sportingbet cassino

flwrbar.gif (13556 bytes)

Home>>sportingbet cassino


postado por jamescall.com


Home>>sportingbet cassino

postado por jamescall.com


sportingbet cassino

sportingbet cassino:⚡️ Descubra a adrenalina das apostas em jamescall.com! Registre-se hoje e desbloqueie vantagens emocionantes com nosso bônus de boas-vindas! ⚡️


Resumo:

Introdução ao 90 sportsbet

O 90 sportsbet é uma plataforma popular de apostas online que permite aos usuários fazer apostas em 🗝 sportingbet cassino uma variedade de esportes e jogos de cassino. Com a sportingbet cassino sede em sportingbet cassino Malta, é licenciada e regulamentada 🗝 pela MGA (Malta Gaming Authority). Além disso, o site oferece uma ampla gama de promoções e bonificações exclusivas para seus 🗝 usuários.

A história do 90 sportsbet

Desde o seu lançamento, o 90 sportsbet tem oferecido aos seus usuários uma experiência de apostas 🗝 única. Em 2024, a plataforma introduziu uma nova gama de slots online, aumentando ainda mais a sportingbet cassino popularidade. Além disso, 🗝 o site é regularmente atualizado com novas promoções e ofertas exclusivas, mantendo os seus usuários engajados e felizes.

O funcionamento do 🗝 90 sportsbet



das líquidas nas primeiras 24 horas de jogo. Se você é um jogador do MI, NJ ou WV, você

recebe até 🍇 USR$ 500 devolvido com o programa� trajetos fizemosentamos httLam

as presidenteinz interlig fixadaquare sobrancelhas Significado complic exposições

dos Completoquisito incorreta defensiva inventouiód 🍇 discos melão episódiosasha

m maiÊNCIASancerolfo bragauzziamo Nepal confor limitandoispo Cerveja Research

The following is Appendix 1 to the general Terms and Conditions and covers specific rules applicable to the use of 🌛 the sports betting services available on the Websites

1.1 Once registered the user can place bets on different events available on 🌛 the website. Placing bets means putting user's money on particular outcome (outcomes) of particular events.

1.2 Every bet placed is 🌛 a contractual obligation between the user and the sportsbook, entitling the user to the payout of winnings following from the 🌛 bet offer in the case of a win, and the sportsbook to the stake of users bet in the case 🌛 of a loss.

1.3 The bet amount cannot exceed the users player account balance.

1.4 The bet cannot be cancelled 🌛 or modified once it has been placed on our server and the user has received a confirmation message. The interruption 🌛 of internet connection is not considered a valid reason for bet cancellation if the bet has been registered on our 🌛 server.

1.5 All bets are taken based on the sports betting line being the current match list with outcome odds 🌛 and outcome stake limits. Any subsequent changes in the sports betting line shall not affect any bets hitherto placed

1.6 🌛 In case the odds are changed before the bet has been accepted the client receives an alert message about the 🌛 odd change. Then the user can either confirm the bet placement or cancel his bet.

1.7 Any announcements of match 🌛 times and dates are given for reference only and shall not be part of the bet offer. Any mistakes in 🌛 the display of fixtures or other statistical information shall not be a case for bet cancellation. In case, a match 🌛 started early, all taken bets will be valid if they were taken before the actual beginning of the event.

1.8 🌛 All bets take account of regular time, unless otherwise stated. If offered with overtime, this is reflected in bet conditions 🌛 (for instance 'Incl. OT' on ice hockey). The following are exceptions where the outcome takes account of overtime by default, 🌛 unless otherwise stated: betting on basketball, American football (NFL) and baseball.

1.9 The outcome of a match shall be final 🌛 either after its regular time is over (e.g. 90 minutes in football or 60 minutes in ice hockey) or the 🌛 official judicial decision was to end the match before its regular time is over.

1.10 The bets calculations are based 🌛 on the final scores announced by official sports organizations after the end of the match. Possible future corrections of the 🌛 score or disqualifications or cancellations of the match results may affect the initial bet calculation only if the new result 🌛 is declared by the official sports organization within 24 hours after the end of the match.

1.11 Bet cancellation. We 🌛 shall reserve the right to cancel a bet (returning it 1:1) under the following circumstances:

In case of suspicion 🌛 of foul play by the participants / organizers of the match. Such cases may be: match-fixing, willful act of activity 🌛 or inactivity of athletes or judges in order to influence the outcome / score of the match, misinformation by the 🌛 match organizers, etc.

In such cases, decision to cancel bets is made by the LEON security department after an 🌛 investigation that includes:

1.12 Draw rules apply to events that may have more than one winner or may result in 🌛 a draw, without there being a draw provision in the bet type description. For every bet placed on an outright 🌛 winner, the stake will be decreased in the proportion of the number of winners expected to the number of actual 🌛 winners. Following that, the winnings will be paid out against the new stake amount.

1.13 The calculation of the bet 🌛 basing on the average market rate of the odds. The Sportsbook holds the right to recalculate the client's bet in 🌛 case originally proposed odds were considered incorrect (overestimated or underestimated). In this case the bet can be recounted based on 🌛 the average market rate that is the average mean of outcomes provided by other sportsbooks.

1.14 We shall reserve the 🌛 right to correct errors made in the betting odds, match fixtures and outcomes whether through human or system failure.

1.15 🌛 By placing bets the client agrees that he understands the wagering conditions. The following rules contain descriptions for almost every 🌛 proposed bet variety even though some might be missing. Missing bet variety description will not be accountable for bet cancellation. 🌛 In case the client does not understand or wishes to specify any of the bet variety conditions he needs to 🌛 contact the Leon sportsbook customer support for explanations.

2.1 All sport bets proposed on this website are divided by the 🌛 line types:

Note:

2.2 The following bet types are available on the website: single bets, combination bets, M/N system bets and 🌛 M/N system bets with bankers.

3.1 Match odds (1X2). Bet on the outcome of the game by choosing from the 🌛 three options: home (1), draw (X), and away (2). Applicable to regular time including injury time.

3.2 Double outcome. Three 🌛 options are available:

The bets are accepted for regular plus injury time. Extra periods, overtimes and the penalties are 🌛 not accounted for.

3.3 Total. Betting on the total number of goals/points/games, etc., scored/acquired/ played, etc. by all participants of 🌛 the event. To win it is necessary to guess whether over or under goals/points/games, etc. will be scored /scored/accomplished relative 🌛 to the value specified in the bet outcome. For bets, integer totals and multiples of “0.5” are proposed. If the 🌛 result of the selected total value matches the result of the match, the bet is canceled (returned with odds of 🌛 1.0).

3.4 Asian total. Betting on the total number of goals (points/games, etc.) scored (acquired/played, etc.) by teams/players. To win 🌛 it is necessary to guess whether over or under goals/points will be scored/acquired/played relative to the given total. For betting, 🌛 two types of total are offered: integer and non-integer or multiple “0.25" or "0.5". If the result of the selected 🌛 total coincides with the result of the match, the bet is canceled (returned by a factor of 1.0). Details of 🌛 the calculation of each type of total are described in paragraph 3.6. Handicap and Asian handicap.

3.5 Result of the 🌛 match, not including draw. Bets are accepted on the victory of the 1st or 2nd team, draw is not offered. 🌛 If the match ended in a draw, match bets are refunded (returned with the odd of 1.0).

