Virtual Sports Betting Rules
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Virtual Sports Betting Rules October 2020
General
All results in any Virtual sports event are determined by an accredited RNG (random number generator) in which the first number generated decides the winner; the second decides the runner-up etc. The fairness of all RNG and Virtual sports events on this site have been independently tested and certified by a UKGC recognised testing laboratory.
Before, during and after the start of any Virtual sports event, neither the Operator nor another third party (the supplier company) are aware of the outcomes of the events. The Virtual sports events are published every day for 24 hours by the suppliers BetConstruct, Betradar, Golden Race, 1X2 Network and Leap Gaming and bets are accepted by the Operator for virtual competitions in football, horse racing, greyhound racing, motor racing and other virtual sports events. Bets are accepted are settled according to the same rules as the equivalent 'real-world' events.
Bets are only accepted on Virtual sports events before they take place. Live bets are not accepted during Virtual sports.
If due to technical issues, incorrect odds are quoted in any virtual sports game or the bets were placed after the beginning of the game etc., the Operator has a right to cancel bets and refund them to the Participant by transferring them to the Participant's personal gaming account.
BetConstruct Virtual Sport Rules
Virtual Greyhound
Each race lasts around 1 minute. The participants are numbered.
Bets can be placed on the following event outcomes:
Which number will take the 1st position.
Which number will take the 2nd position.
Which number will take the 3rd position.
Which number will take the 1st or 2nd position.
Which number will take the 1st or 3rd position.
Which number will take the 2nd or 3rd position
Which number will take the 1st, 2nd or 3rd position.
Each race has an individual serial number.
Virtual Horse racing
Each race lasts around 1 minute. The participants are numbered.
Bets can be placed on the following event outcomes:
Which number will take the 1st position.
Which number will take the 2nd position.
Which number will take the 3rd position
Which number will take the 1st or 2nd position.
Which number will take the 1st or 3rd position.
Which number will take the 2nd or 3rd position.
Which number will take the 1st, 2nd or 3rd position.
Each race has an individual serial number.
Virtual Marble racing
Each race lasts around 1 minute. The participants are numbered.
Bets can be placed on the following event outcomes:
Which number will take the 1st position.
Which number will take the 2nd position.
Which number will take the 3rd position
Which number will take the 1st or 2nd position.
Which number will take the 1st or 3rd position.
Which number will take the 2nd or 3rd position
Which number will take the 1st, 2nd or 3rd position.
Each race has an individual serial number.
Virtual Bicycle
Each race lasts around 1 minute. The participants are numbered.
Bets can be placed on the following event outcomes:
Which number will take the 1st position.
Which number will take the 2nd position.
Which number will take the 3rd position
Which number will take the 1st or 2nd position.
Which number will take the 1st or 3rd position.
Which number will take the 2nd or 3rd position
Which number will take the 1st, 2nd or 3rd position.
Each race has an individual serial number.
Virtual Football Pro
Each game lasts around 3 minutes.
Bet types:
1X2 (Bet on the outcome): 1 – first team win (Home team), X – draw (the game is over with an equal score), 2 – second team win (Away team).
Dual outcome:
1X2 (Bet on the outcome): 1 – first team win (Home team), X – draw (the game is over with an equal score), 2 – second team win (Away team).
1Х –first team win or draw.
12 –first or second team win.
Х2 –second team win or draw.
Handicap – the outcome is determined taking into consideration the corresponding handicap.
Number of goals – in order to win a bet, it is necessary to guess the number of goals scored during the match.
Total – in order to win a bet, it is necessary to guess the exact number of goals registered during the match.
Exact score – In order to win a bet, it is necessary to guess the exact score of the match (the final score of the match).
Even/Odd – in order to win a bet, it is necessary to guess whether the game will be over with an even or odd score.
Over/Under – in order to win with a bet, it is necessary to guess the number of goals scored during the match. The number of goals offered for betting is displayed on the screen before the start of the match. E.g. under 2,5 goals, over 2,5 goals.
Each event has an individual serial number.
