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.