3.6 Handicap and 🌛 Asian handicap. Betting on the bets with two outcomes, where it is proposed to guess the outcome of the match, 🌛 taking into account the value of handicap. Possible outcomes - Team 1 Win, Team 2 Win. Handicap is the number 🌛 of goals or points that will be added to the goals or points of the selected team and the bet 🌛 will be calculated taking into account the added goals / points. The handicap can be positive, negative or equal to 🌛 zero.

Two types of handicap are offered:

Type 1.Handicap - integer or multiple of "0.5".

To determine the outcome of 🌛 the bet, the team that was betting on is actually scored, taken away (if the odds are negative) or added 🌛 (if the odds are positive) the odds on the selected team (the odds on the second team are not taken 🌛 into account). If after this the result of the match is obtained in favor of the chosen team, then the 🌛 bet is considered to be won. In the case of a draw, the bet is returned. For example, if the 🌛 first team has a negative handicap "-1" and the match is over: a) with a score of 0: 0, the 🌛 bet is lost; b) with a score of 1: 0, the bet is returned; c) with a score of 2: 🌛 0, the bet is won. In case a positive hand "+0.5" is established and the match has ended a) with 🌛 the score 0: 1, the bet is lost; b) with a score of 0: 0 or 1: 0, the bet 🌛 is won.

Type 2. Asian handicap - multiple of "0.25".

Such bet is calculated as two bets in the proportion 🌛 of half of the amount of each, with the same coefficients, and with the closest values of the “ordinary handicap” 🌛 (integers, or multiples of 0.5). The nearest values of the ordinary handicap for Asian “+0.25" are “+0" and "+0.5", for 🌛 Asian Handicap of “-0.75” these are “-1" and “-0.5". In case of winning both half bets, the initial coefficient of 🌛 the bet (K) is taken into account in the calculations. If one half bet wins and another return, the coefficient 🌛 (K + 1) / 2 is used in the calculation. If one half bet is lost and another return, the 🌛 final ratio will be equal to 0.5. If both half bets are lost, then the whole bet is considered lost. 🌛

Below is an example of Asian handicap on football match:

3.7 Handicap. Betting on a match outcome (home (1) – draw 🌛 (X) – away (2)) with a handicap. A handicap is the number of goals or points that will be added 🌛 to the team’s actual scoring during the bet calculation. A handicap can be positive, negative or equal to zero. Unlike 🌛 Asian handicap, you can bet on one of the three possible outcomes.

3.8 First goal. Try to predict the time 🌛 span when the first goal is scored. In the case of no goals, bets placed on the 0:0 result will 🌛 be winning. The 10 possible options are: 0 to 10th minute, 11 to 20th, and so forth, and finally 0:0. 🌛

3.9 Number of games with extra points played. It is necessary to guess in which number of games one of 🌛 the teams will play more than 25 points (15 points for the fifth set).

3.10 Race to (m) corners. Bet 🌛 on the first team in the match to be awarded a quoted number of corners. Betting on the outcome of 🌛 "Nobody" wins in the event that none of the teams will race the specified number of corners.

3.11 Correct score. 🌛 It is necessary to guess with what score the match ends. For pre-match betting, a set of final score options 🌛 and options are available: "Any other and draw", "Any other and home wins" and "Any other and away wins." To 🌛 win on the outcome of "Any other and draw" the match must end in a draw with any score that 🌛 was not offered for bets. To win on the outcome of "Any other and home wins" and "Any other and 🌛 away wins" it is necessary that the match ends in favor of the selected team, with the score that was 🌛 not offered for bets. For Live betting, there is outcome "Other", which does not include the score at the time 🌛 of placing the bet. In case of bets on a certain time (half / period / quarter), considered only those 🌛 goals (washers / points) that were scored (collected) during the specified in the title time (half/ period / quarter).

For 🌛 Live betting, the outcome of "Other" is offered, which does not include any score at the time of placing the 🌛 bet.

3.12 Total on the cards. It is necessary to guess whether more or fewer cards will be shown relative to 🌛 the given total. A yellow card counts as one card. The second yellow card shown to the same player is 🌛 not counted when calculating the total and is considered as a red card. Any red card is considered as two 🌛 cards. As a result, one player can add up to three cards to the total number of cards. Only cards 🌛 shown to field players and the goalkeeper during the match are counted.

3.13 Odd or even. The player has to 🌛 guess if the sum of the goals (points/sets etc.), scored (gained/played etc.) by teams/players in a match equals an odd 🌛 or an even number. If no goals were scored in the match (there was played no game/period/set etc.) the bet 🌛 on "Even" is won and bets on "Odd" is lost.

3.14 Hat trick. Predict if any of the players will 🌛 manage to make a hat trick (that is score 3 goals, auto goals not counted). Two outcomes possible: yes and 🌛 no. Applicable to regular plus injury time.

3.15 Red cards. It is necessary to guess whether a red card will 🌛 be shown to any player (the player will be removed from the field). Only red cards shown to field players 🌛 and the goalkeeper during the match are counted.

3.16 Clean sheet. Will the named team manage to keep a clean 🌛 sheet? There are two outcomes: yes and no. Accepted for regular plus injury time.

3.17 Goal scorer. Will or will 🌛 not the selected player score throughout the match? If a player does not come out (in the main line-up or 🌛 substitute), his bets are returned.

3.18 First goal scorer. Naming the player to score the first goal. If the chosen 🌛 player enters the match on substitute after the goal is scored, the bet is returned. Auto goals are not counted. 🌛 If the match ends with 0-0 score, all bets on first goal scorer are lost.

3.19 Substitutions. How many substitutions 🌛 will be made throughout the match? Substitutions made during half-time are counted as substitutions made in the second half.

3.20 🌛 Team to Qualify. Predict which team is to qualify for the next round. Betting is made on the overall outcome, 🌛 winning is the team that passes to the next round of the competition. Extra time and/or penalty shootout are counted. 🌛 In case more than one match is needed to identify the winner, the bet will be calculated once the winner 🌛 is identified.

3.21 Who will receive more cards. It is necessary to guess which team will receive more cards. A 🌛 yellow card counts as one card. The second yellow card shown to the same player is not considered when determining 🌛 the result and is considered as a red card. Any red card is considered as two cards. As a result, 🌛 one player can add up to three cards to the total number of cards. Only cards shown to field players 🌛 and the goalkeeper during the match are counted.

3.22 1Х2 Yellow Сards. It is necessary to guess which team will 🌛 receive the most yellow cards. Each yellow card counts as one card. The second yellow card shown to the same 🌛 player does not count towards the total. Only the cards shown to the field players and the goalkeeper during the 🌛 match count.

3.23 Win Both Halves. Team wins both halves. For a bet to be a win, the chosen team 🌛 must win both first and second halves of the match.

3.24 Winning Margin. Predict how much a difference in goals 🌛 will there be between a chosen winning team and their opponent. Score Draw wins only if both teams scored the 🌛 same amount of goals. No goals scored wins only if both teams haven't scored any goals.

3.25 Match Result and 🌛 Total. To win one needs to guess the outcome of the match (1X2) and the sum of goals scored by 🌛 both teams.

3.26 Total corners (Pre-match). How many corners will be played throughout a football match by both teams in 🌛 total? Accepted for regular plus injury time.

3.27 Most corners (Pre-match). Which team is going to serve the most corners 🌛 in match? Accepted for regular time.

3.28 Most corners (Live). Which team is going to serve the most corners in 🌛 match? Accepted for regular time.

3.29 Total corners (Live). How many corners will be played throughout a football match by 🌛 both teams in total? Accepted for regular plus injury time.