The Penalty Kicks
The match consists of consecutive penalty kicks between 2 teams. Each match lasts around 2 minutes.
Bet types:
1/2 (Bets on an outcome): 1 – first team win (Home team 2 – second team win (Guests).
Total – in order to win with the bets, it is necessary to guess the number of goals scored during the match.
Handicap – the result is determined taking into consideration the corresponding handicap.
Number of goals – in order to win with bet it is necessary to guess the number of goals scored during the match.
Even/odd – in order to win with a bet, it is necessary to guess whether the game will be over with an even or odd score.
Exact score – in order to win the bet, it is necessary to guess the exact score of the game (which score the game will be over with).
Over/Under – in order to win the bet, it is necessary to guess the number of goals scored during the game. The number of goals offered for placing a bet is displayed on the screen before the start of the game. E.g. Under 2,5 goals, over 2,5 goals.
Each event has an individual serial number.
Virtual Football League
BetConstruct League format features 8 teams, 112 matches per season, 28 match days and 4 games running in parallel. Players have a chance to bet 24/7.
Each game lasts around 3 minutes.
Bet types:
1X2 (Bet on the outcome): 1 – first team win (Home team), X – draw (the game is over with an equal score), 2 –second team win (Away team).
Dual outcome:
1X2 (Bet on the outcome): 1 – first team win (Home team), X – draw (the game is over with an equal score), 2 –second team win (Away team).
1Х –first team win or draw.
12 –first or second team win.
Х2 –second team win or draw.
Handicap – the outcome is determined taking into consideration the corresponding handicap.
Number of goals – in order to win a bet it is necessary to guess the number of goals scored during the match.
Total – in order to win a bet, it is necessary to guess the exact number of goals registered during the match.
Exact score – In order to win a bet, it is necessary to guess the exact score of the match (the final score of the match).
Even/Odd – in order to win a bet, it is necessary to guess whether the game will be over with an even or odd score.
Over/Under – in order to win with a bet, it is necessary to guess the number of goals scored during the match. The number of goals offered for betting is displayed on the screen before the start of the match. E.g. under 2,5 goals, over 2,5 goals.
Each event has an individual serial number.
Virtual Drag Racing
Virtual Drag Racing composed of opponent cars very similar to the ones available in real Drag Racing. The duration of the match is about 2 minutes.
The following markets are available for betting on Virtual Drag Racing.
Winner - It is proposed to determine the outcome of the race.
Individual total <Indicated Car> - It is suggested to determine whether the time scored by the following car is more or less than the specified parameter.
Will get to the finish <Indicated Car> - It is suggested to determine whether the Individual Car will get the finish or not.
Each event has an individual serial number.
Golden Race Virtual Sports
Greyhounds
Six dogs are picked from a pool to race (numbered 1 to 6). The 1 dog starts on the inside of the track next to the other dogs in an ordered manner up to the six dog on the outside of the track.
Betting Markets
- Winner - Which Dog will win the race.
- Place - To finish in first OR second place in the race.
- Show - To finish first OR second OR third in the race.
- Exacta - Which two dogs will finish in first AND second place in the race, in a certain order. The dogs must finish in this exact order or the bet is lost. Eg 6 dog First and 3 dog Second.
- Quinella - Which two dogs will finish in first AND second place in the race, in ANY order. There are two opportunities to win (considering only the first two finishers) Eg 6 dog First AND 3 dog second, OR 3 dog first and 6 dog second.
- Trifecta - Which three dogs will finish in the first three places in an EXACT order. Eg 6 dog First, 3 dog Second AND 5 dog Third.
- Odd/Even - Will the WINNER be an Odd number (1, 3 or 5) OR an Even number (2, 4 or 6).
- Under/Over - Will the WINNING dog NUMBER be UNDER OR OVER 3.5.
General Conditions
- Before each race the form and Odds will be displayed.
- Some seconds before the race actually starts all markets will be suspended and no further bets will be accepted.
- During the race current race positions will be updated in real time.
