).
16.2.2. If the tie remains, the player or team with the least amount of playing time on the pitch is given the advantage.
16.3. For 'Who will score more' bets, only goals from regular and extra time are considered. If the totals are equal, the result is a draw.
16.4. In 'H2H' (Head-to-Head) bets, you are predicting which of the two compared teams will finish higher in the standings, either for a specific section of the tournament or the overall championship.They are settled based on the following criteria (in descending order of significance):1. Tournament stage where a team was knocked out.2. Team place in the group.3. Team goals scored.In the event these criteria are equal between the compared teams, bets placed on the teams are pushed.
16.5. Bets on the 'Best team [country]' (for example, the top-ranked team in UEFA) are settled following the same logic as the H2H bets described in point 16.4.
16.6. Olympic gamesBets on number of medals in the Olympic Games. The final result of the number of medals is determined based on data from the official website of the Olympic Games when the closing ceremony begins.If more than one country has the same number of gold medals, the winner shall be the country with more silver medals. If more than one country has the same number of gold and silver medals, the winner shall be the country with more bronze medals.
16.7. In Olympic combat sports, both athletes who earn a bronze medal are credited with third place. Similarly, in Olympic boxing, both semi-final losers are recognized as third-place finishers.