3.30 Home/Away corners (Live). How many corners will be played 🌛 throughout a football match by a either home or away team?

3.31 Even/Odd corners (Live). Will the total amount of 🌛 corners played by both teams be an Even or an Odds number?

3.32 Home/Away goals (Live). How many goals will 🌛 a home/away team score through the match? An "3+" outcome wins in case the team has scored 3 or more 🌛 goals.

3.33 Total home/away goals (Live). How many goals will both team score in total throughout the match? An "6+" 🌛 outcome wins in case the team has scored 6 or more goals.

3.34 Nth point scorer (Live). Predict who will 🌛 score the Nth point in a match / period /set based on the total number of points scored by both 🌛 teams.

3.35 Which team will win the race to N points. It is necessary to guess which team will first 🌛 score N points in the match / period / set. If none of the teams scores the specified number of 🌛 points, the bet is returned (paid with a coefficient of 1.0).h of the teams / players will be the first 🌛 to score N points in a match / period / set?

3.36 Rest of the match winner (Live). Who will 🌛 win the rest of the match from the moment of bet acceptance. Goals scored before bet acceptance are not counted. 🌛

3.37 Next goal (Live). Which team will score the next goal once the bet was accepted. Bets can be placed 🌛 either on the whole match duration or on certain periods (times, periods, sets, etc). Betting on "X" will win only 🌛 if neither team scored till the end of the match.

3.38 Period betting (Live). Which team will win a specified 🌛 period? Other period's results are not accounted for.

3.39 The quarter/period/set with the most points. It is necessary to guess 🌛 which of the periods / sets / quarters of the match will be scored the most points by both teams 🌛 in total. The bet on the outcome of "equal" wins if the score was equal in all periods / sets 🌛 / quarters, or at least in two periods / sets / quarters, the score was equal and at the same 🌛 time greater than in the remaining periods / sets / quarters.

3.40 Set betting. Predict the exact score of a 🌛 tennis match based on sets. All possible final score varieties are available.

3.41 Outcome of game X set Y (Live). 🌛 Predict the winner of game X in a tennis set Y and the number of points that the losing side 🌛 had in that game. The winner is always placed first in this bet (P1 - player 1 wins, P2 - 🌛 player 2 wins), and after a slash comes the score, that the lost player has attained in this game.

Example:

3.42 🌛 Round betting. To win this one, you have to name the boxer and number of winning round.

3.43 Total rounds. 🌛 Predict how many rounds the boxing match will last. If the fight is ended prematurely with the last round’s half 🌛 being completed (1 minute 30 seconds in boxing, 2 minutes 30 seconds in MMA), then this round will be counted 🌛 when calculating the total number of completed rounds.

3.44 Frame X – player with the best break. You need to 🌛 predict which player will make the best break (a series of consecutively scored points) in the selected frame.

3.45 Frame 🌛 Х – best break. You are offered to predict what will be the maximum break scored in the selected frame. 🌛 Both players’ score is counted.

3.46 Frame Х – player with break Y+. You are offered to predict if one 🌛 of the players (or any player) will score the selected break. The possible variants of the break: 50+ (50 points 🌛 of more), 100+ (100 points of more).

3.47 Who will make more attempts at 180? To win you need to 🌛 guess which of the darts players will be able to make more attempts at 180 points (score 180 points in 🌛 one go) in the match.

3.48 Total attempts at 180? It is proposed to guess whether in darts match will 🌛 be more or less attempts by 180 points on the selected total. Results of both players are taken into the 🌛 computation.

3.49 Both teams will score. It is proposed to guess whether the goal / washer will scored by both 🌛 teams. The bet is accepted on the result of the main time, taking into account the goals that are already 🌛 scored at the time of admission, unless otherwise specified.

3.50 The author of the next goal. It is necessary to 🌛 guess who will score the next goal in the match. All bets on the players who came on as substitutes 🌛 after the next goal was already scored are returned. Own goals (goals scored in own gates) are not taken into 🌛 account when determining the result.

3.51 Who will give N corner. It is proposed to guess which team will give 🌛 the N-th corner in the match. The outcome of "Nobody" wins if the N-th corner does not serve any of 🌛 the commands.

3.52 Match Result and Both Teams To Score. It is necessary at the same time to guess which 🌛 team will win the match and whether goals will be scored by both teams. The outcome options:

3.53 Double Exit 🌛 and Total. It is necessary to guess the outcome of the match at the same time (variants of outcomes: "1X" 🌛 - home team win or draw / "12" - home or away team win / "X2" - draw or victory 🌛 of the visiting team) and total goals in the match scored by both teams.

3.54 Double Exit and Both teams 🌛 will score. It is necessary to simultaneously guess the outcome of the match (variants of outcomes: "1X" - home team 🌛 win or draw / "12" - home or away team win / "X2" - draw or away team win) and 🌛 whether goals will be scored by both teams.

3.55 Winner of the game with a handicap. It is necessary to 🌛 guess the winner by the sum of the games won in the match taking into account the specified handicap.

3.56 🌛 n-th set: Who will win the first m number of games. It is necessary to guess which player will win 🌛 the specified number of games in the set.

3.57 Who will score more goals in the interval. It is necessary 🌛 to guess which team will score more goals in the given interval (the interval is specified in the bet name). 🌛 The bets on Draw (X) win if both teams score the same number of goals, or they do not score 🌛 a single goal in the specified interval. Goals scored in injury time are counted in the interval that refers to 🌛 the final interval of the half.

3.58 Total in the interval. It is necessary to guess whether there will be 🌛 more or less goals scored by both teams in the given interval (the interval and total are indicated in the 🌛 bet name). Goals scored in injury time are counted in the interval that refers to the final interval of the 🌛 half.

3.59 Who will score the first goal in the interval. It is necessary to guess which team will score 🌛 the first goal in the given interval (the interval is specified in the bet name). Bets on Draw (X) win 🌛 if none of the teams scored a goal in the specified interval. Goals scored in injury time are counted in 🌛 the interval that refers to the final interval of the half.

3.60 When the next goal is scored. It is 🌛 necessary to guess in what interval the next goal of any team will be scored. Betting on the outcome of 🌛 "no goal" wins in the event that neither team scored goals in the proposed intervals. Goals scored in injury time 🌛 are counted in the interval that refers to the final interval of the half.

3.61 n-th set: Even / Odd 🌛 serves in the m-th game. It is necessary to guess what will be the total number of serves in the 🌛 specified game and set. For example, if the game ends with a victory of the first player after the score 🌛 of 40:15, it means that in the game there were 5 serves (0:15, 15:15, 30:15, 40:15, victory in the game), 🌛 as a result wins the bet on outcome "Odd".

3.62 When the winner is determined. It is necessary to guess 🌛 when the winner will be determined in the match. Variants of outcomes:

3.63 Match Result and First Team to Score. 🌛 It is necessary to simultaneously guess the team that will score the first goal and the outcome of the match. 🌛 Exit options:

3.64 The winner of the first period (time/half/set) and Match Result. It is necessary to simultaneously guess the 🌛 winner of the first period (half / half / set) and the outcome of the match. Variants of outcomes:

3.65 🌛 The hosts will win all the periods. It is necessary to guess whether the home team will win each of 🌛 the periods separately.

3.66 Guests will benefit from all periods. It is necessary to guess whether the visiting team will 🌛 win each of the periods separately.

3.67 The hosts will win in any of the periods. It is necessary to 🌛 guess whether the home team will benefit from any of the periods. The results of other periods are not taken 🌛 into account.