- Immediately after the race a slow motion action replay of the finish will be shown to confirm the finishing order along with confirmation of winning markets.
Motorbikes
Six riders are picked from a pool to race (numbered 1 to 6).
Betting Markets
- Winner - Which Rider will win the race.
- Place - To finish in first OR second place in the race.
- Show - To finish first OR second OR third in the race.
- Exacta - Which two riders will finish in first AND second place in the race, in a certain order. The riders must finish in this exact order or the bet is lost. Eg rider 6 First and rider 2 Second.
- Quinella - Which two riders will finish in first AND second place in the race, in ANY order. There are two opportunities to win (considering only the first two finishers) Eg rider 6 First AND rider 2 second, OR rider 2 first and rider 6 second.
- Trifecta - Which three riders will finish in the first three places in an EXACT order. Eg rider 3 First, rider 6 Second AND rider 5 Third.
- Odd/Even - Will the WINNER be an Odd number (1, 3 or 5) OR an Even number (2, 4 or 6).
- Under/Over - Will the WINNING NUMBER be UNDER OR OVER 3.5.
General Conditions
- Before each race the form and Odds will be displayed.
- Some seconds before the race actually starts all markets will be suspended and no further bets will be accepted.
- During the race current race positions will be updated in real time.
- Immediately after the race a slow motion action replay of the finish will be shown to confirm the finishing order along with confirmation of winning markets.
Speedway
Four riders are picked from a pool to race (numbered 1 to 4).
Betting Markets
- Winner - Which Rider will win the race.
- Place - To finish in first OR second place in the race.
- Exacta - Which two riders will finish in first AND second place in the race, in a certain order. The riders must finish in this exact order or the bet is lost. Eg rider 6 First and rider 2 Second.
- Quinella - Which two riders will finish in first AND second place in the race, in ANY order. There are two opportunities to win (considering only the first two finishers) Eg rider 6 First AND rider 2 second, OR rider 2 first and rider 6 second.
- Odd/Even - Will the WINNER be an Odd number (1 or 3) OR an Even number (2 or 4).
- Under/Over - Will the WINNING NUMBER be UNDER OR OVER 2.5.
General Conditions
- Before each race the form and Odds will be displayed.
- Some seconds before the race actually starts all markets will be suspended and no further bets will be accepted.
- During the race current race positions will be periodically updated.
- Immediately after the race a slow motion action replay of the finish will be shown to confirm the finishing order along with confirmation of winning markets.
Horses
Two versions of Horse Racing are available: 1. Pre recorded. 2. 3D. In both six horses are picked from a pool to race (numbered 1 to 6) and have the same Betting Markets and General Conditions.
Betting Markets
- Winner - Which Horse will win the race.
- Place - To finish in first OR second place in the race.
- Show - To finish first OR second OR third in the race.
- Exacta - Which two horses will finish in first AND second place in the race, in a certain order. The horses must finish in this exact order or the bet is lost. Eg horse 6 First and horse 3 Second.
- Quinella - Which two horses will finish in first AND second place in the race, in ANY order. There are two opportunities to win (considering only the first two finishers) Eg Horse 6 First AND Horse 3 second, OR horse 3 first and horse 6 second.
- Trifecta - Which three horses will finish in the first three places in an EXACT order. Eg horse 6 First, horse 3 Second AND horse 5 Third.
- Odd/Even - Will the WINNER be an Odd number (1, 3 or 5) OR an Even number (2, 4 or 6).
- Under/Over - Will the WINNING horse NUMBER be UNDER OR OVER 3.5.
General Conditions
- Before each race the form and Odds will be displayed.
- Some seconds before the race actually starts all markets will be suspended and no further bets will be accepted.
- During the race current race positions will be updated in real time.
- Immediately after the race a slow motion action replay of the finish will be shown to confirm the finishing order along with confirmation of winning markets.
League
A series of association Football matches in 3D animation involving sets of 20 fictitious teams. Each team plays in a League format versus every other team, at home and away, these matches are scheduled into 38 match days or weeks. Each week features 10 different matches which take place at the same time.