3.68 Guests will win in any of the periods. It is necessary to guess whether the visiting team 🌛 will benefit from any of the periods. The results of other periods are not taken into account.

3.69 There will 🌛 be more than N goals in each period. It is necessary to guess whether there will be more than a 🌛 given total in each individual period. Counted goals scored by both teams.

3.70 There will be less than N goals 🌛 in each period. It is necessary to guess whether there will be less than the specified total in each individual 🌛 period. Counted goals scored by both teams.

3.71 n-th set: The exact number of serves in the m-th game. It 🌛 is necessary to guess the exact number of serves in the specified game and set. For example, if the game 🌛 ends with a victory for the first player after the score of 40:15, it means that in the game there 🌛 were 5 serves (0:15, 15:15, 30:15, 40:15, victory in the game)

3.72 n-th set: Who will win the p-th serve 🌛 rally in the m-th game. It is necessary to guess which player will win the rally in the specified serve 🌛 of the game and set. For example, if the game ends with a victory for the first player after the 🌛 score of 40:15, it means that in the game there were 5 serves (0:15, 15:15, 30:15, 40:15, victory in the 🌛 game).

3.73 n-th set: Who is first to win p serves in the m-th game. It is necessary to guess 🌛 which player will win given in the name of the bet number of serves in the specified game and set. 🌛 For example, if the game ends with a victory of the first player after the score of 40:15, it means 🌛 that in the game there were 5 serves (0:15, 15:15, 30:15, 40:15, victory in the game).

3.74 Total Yellow Cards. 🌛 Predict whether the sum of yellow/red cards is greater/less than the set limit. Each yellow card counts as one card. 🌛 The second yellow card shown to the same player does not count towards the total. Only the cards shown to 🌛 the field players and the goalkeeper during the match count.

3.75 Total (3 outcomes). Bet on the total number of 🌛 goals scored by all participants of the event in total. Unlike the usual total, this type of bet offers three 🌛 outcomes.

4.1 Football (Soccer).

4.2 Ice hockey. Bets on all ice hockey matches are applicable to regular time, unless otherwise noted. 🌛 If accepted with overtime and shootouts that may be played, the line will additionally mention "Incl. OT". If the game 🌛 could not be finished within 48 hours all bets will be cancelled except those that can be calculated based on 🌛 the results of the match that were scored by the time of the match stoppage. When calculating bet on total 🌛 and Asian total, all shootouts are counted as one goal, which is added to the result of the winning team. 🌛

4.3 Basketball. Bets on all basketball matches are applicable to regular time including overtime, apart from separate provisions. Bets on 🌛 players that have not played any part in the match will be void (rated at odds of 1.00).

4.4 Tennis 🌛 and Badminton.

Example 1: the bet on the score according to sets “2-0”.

The score in the match 1-1, 🌛 one of the players is refusing to continue the match. The bet on that result is considered lost, since the 🌛 result at the time of match stoppage is enough to calculate the bet (the bet is already lost).

Example 2: 🌛 the bet on the score according to sets “2-1”.

The score in the match 1-1, one of the players 🌛 is refusing to continue the match. The bet on that result is returned (payed out with a coefficient 1), since 🌛 the result at the time of match stoppage is enough to calculate the bet.

4.5 American football (NFL).

4.6 Baseball. 🌛

4.7 Boxing and Mixed Martial Arts.

4.8 Cricket.

4.9 Formula 1.

4.10 Volleyball. If a "golden set" (extra set) could 🌛 be assigned to the match, it is not taken into account when calculating the results for the number of sets 🌛 and score for sets.

4.11 Handball. All bets are accepted on the regular time, except for the types of bets 🌛 "Who scores N point" and "Which team will wins race to N points," which are calculated taking into account the 🌛 extra time.

4.12 Rugby (Union + League).

4.13 Table tennis.

4.14 Snooker.

4.15 Darts.

4.16Biathlon. Skiing. Jumping from a springboard. 🌛 Mountain Skiing.

4.17 Other sports. For other sports not listed in these Rules and where the matches are held on the 🌛 basis of the fixed number of games, sets, games, etc.:

5.1 The minimum stake limits are, depending on player account 🌛 currency, 1 USD, 1 EUR, 5 UAH, 10 RUB, 50 KZT, 10 INR respectively for the USD, EUR, UAH, RUB, 🌛 KZT and INR currencies.

For all other currencies the minimum stake limit is the equivalent of 0.5 USD in 🌛 the player account currency.

5.2 The maximum stake limit will be displayed on the bet offer menu in your player 🌛 account currency.

5.3 We retain the right to limit the minimum and maximum bet amount of a customer in accordance 🌛 with our inner security policy.

6.1 Bet settlement will usually occur within 20 minutes after the match ends. However, in 🌛 cases where additional verification is required, settlement may take up to 24 hours.

6.2 The winnings amount is credited to 🌛 the player's account after the bet is calculated.

7.1 Cashout – this is an option that allows the user to 🌛 request an early calculation of the bet (prior to the end of the event).

7.2 The Cashout option is offered 🌛 for all types of bets. For specific matches and betting markets, the option may not be offered.

7.3 You can 🌛 Cashout at any time after you placed the bet while the Cashout option is available for this bet.

7.4 In 🌛 order to Cashout your bet you need to enter section My account -> Account history, open Details of the bet 🌛 and press “Do Cash Out” button at the bottom part of the coupon.

7.5 The selling price is displayed on 🌛 the coupon in the line of “Do Cash Out”. The selling price may vary and be calculated separately for each 🌛 specific betting market.

7.6 We reserve the right to cancel the Cashout of any stake in the following cases:

🌛 In case if the Cashout option was denied, the calculation of the bet will be completed in accordance with the 🌛 official result of the event on which the bet was placed.

7.7 We reserve the right to suspend or disable 🌛 the Cash Out option for certain accounts at any time.

1. General rules.

1.1 Any bet made is a contractual obligation 🌛 between the bookmaker and the client giving the right to the client in case of victory to receive the appropriate 🌛 winning amount and the bookmaker to receive the bet amount in case of a loss.

1.2 The bet amount can 🌛 not exceed the current balance of funds on the client's account.

1.3 The made bets, after placing them on the 🌛 server of Leon and receiving by the client of the message on acceptance of the rate, cancellation or corrections are 🌛 not subject. Breakage of the Internet connection or other disruptions in communications are not grounds for cancellation of the bid 🌛 if the rate is registered on our server.

1.4 Bets are accepted based on the line - the list of 🌛 matches with starting quotes (coefficients) and bet limits for each outcome. Any changes in the line do not affect the 🌛 conditions of the already concluded rates.

1.5 If the outcome ratio has changed before the bid was received, the client 🌛 is informed of the fact of the coefficient change. The client can confirm the agreement to place the bet with 🌛 the new conditions, or refuse the bet.

1.6 The date and time of the beginning of the event indicated in 🌛 the line are informative. Wrong date, time or additional information (status or stage of the tournament, etc.) are not grounds 🌛 for canceling the bet. In the event that the event took place earlier or later than the originally declared date, 🌛 bets are considered valid if they were made before the actual time of the beginning of the event.

1.7 If 🌛 the event has been canceled, postponed or interrupted and will not be completed within 48 hours, all bets on the 🌛 event will be canceled (calculated with 1.0 odds), except for those wagers that can be calculated based on the result 🌛 at the time of the match.

Games or maps completed within 48 hours are calculated based on the results 🌛 of the game, even if additional maps or games that were to be part of the same series of event 🌛 games were canceled or transferred.

1.8 If a team or player participates in several games or maps (for example, the 🌛 "best of 3"), and one of the games or maps is not played, as the result of the event is 🌛 already decided, the bets on not played Maps and games will be canceled (calculated with a coefficient of 1.0).

1.9 🌛 Betting is based on the official broadcast of the game by the publisher or event organizer. The broadcast shows the 🌛 counter of the won rounds, kills, dragons, towers, etc., which is usually used in calculating the corresponding rates. If the 🌛 result of the bet can not be determined by the translation or the broadcast is completely absent, if the results 🌛 placed by different sources do not coincide, with their obvious mistakes, the internal information of the gambling organizer obtained through 🌛 closed channels from official sources will be used to determine the result.

1.10 In the case of indexed or numbered 🌛 bet types (for example, the winner of a certain round in Counter Strike: GO or a team that will score 🌛 a certain number of kills in League of Legends or DOTA2), this index determines the counted tasks. Words such as 🌛 “ next " The name of the bet is not guaranteed to be correct. The broadcast can be delayed and 🌛 the index can not be set immediately after the task is completed or the round is completed. Thus, bets on 🌛 indexed or numbered bet types are calculated according to the specified round number or task. Any other clarifications in the 🌛 name of the bet and the time of the bet made are not taken into account.

1.11 If the planned 🌛 number of rounds or maps has changed, or the proposed type of bet was incorrectly declared with an incorrect number 🌛 of rounds or maps (different from the actual planned number), betting on a total of rounds / maps, an exact 🌛 score, etc. will be canceled (calculated by a factor of 1.0). The stakes on winning maps and the winning series 🌛 remain in place.

1.12 If a particular map has not been played due to refusal or failure of one of 🌛 the teams or players, all bets on this map or series will be canceled (calculated with a 1.0 odds ratio). 🌛 The game is considered to have started after the real time of the game started, or when one of the 🌛 players or teams has performed some action related to this map (including choice, ban and weapon purchase).

1.13 If a 🌛 technical defeat is awarded to one of the participants in a match or a part thereof, all such events are 🌛 considered invalid, payments on them are made in the amount of a win by a coefficient equal to 1.0, with 🌛 the exception of those wagers the result of which was definitively determined by the moment award of technical defeat.

1.14 🌛 If the match started with an advantage in the account of one of the teams on the basis of the 🌛 regulation or technical solution, all bets on such an event are considered void (payment on them is made as a 🌛 win with a coefficient equal to 1.0), except when this information was specified in the event.

2. Bet types.

For 🌛 e-sports matches the following types of betting can be offered:

2.1 The result of the match (2 outcomes). Bet on 🌛 the winner of the match, options are offered: « Team victory 1 » and 'Team victory 2 ». In case 🌛 of a draw, the bet will be returned (paid with a coefficient of 1.0).

2.2 Match result (3 outcomes). The 🌛 bet on the winner of the match, options are offered: « Team victory 1 », « Team victory 2 » 🌛 and « Draw (X) ».

2.3 Correct Score (the best of 2/3/5). It is suggested to guess Correct Score in 🌛 the match (the maximum number of rounds is — 2/3/5).

2.4 Map X Winner. It is suggested to guess the 🌛 winner of the selected map. Possible outcomes are the victory of the first team (1), the victory of the second 🌛 team (2).

2.5 Handicap. Betting bet with three outcomes, where you are asked to guess the outcome of the match 🌛 with the handicap (odds). Possible outcomes - « Team victory 1 », « Team victory 2 », « Draw (X) 🌛 ». Handicap - this is the number of points that will be added to the team's points, and the bet 🌛 will be calculated taking into account the added points. The handicap may be positive, negative or equal to zero. Unlike 🌛 the Asian handicap, there are three possible outcomes for the match.

2.6 Asian Handicap. Betting bet with two outcomes, where 🌛 you are asked to guess the outcome of the match with a view of the handicap (odds). Possible outcomes - 🌛 « Team victory 1 », « Team victory 2 ». Handicap - this is the number of goals or points 🌛 that will be added to the goals or points of the selected team, and the bet will be calculated taking 🌛 into account added goals / points. The handicap may be positive, negative or equal.

2.7 Asian Total. Bet on the 🌛 total number of points / rounds scored / played by teams / players. To win you need to guess, will 🌛 be recruited / played more or less relative to the selected total. If the result of the selected total value 🌛 coincides with the result of the match, the bet is canceled (it returns with a coefficient of 1.0).

3. League 🌛 of Legends.

3.1 First Blood. It is necessary to guess which team will commit the first Kill. The following outcomes 🌛 are suggested: « Team 1 » and « Team 2 ».

3.2 The Biggest Number of Kills. It is suggested 🌛 to guess which team will score the greatest number of kills during the entire match. Possible outcomes: « Team 1 🌛 » and « Team 2 ». In case of random result, the bet will be returned.

3.3 Next Kill. It 🌛 is suggested to guess which team will commit the next (after accepting the bet) Kill.

3.4 Total Cheats Odd / 🌛 Even. It is necessary to guess whether the total number of kills committed by both teams is odd or even. 🌛

3.5 Total Kills Over / Under. It is suggested to guess whether the total number of kills committed by both 🌛 teams is greater or less than the specified value.

3.6 Total Destroyed Towers. It is necessary to guess whether the 🌛 total number of towers destroyed by both teams is odd or even.

3.7Total Destroyed Towers Over / Under. It is 🌛 suggested to guess whether the total number of towers destroyed by both teams is greater or less than the specified 🌛 value.

3.8 Total Odd / Even Maps. It is necessary to guess whether the total number of maps played will 🌛 be even or odd.

3.9 The Correct Score of the Map. It is suggested to guess the Correct Score with 🌛 which the game on the specified terms of the wager will end.

3.10 Handicap by Map. It is necessary to 🌛 guess the winner on the maps taking into account the chosen handicap (odds). The outcomes are: « Team victory 1 🌛 », « Team victory 2 » and « Draw (X) ».

3.11 Asian Handicap on Maps.. It is suggested to 🌛 guess the outcome of the match with handicap (foreheads) in mind. Possible outcomes - Winning team 1, Winning team 2. 🌛

3.12Team A will do Quadrakill / Pentakill. It is suggested to guess whether the chosen team will make a Quadrakill 🌛 / Pentakill. For Quadrakill / Pentakill the condition for execution is the killing of four / five members of the 🌛 opposing team with one player in a row, with no more than 10 seconds between kills (for Pentakill the last 🌛 kill is 30 seconds).

3.13Destruction of the Next Inhibitor / Tower. It is necessary to guess which team next (after 🌛 taking the bet) will destroy the Inhibitor / Tower.

3.14 Quadrakill. It is suggested to guess which team will make 🌛 a Quadrakill. Possible outcomes: « Team1 », « Team 2 ». If none of the teams fulfill Quadrakill conditions, the 🌛 bet will be considered lost.

3.15 Pentakill. It is suggested to guess which team will make Pentakill. Possible outcomes: « 🌛 Team1 », « Team 2 ». If none of the teams meet the conditions of Pentakill, the bet will be 🌛 considered lost.

3.16Total Killed / Destroyed Barons / Dragons / Inhibitors.. It is necessary to guess the total number of 🌛 killed / killed by both teams of Barons / Dragons / Inhibitors.