Betting Markets
- Match Result (1X2) - The final result of the Football match. There are three outcomes Home Wins (1), a DRAW (X) or the Away team Wins (2).
- Double Chance - Choose two out of the three Match Result outcomes, one of the events must occur for the bet to be successful. Eg Home Win OR DRAW (1X), Home Win OR Away Win (12) or DRAW OR Away WIN (X2).
- Half Time/Full Time - Predict the Half Time Result AND the Full Time Result. Eg Home Winning Half Time AND Home Win Full Time (1/1) or Draw Half Time AND Away Win Full Time (X/2).
- Goal Goal/No Goal - Will both teams score (at least one goal each) (GG) OR at least one team fails to score (NG).
- Over/Under - Will Total match goals be Over OR Under the Specified level (1.5, 2.5, 3.5, 4.5). If a match ends with a total of 3 Goals then these markets will be settled as Winning: OV 1.5, OV 2.5, UN 3.5 and UN 4.5 whilst these markets will be settled as Losing UN 1.5, UN 2.5, OV 3.5 and OV 4.5.
- 1X2 + Over/Under - A combination bet on there to be More OR Less than the Specified number of Goals during match AND one of the three Match Result outcomes to occur. Eg 1+OV 2.5 requires that that Home team Wins (1) AND that there are Over 2.5 goals in the Match. A result such as Home team Wins 3-1 would satisfy both these conditions.
- Total Goals - The exact number of goals scored by BOTH teams COMBINED in the match.
- Correct Score - The exact final score of the match. Home team goals are shown first followed by the Away team goals. So 3-1 requires that the Home team scores 3 goals in the game and the Away team 1.
- Multigoal - A bet that the number of goals scored in the match will fall within a range. The number on the left is the lower end of the range and the number on the right is the upper end of the range. Eg 0-2 requires that Total match goals are between 0 and 2. Scores such as 0-0, 1-0, 0-1, 2-0 and 0-2 would satisfy this condition.
- Asian Handicap - This market effectively adds or takes away goals from the Home and Away teams and so the market is based on the Margin of Victory (or Difference in Scores). There are essentially four different types of handicaps.
1. Whole Goal Handicap - The simplest case is 0 Handicap which gives both teams 0 extra goals (handicap) and considers a Full Time Match Result Draw as a “NO BET” in which case the clients stake is returned. So there are only two Match Result outcomes that result in a Winning bet or a Losing bet, Home Win OR Away Win. Eg1 H. 0 This is a bet for the HOME team (H), if the HOME team Wins then the bet is a WINNER, if the Match Result is a DRAW this is a NO BET and the Stake is Returned OR if the AWAY team Wins then the bet loses. A handicap of 1 or more goals works in a similar way but now it's necessary to show how much handicap each team receives by using plus and minus signs. Eg2 H. -1.0 indicates that the HOME team loses 1 whole goal. So to Win this bet the Home team needs to Win by 2 goals OR More (eg scores such as 2-0, 3-1 or 4-0). If the Home team Wins by EXACTLY 1 Goal (eg 1-0, 2-1, 3-2) then this is considered as a “NO BET” and the stake is returned. Any other result (DRAW OR Away Win) means that the Bet Loses. Eg3 A. +1.0 Is a bet for the AWAY Team receiving 1 whole goal advantage. For this bet to Lose the Home team would need to Win by 2 or more goals (eg scores such as 2-0, 3-1 or 4-0). If the Home team Won by exactly 1 goal (eg 1-0, 2-1, 3-2) the Stake would be returned as a “NO BET” and any other result (DRAW OR Away Win) means that the Bet Wins.
2. Half Goal Handicap - Eg1 H. -0.5 Is a bet for the HOME Team whilst losing half a goal. Any Home Win is enough to Win this bet (eg 1-0, 2-1, 3-0), whilst any other result (DRAW or Away Win) will mean the bet loses. Compare this with Eg2 A. +0.5 where the Away team receives 0.5 goal advantage. Any DRAW OR Away Win will mean that the bet is a Winner but any Home Win will mean that the bet loses. Eg3 H. -1.5 is a bet for the HOME team whilst losing 1.5 goals. Any Home Win by 2 Goals OR MORE means that the bet wins whilst any other result (Home Wins by EXACTLY 1, DRAW or Away Win) means that the bet loses.
3. Quarter Goal Handicap - Means that the bet is split into two parts, one at the nearest Whole goal handicap and the other at the nearest Half Goal Handicap. Eg1 H. -0.25 is a bet for the HOME team, HALF the Stake will be at H. 0 and the other HALF at H. -0.5. So ANY Home Win will mean that BOTH parts of the bet Win (Full Win). If the match is drawn then the first part is treated as a “NO BET” so this part of the stake is returned whilst the second part (H. -0.5) loses so overall this is HALF LOSE. Whereas if the AWAY team Wins then both parts LOSE (FULL LOSE). Eg2 A. +0.25 is a bet for the AWAY team, HALF the Stake will be at A. 0 and the other half at A. +0.5. So ANY Away Win will mean that BOTH parts of the bet Win (FULL Win). If the match is drawn then the first part is treated as a “NO BET” so the Stake is returned and the second part (A. +0.5) Wins so overall this is HALF Win. ANY Home WIN means that BOTH parts LOSE (FULL LOSE). A handicap of H. -1.25 would mean that Stake is split over H. -1.0 and H. -1.5.
4. Three Quarter Goal Handicap - This bet is also split into two parts, one at the nearest Whole goal handicap and the other at the nearest Half Goal Handicap. Eg H. -0.75 is a bet for the HOME team, HALF the Stake at H. -0.5 and the other HALF at H. -1.0. Here Any Home Win of 2 goals OR More would WIN BOTH parts. Any Home Win of EXACTLY 1 Goal means that the first WINS whilst the second is a “NO BET” so HALF WIN whilst a DRAW or Away WIN means both parts lose (FULL LOSE). A higher handicap such as A. +1.75 would be a bet for the AWAY team, HALF the Stake at A+ 1.5 and HALF at A. +2.0.
- Handicap Over/Under - Is a Total Match Goals Over OR Under Market. Any HALF Goal level (eg OV 1.5, OV 2.5, UN 3.5 or UN 4.5) works exactly the same as the Over/Under Market described above. Any FULL Goal level (eg OV 2, UN 2, OV 3 or UN 3) are OVER OR UNDER bets BUT the level specified signifies “NO BET” Stakes returned. Eg1 OV 2 is a bet for OVER 2 Match Goals. So if the games ends with exactly 2 goals then Stakes are returned, MORE than 2 Match Goals is a Winner and LESS THAN 2 Match Goals means that the bet has lost. Quarter and Three Quarter Handicap Over/Under are Match Goal Markets where the bet is split into two equal parts. One part at the nearest FULL Goal Level and the other at the nearest HALF Goal level. Eg2 OV 2.25 is a bet for OVER 2.25 Goals, one part OV 2.0 and the OTHER part OV 2.5. Eg3 UN 2.75 is a bet for UNDER 2.75 Goals, one part UN 3.0 and the OTHER part UN 2.5.
General Conditions
- Before each weeks games start the form and Odds will be displayed.
- Some seconds before the games actually start all markets will be suspended and no further bets will be accepted.
- During each weeks games All match scores will be updated and it's possible to switch between video highlights of each game.
- Immediately after the games end all match results will be shown and confirmation of winning markets will be available.
1X2 Network Virtuals
Virtual Champions
This is a Champions League simulation game. The game consists of the entire 125 matches involving the 32 teams that qualified for the Champions League. Each round of matches lasts for 120 seconds. You can bet on the results of individual matches, group winners or on the outright winner for the Champs League. Singles and multiple bets are available up to 247 combinations. A range of match bets are available including, Home, Away, Draw, Asian Handicap, Under and Over 2.5 goals, Correct score and first Goalscorer.