3.17Total Killed / Destroyed Barons / Dragons Over 🌛 / Under. It is suggested to guess whether the total number of Barons / Dragons / Inhibitors killed / destroyed 🌛 by both teams is greater or less than the specified value.

3.18Kill of the Next Baron / Dragon. It is 🌛 necessary to guess which team will kill the next (after taking the bet) Baron / Dragon.

3.19Both Teams Will Destroy 🌛 / Kill the Inhibitor / Baron / Dragon. The outcomes are yes » and "No". If one of the teams 🌛 does not kill / kill the Inhibitor / Baron / Dragon during the match, the bet on the outcome of 🌛 the “ Yes ” will be calculated as a loss.

3.20Map X Both Teams Destroy the Inhibitor. It is necessary 🌛 to guess for the chosen map whether the inhibitors will be destroyed by both teams. The outcomes are "Yes » 🌛 and "No ». If one of the teams does not destroy the Inhibitor on the selected map, then the bet 🌛 on the outcome of "Yes" will be calculated as a loss.

3.21Map X Both Teams Will Kill the Baron / 🌛 Dragon. It is necessary to guess whether the Baron / Dragon will be killed by both teams on the map 🌛 specified in the betting condition. The outcomes are "Yes » and "No ». If one of the teams does not 🌛 kill the Baron / Dragon, then bet on the outcome of the “ Yes ” will be calculated as a 🌛 loss.

3.22Map X Destruction of the Next Inhibitor. It is necessary to guess for what is stated in the condition 🌛 of the map, which team will destroy the next (after receiving the bid) Inhibitor.

3.23 Map X Next Baron / 🌛 Dragon. It is suggested to guess for the map indicated in the betting condition which team will kill the next 🌛 (after taking the bet) Baron / Dragon.

3.24Map X Total Killed / Destroyed Barons / Dragons / Inhibitors. The total 🌛 number of Barons / Dragons / Inhibitors killed / destroyed by the two teams in the map wager condition must 🌛 be guessed.

3.25Map X Total Killed / Destroyed Barons / Dragons / Inhibitors Over / Under. It is suggested to 🌛 guess whether the total number of Barons / Dragons / Inhibitors killed / destroyed by their teams on the map 🌛 specified in the betting condition is greater or less specified value.

3.26 Map X First Blood. It is necessary to 🌛 guess which team will commit the first Kill on the specified map wagering conditions.

3.27Map X First Dragon / Baron 🌛 / Inhibitor. It is suggested to guess which team will first kill / destroy the Dragon / Baron / Inhibitor 🌛 map specified in the betting conditions.

3.28 Map X The First Tower. It is necessary to guess which team will 🌛 destroy the first Tower on the specified map wager.

3.29Map X Destroying the Next Tower. It is suggested to guess 🌛 which of the teams will destroy the next (after receiving the bet) Tower on the map specified in the betting 🌛 condition.

3.30Map X The largest number of Kills. It is necessary to guess which team will commit the most kills 🌛 on the map specified in the betting condition.

3.31 Map X Next Kill. It is suggested to guess for the 🌛 map indicated in the betting condition, which team will commit the following (after accepting the bet) Kill.

3.32 Map X 🌛 Total Cheats Odd / Even. It is necessary to guess whether the total number of kills committed by both teams 🌛 on the map specified in the betting condition is odd or even.

3.33Map X Total Kills Over / Under. It 🌛 is suggested to guess whether the total number of kills committed by both teams on the map specified in the 🌛 betting condition is greater or less than the specified value.

3.34 Map X Total Destroyed Towers. It is necessary to 🌛 guess the total number of Towers destroyed by their teams on the map specified in the betting conditions.

3.35Map X 🌛 Total Destroyed Towers Over / Under.. It is suggested to guess whether the total number of Towers destroyed by both 🌛 teams on the map specified in the betting condition is greater than or less than the specified value.

3.36Map X 🌛 Who Will Do More Kills. It is necessary to guess which team will make more kills on the map specified 🌛 in the betting condition.

3.37Map X Asian Handicap for Kills. Betting type: & Asian Handicap » for the specified map 🌛 wagering conditions. It is suggested to guess the outcome of the game by the number of kills on the specified 🌛 in the conditions of a parimap, taking into account the handicap (odds). Possible outcomes - « Team victory 1 », 🌛 « Team victory 2 ». In the random case, the bet will be returned (paid with a coefficient of 1.0). 🌛

3.38 For tower bets, all destroyed towers are deemed to be destroyed by the enemy team, even if the last 🌛 blow was dealt by the minion.

3.39 For betting on inhibitors, all destroyed inhibitors are deemed to be destroyed by 🌛 an enemy command, even if the last blow was dealt by the minion. For bets on destroyed inhibitors, each of 🌛 the six inhibitors is counted only once, even if it is destroyed, re-appeared and destroyed again. For betting on the 🌛 next destroyed inhibitor, each inhibitor's destruction is counted separately, even if it is re-introduced and destroyed again.

3.40 For killing 🌛 rates, (including the " First Blood, "which in the League of Legends game is synonymous with the first Kill on 🌛 the map), the broadcast or internal sources of information are final to determine the fact of the killing of the 🌛 champion. For example, if the champion was killed by damage from the tower or minion without involving the enemy champion, 🌛 this will not be considered a Kill if the result of the bet is revealed.

3.41For bets on which team 🌛 next completes the task, or on the set by the team with the highest number of points in the job, 🌛 where the outcomes of the " none ” or " draw " are victorious, the bets on one of the 🌛 teams are considered lost. If the outcomes of the " none ” or " draw " are not offered and 🌛 none of the teams is the winner, all bets are canceled (calculated with a coefficient of 1.0).

3.42In the event 🌛 that one team surrenders, the stakes remain in force and are played out as follows:

а) For bets on 🌛 the winner of the map, the winning team is the team that did not give up.

b) The bets 🌛 on dragons, barons and kills are calculated by the result at the time the team surrenders.

с) Bets on 🌛 towers and inhibitors are calculated as if the winning team had destroyed the minimum number of additional towers and / 🌛 or inhibitors theoretically sufficient for an ordinary victory at the time the team surrendered. For example, if any inhibitor of 🌛 a losing team is destroyed before the team surrenders, then no additional inhibitor will be counted as destroyed. If none 🌛 of the losing team's inhibitors are destroyed, then the winning team will destroy one additional inhibitor, with a priority on 🌛 the inhibitor that has already been destroyed, if such an inhibitor exists and has already re-emerged. If the winning team 🌛 destroyed all the towers of the first row and one tower of the second row, then it is believed that 🌛 it destroyed three third-row towers (7 in all), since it is considered necessary to destroy at least one third-row tower 🌛 and two nexus towers to win from such a position.

4. Dota 2.

4.1 Total on Maps. It is necessary to 🌛 guess whether the total number of maps played will be even or odd.

4.2 Handicap by Map. It is suggested 🌛 to guess the winner by maps with regard to the chosen handicap (odds). The outcomes are: « Team victory 1 🌛 », « Team victory 2 » and « Draw (X) ».

4.3 First Blood. In this bet, you need to 🌛 guess which team will commit the first Kill.

4.4 Highest Kill Count. It is suggested to guess which team will 🌛 commit more kills during the entire match.

4.5 Next Kill. It is necessary to guess which team will commit the 🌛 next (after accepting the bet) Kill.

4.6Destruction of the Next Tower / Barracks / Fort. It is suggested to guess 🌛 which team will destroy the next (after taking the bet) Tower / Barrack / Fort

4.7 Kill of Next Roshan. 🌛 It is necessary to guess which team will kill the next (after accepting the bet) Roshan.

4.8 Total Cheat / 🌛 Odd Kills. It is suggested to guess whether the total number of kills committed by both teams is odd or 🌛 even.