All the betting opportunities are accessible via the Coupons bar located in the top section of the game or the +51 button on the 90 mins coupon, all match betting opportunities are for 90mins play. To select the type of bet you require from these areas, simply press on your selection on the screen. Your bet options, from a single up to any number of possible combinations, will appear in the Bet slip located on the bottom left hand side. Once you have selected your bet combination and stake, press the BET NOW button - you will then get confirmation and a list of your bets will appear in the bet detail box at the bottom left hand corner of the screen. Results are displayed after each match briefly on centre screen. You can access the permanent results via the results tab on the top right in the coupons bar.
A random number generator is used to select game results using the system's rating for each individual team.
Bets are accepted up to 5 seconds before each game is played.
The betting starts at the Group phase, which is 8 groups of 4 teams playing each other twice, home and away. The top two teams in each group progress to the next stage. If 2 teams achieve the same points in 2nd place, at the end of the group stage, then the team with the best goal difference progresses. If two teams are equal on points and goal difference, for the purpose of this game the team with the lowest rating progresses to the next stage. After the Group Phase the Winners and Runners Up of each of the eight groups progress to the Knockout phase. In each round in the knockout phase, except The Final, each team plays their opponents twice, Home and Away. After each round in the Knockout phase the number of teams is halved until eventually 2 teams meet in the Champs League Final.
If there are any tie breakers required because of identical points obtained records they are applied in the following order:
Goal Difference - descending
Goals For - descending
Games Won - descending
Odds - ascending
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Understanding the markets
1X2 (RTP 95.04%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40
Asian Handicap (RTP 96.14%)
The idea of the Asian handicap is for the teams to be handicapped so that the handicapped outcomes are more or less equally likely. This results in the prices quoted being close to level. Typically, a fictional half of a goal is applied in order to remove the draw from the betting option which allows for only two betting options in this bet type, however, should a half not be applied, and a draw occurs, the user is returned their stake. This means that a user selects one team vs another with a handicapped value, and potentially allowing one team a ‘head start’ against the other. With the Asian Handicap a user is betting on the result of the match after the stated Asian Handicap has been applied. When a team which is thought to be weaker receives a positive handicap, it means that it starts with a fictional head start in terms of this bet.
The easiest way to understand this is to minus the figure stated next to the team in question from their score.
Example
If a user bets on the Home team who have a handicap of -0.5, example odds 2.1.
Possible Results: If the score is 1-1, the effective result for this bet type is 0.5-1, and therefore the user would fail to win their bet. However, if the result is 2-0, the effective result for this bet type would be 1.5-1 meaning the user would win their wager and a £10 on this outcome, the return would be £21.
Outright Winner (RTP 90.30%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played.
In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points.
In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final, then this bet would lose.
Tournament Group Winner (RTP 95.04%)
In the tournament games a player can wager on which team will win their relevant group after all of the games for that group have been played. The final position of the wagered team in their group determines if the bet wins or not.
Example
If a player selects team A, they will be wagering that the team in question will be top of their group, i.e. that they get more points than the other teams in their group. If two teams are tied on points, then other statistics are used to choose the finish position (see above). A £10 wager on the team A at a price of 1.25 would return the player £12.50 should they be top of the group. If any other team is top at the end of the group in question, then this bet would lose.
First Goal Scorer (RTP 90.01%)
First Goal Scorer betting involves the customer betting on an individual virtual player to be the first to score within an individual virtual match. In the game there are ten (10) outfield players that can possibly score from each team (11 players on a football team minus the goalkeeper who cannot score by the rules of our game).
There is also an option for the user to select that no player will score first i.e. the match will be 0-0.
Examples:
If a user wagers £10 that Home Player 3 to score first at example odds of 13, this player will need to be the first player to score in the match. If they are the player that makes it 1-0 then the user will receive £130, however if another player scores first or there is no scorer then this bet is a loser. Should the player selected score second, this bet is still a loser.