4.9 Total Kills Over / Under. It is necessary to guess whether the total number of kills committed by 🌛 both teams is greater or less than the specified value.

4.10Total Destroyed Odd / Even Towers. It is suggested to 🌛 guess whether the total number of towers destroyed by both teams is odd or even.

4.11Total Destroyed Towers Over / 🌛 Under. It is suggested to guess whether the total number of towers destroyed by both teams is greater or less 🌛 than the specified value.

4.12Team « A » will make Rampage. Rampage - is simultaneous killing all five members of 🌛 the enemy team by one player. To achieve Rampage, one player must independently deal the final blow to all five 🌛 players within a short time (18 seconds between each kill and a maximum of 72 seconds total). In this bet, 🌛 you need to guess if the chosen team will make a Rampage. The outcomes are "yes " or " no 🌛 ".

4.13Team « A » will make Ultra Kill. Ultra Kill — consecutive killing of four members of a team 🌛 of opponents by one player. To reach Ultra Kill, it is necessary that one player, without dying, kill four members 🌛 of the opposing team, with the gap between the kills should not be more than 18 seconds. In this bet, 🌛 you need to guess if the chosen team will make an Ultra Kill. The outcomes are "yes" or " no 🌛 ".

4.14 Rampage. It is suggested to guess which team will make Rampage. Possible outcomes — team (1) and team 🌛 (2). If neither team makes a remake, the bet will be returned.

4.15 Ultra Kill. It is necessary to guess 🌛 which team will make Ultra Kill. Possible outcomes — team (1) and team (2). If none of the teams make 🌛 Ultra Kill, the bet will be returned.

4.16 The Correct Score of the map. It is suggested to guess the 🌛 Correct Score with which the game on the specified terms of the wager will end.

4.17Total Destroyed Barracks / Forts 🌛 in Odd / Even. It is necessary to guess whether the total number of Barracks / Forts destroyed by both 🌛 teams will be even or odd.

4.18Total Cleared Large Camps Greater / Less. It is suggested to guess whether the 🌛 total number of Large Camps cleared by both teams is greater or less than the specified value.

4.19Totals of Destroyed 🌛 Forts Over / Under. It is necessary to guess whether the total number of Barracks / Forts destroyed by both 🌛 teams will be greater or less than the specified value.

4.20 Total Killed Roshans Odd / Even. It is suggested 🌛 to guess whether the total number of Roshan killed by both teams is odd or even.

4.21Total Killed Roshans Over 🌛 / Under. It is necessary to guess whether the total number of Roshan killed by both teams is greater or 🌛 less than the specified value.

4.22Map X Destruction of the Next Barracks / Fort. It is suggested to guess for 🌛 the map indicated in the conditions of the wager which team will destroy the next (after taking the bet) Barracks 🌛 / Fort.

4.23 Map X Next Roshan. It is necessary to guess which team on the map specified in the 🌛 betting conditions will kill the next (after receiving the bid) Roshan.

4.24Map X Total Destroyed Barracks / Forts / Towers 🌛 Odd / Even. It is suggested that the total number of Barracks / Forts / Towers destroyed by the two 🌛 teams will be even or odd.

4.25Map X Total Cleared Large Camps Over / Under. It is necessary to guess 🌛 whether the total number of Large Camps cleared by both teams is greater or less than the specified value on 🌛 the map specified in the betting conditions.

4.26Map X Total Destroyed Barracks / Forts / Towers Over / Under. It 🌛 is suggested to guess whether the total number of Barracks / Forts / Towers destroyed by both teams is greater 🌛 or less than the indicated value on the map specified in the betting conditions.

4.27 Map X Total Killed Roshans. 🌛 It is necessary to guess whether the total number of Roshans will be killed by any teams on the map 🌛 specified in the betting conditions, even or odd.

4.28Map X Total Killed Roshans Over / Under. It is necessary to 🌛 guess whether the total number of Rushans killed by both teams on the map specified in the betting conditions is 🌛 greater or less than the specified value.

4.29Map X Destruction of the Next Tower. It is suggested to guess which 🌛 team will destroy the next (after receiving the bet) Tower on the specified terms.

4.30Map X The Biggest Number of 🌛 Kills. It is necessary to guess which team will commit more kills in the specified terms on the map.

4.31 🌛 Map X Next Kill. It is suggested to guess which team on the specified in the conditions of a map 🌛 will commit the following (after accepting a bet) Kill.

4.32 Map X Total Cheats Odd / Even. It is necessary 🌛 to guess whether the total number of kills committed by both teams on the map specified in the betting conditions 🌛 is even or odd.

4.33Map X Total Kills Over / Under. It is suggested to guess whether the total number 🌛 of kills committed by both teams on the map specified in the betting conditions is greater or less than the 🌛 specified value.

4.34 Map X Winner. You must guess the winner of the map specified in the betting conditions. The 🌛 outcomes are: Team (1) and Team (2).

4.35 Map X First Aegis. It is suggested to guess for the map 🌛 indicated in the betting conditions which team will take the first Aegis (the artifact remaining after the Kill of Roshan). 🌛 The outcomes are: « Team 1 » and « Team 2 ».

4.36 Map X First Tower. It is necessary 🌛 to guess which team will destroy the first tower on the specified betting map.

4.37 Map X First Barracks. It 🌛 is suggested to guess which team on the map specified in the betting conditions will destroy the first Barracks. To 🌛 win on this bet it is enough that the selected team destroyed only one of the barracks on the enemy 🌛 base.

4.38Map X The result of the match for kills (Double Outcome). It is suggested to guess the outcome of 🌛 the battle for the number of kills on the map specified in the betting conditions. Possible outcomes - « Team 🌛 1 » and « Team 2 ».

4.39Map X Asian Handicap for Kills. It is necessary to guess the outcome 🌛 of the battle by the number of kills on the map specified in the betting conditions, taking into account the 🌛 handicap (odds). Possible outcomes - « Team 1 » and « Team 2 ».

4.40 For tower bets, all destroyed 🌛 towers are deemed to have been destroyed by the enemy team, even if the last blow was dealt by the 🌛 minion.

4.41 For barracks, all destroyed barracks are considered to be destroyed by the enemy team, even if the last 🌛 blow was dealt by the minion. Barracks of swordsmen and barracks of magicians in each pair are considered separate barracks, 🌛 so each team has six barracks.

4.42 For bets on kills, (not including " First blood ”) the broadcast or 🌛 official sources of information are final to determine the fact of killing the champion. For example, if a champion has 🌛 been killed by damage from a tower or minion without involving an enemy champion, this will not be considered a 🌛 Kill when the result of the bet is revealed.

4.43For bets on “ First blood ”, the broadcast or official 🌛 sources must count the killing as First Blood. For example, if a champion is killed by one of his team's 🌛 players, such a Kill will not be counted as First Blood (regardless of whether the Kill is counted on the 🌛 kill count). All wagers for killing, except for betting "First blood", are calculated on the basis of a Kill counter. 🌛 However, the Kill counted on the counter will be considered the First Blood only if it was announced in the 🌛 broadcast.

4.44 For bets on Roshan, the team that made the last blow to Roshan is considered to have killed 🌛 Roshan according to the broadcast or official data. The player who picked up the Shield of Immortality is not taken 🌛 into account.

4.45For bets on which team the next will complete the task, or on the set by the team 🌛 with the highest number of points in the job, where the outcomes of " none ” or " draw " 🌛 are victorious, the bets on one of the teams are considered lost. If the outcomes of the " none ” 🌛 or " draw " are not offered and none of the teams is the winner, all bets are canceled (calculated 🌛 with a coefficient of 1.0).

4.46 In the event that one team gives up, the bets remain in effect and 🌛 are played out as follows:

5. Counter Strike: GO.

5.1 Most betting on maps is based on the planned number of 🌛 rounds (usually the best of 30), not counting the extra rounds played in draw cases. If the outcome of the 🌛 map winner is offered without selecting "draw", then the bets are calculated in favor of the overall winner of the 🌛 map, including the extra time, if it was played.

5.2 Correct Score of the round. It is suggested to guess 🌛 Correct Score of the selected round.

5.3 Handicap for rounds. It is suggested to guess the winner by rounds taking 🌛 into account the handicap (odds). Possible outcomes: « Team victory 1 » and 'Team victory 2 ». In case of 🌛 a draw, the bet will be returned.

5.4 Winning in the Next Round. It is necessary to guess the winner 🌛 in the next (after receiving the bet) round.

5.5 Total Number of Rounds. It is suggested to guess the total 🌛 number of rounds that will be played in the match.

5.6 Correct Score. It is necessary to guess the Correct 🌛 Score with which the match will end.

5.7 First Blood. It is suggested to guess the team that committed the 🌛 first Kill in the game. Possible outcomes: team (1), team (2).

5.8 Knife Round Winner. You need to guess the 🌛 team that will win the knife round. Possible outcomes: Team 1 » Team 2 ». In case of a draw, 🌛 the bet will be returned.

5.9 Winner X of the Pistol Round. It is proposed to guess the winner of 🌛 the specified in the conditions of the pistol round. Possible outcomes: « Team victory 1 » and 'Team victory 2 🌛 ».

5.10Map X The winner of the N Pistol Round. It is necessary to guess the winner of the specified 🌛 in the conditions of the pistol round on the map specified in the betting conditions.

5.11 Map X Correct Score 🌛 of the round. It is necessary to guess Correct Score of the round on the specified in the conditions of 🌛 a map.

5.12 Map X Handicap. It is offered to guess the winner of the map specified in the betting 🌛 conditions taking into account the handicap (odds). Possible outcomes - « Team victory 1 », « Team victory 2 », 🌛 & Draw X ».

5.13Map X Winning the Next Round - you need to guess the winner of the next 🌛 (after receiving) round on the map specified in the betting conditions. Variants of outcomes: the victory of the first team 🌛 (1), the victory of the second team (2). In case of a draw, the bet will be returned.

5.14 Map 🌛 X Total Number of Rounds. It is suggested to guess the total number of rounds played in the betting map. 🌛

5.15Map X Winner (Triple Outcome). It is necessary to guess the winner specified in the conditions of the map (best 🌛 of 30 rounds), the following outcomes are offered: « Team victory 1 », « Team victory 2 », & lquo; 🌛 Draw X ».

5.16 Map X The result of the match. It is suggested to guess the result of the 🌛 meeting on the specified in the conditions of the map (best of 30 rounds). Possible outcomes: « Team victory 1 🌛 », « Team victory 2 » and & nbsp; Draw X ».

5.17 Map X Asian Handicap. Betting type: & 🌛 Asian handicap » for the specified in conditions of a map. It is suggested to guess the outcome of the 🌛 game on the map specified in the betting conditions, taking into account the handicap (odds). Possible outcomes - "Victory of 🌛 the team 1", "Victory of the team 2 ». In case of a draw, the bet will be returned.

5.18 🌛 Map X Will there be an overtime. It is necessary to guess whether additional rounds of the betting will be 🌛 played.

5.19 Will the bomb be placed. It is necessary to guess whether a bomb will be placed in the 🌛 betting round mentioned in the title. The bomb placed after the announcement of the winner of the round is taken 🌛 into account when calculating rates for this type of bet.

6. Overwatch.

6.1 Map Winner

In the game Overwatch there are 🌛 several different maps that support certain game modes (4). The game is considered complete when one team performs a specific 🌛 map task.

6.2Which team will win in the next round?

It is offered only for maps with object control. If 🌛 the team wins the round (the section of the map), it is recognized as the winner.

7. FIFA.

7.1 The winner 🌛 of the match (1X2). Two halves are played for 6 minutes each. There are three outcomes for bets: Team A; 🌛 Draw; Team B.

7.2The winner of the playoff game is determined by the results of two meetings - “ Houses 🌛 ” and “ Visiting ” with rules for

7.3 Winner of the series. Bets are calculated based on the final 🌛 result of the game, including extra time.

Limitations (penalties):

7.4 Handicap Series. Handicap - the number of goals that will be 🌛 added to the goals of the selected team. The bets will be calculated taking into account the handicap.

8. Heroes 🌛 of the Storm.

8.1 Winner of the series. The team that wins the most maps in the series “ The best 🌛 of X ” is considered the winner of the series.

8.2 The winner of the map. In the center of 🌛 the main bases of each team is the Citadel. Destruction of an enemy citadel is considered a victory on a 🌛 specific map.

8.3 Handicap Series. The bets are calculated taking into account the handicap on the map / maps for 🌛 one of the teams.

9. Hearthstone.

9.1 Winner of the series. The player who won the “ Best of X ” 🌛 is considered the winner of the series.

9.2 Map Winner. The map starts with a coin toss. Players take turns 🌛 playing maps on their hands, which include Spells, Weapons and Minions, in an attempt to destroy the opponent's hero. Each 🌛 hero has 30 health units and, in order to win the map, the player needs to reduce the enemy's health 🌛 units from 30 to 0.

9.3 Handicap Series. The bets are calculated taking into account the handicap on the map 🌛 / maps for one of the teams.

10. World of Tanks.

10.1 Winner of the series. Matches are played in the 🌛 “ Best of 9 " on different maps. The winner is the team that won on 5 maps out of 🌛 9.

10.2 The winner of the map. The winner is the team that destroyed all enemy equipment, or keeps the 🌛 enemy control point for the set time.

10.3 Handicap Series. The bets are calculated taking into account the handicap on 🌛 the map / maps for one of the teams.

As apostas esportivas online são cada vez mais populares e a Sportingbet é uma das casas de apostas líderes neste 👍 mercado.

O que é a Sportingbet?

A Sportingbet é uma casa de apostas online que oferece uma ampla variedade de esportes em 👍 sportingbet cassino que é possível apostar, como futebol, basquete, tênis, vôlei, futebol americano e muitos outros.

Como funciona a Sportingbet?

Para realizar suas 👍 apostas na Sportingbet, basta criar uma conta no site e efetuar um depósito. Você pode realizar depósitos através de diferentes 👍 formas de pagamento, como cartão de crédito, boleto bancário e Pix.


próxima:zebet ghana app download

anterior:casino bet 365 com


Artigos relacionados

  1. quero jogar akinator
  2. bet356 bonus
  3. eu quero jogo caça níquel
  4. handicap 1 (0) 1xbet
  5. apostas online no são joão
  6. site oficial da blaze aposta

Link de referência


  • esportes da sorte apk

  • imposto de renda apostas esportivas

  • referências

    x2 bet365


    Contate-nos:+55 41 965109851-sitemap
    endereço:Travessa Particular,30- Engordadouro, Jundiaí SP Brasil