Correct Score (RTP 90.11%)
Correct score betting involves the customers betting on the final score line of the match. In the game there are thirty (30) different betting opportunities that a user can select from. By selecting one of the outcomes, the user must have wagered on the correct score to win their wager. All the different betting options for this market are shown below. The result is read home team to the left and away team to the right.
Examples:
If a user selects to bet on 1-0 (home win), example odds=9
If a user selects to bet on a 1-2 (away win), example odds=67
Possible Results:
Outcome example: Should the result end in 1-0, a user that bet £10 on this result will receive £90. Should the result end in any of the other 29 options the user would lose.
Outcome example: Should the result end in 1-2, a user that bet £10 on this result will receive £670. Should the result end in any of the other 29 options the user would lose.
The possible scores in the games are as follows:
1-0, 2-0, 2-1, 3-0, 3-1, 3-2, 4-0, 4-1, 4-2, 4-3, 5-0, 5-1, 5-2, 0-0, 1-1, 2-2, 3-3, 0-1, 0-2, 1-2, 0-3, 1-3, 2-3, 0-4, 1-4, 2-4, 3-4, 0-5, 1-5, 2-5
Under/Over 2.5 Goals (RTP 95.94%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (2.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 3 or more goals in the match
- “Under” – The user wagers there will be a maximum of 2 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 2.05, the user is wagering that there will be 3 or more goals in the match. A favourable result could be any score that totals 3 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £20.50
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
Total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays
Virtual Europa League
The game consists of the entire 205 matches involving the 48 teams that qualified for the Europa League, plus the 8 third-placed teams that drop into the competition from the Champions League after the Group Phase has ended. Each round of matches lasts for 120 seconds. You can bet on the results of individual matches, group winners or on the outright winner for the Europa League. Singles and multiple bets are available up to 247 combinations. A range of match bets are available including, Home/Draw/Away, Asian Handicap, Under or Over 2.5 goals, Correct Score and First Goalscorer.
All the betting opportunities are accessible via the Coupons Bar located at the top of the game or the +51 button on the 1x2 coupon. All match betting opportunities are for 90 minutes play. To select the type of bet you require from these areas, simply press on your selection on the screen. Your bet options, from a single up to any number of possible combinations, will appear in the Bet Slip located on the bottom left of the screen. Once you have selected your bet combination and stake, press the BET NOW button. You will then get confirmation and a list of your bets will appear in the Bet Detail box at the bottom left corner of the screen. Results are displayed after each match, briefly on the screen. To bring up the options menu press on the menu icon next to the timer. From here you can toggle the sound on/off, bring up stats from previous seasons, see your betting history, change the current league you are betting on, and alter the in game odds display to decimal, fractional or American.
A random number generator is used to select game results, using the system's rating for each individual team.
Bets are accepted up to 5 seconds before each match is played.
The betting starts at the Group Phase stage, which is 12 groups of 4 teams, playing each other twice, Home and Away. The top two teams in each group progress to the next stage. If 2 teams achieve the same points in 2nd place, at the end of the group stage, then the team with the best goal difference progresses. If two teams are equal on points and goal difference, for the purpose of this game, the following rule applies:
Goal Difference - descending
Goals For - descending
Games Won - descending
Odds - ascending
In the event of a tie in the group winners market, the winner will be chosen at random.
After the Group Phase stage, the Winners and Runners Up of each of the twelve groups progress to the Knockout Phase, along with the eight third placed teams from the Champions League. In each round in the Knockout Phase, except The Final, each team plays their opponents twice, Home and Away. After each round in the Knockout Phase, the number of teams is halved, until eventually 2 teams meet in the Europa League Final.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Understanding the markets
1X2 (RTP 95.04%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40.
Asian Handicap (RTP 96.14%)
The idea of the Asian handicap is for the teams to be handicapped so that the handicapped outcomes are more or less equally likely. This results in the prices quoted being close to level. Typically, a fictional half of a goal is applied in order to remove the draw from the betting option which allows for only two betting options in this bet type, however, should a half not be applied, and a draw occurs, the user is returned their stake. This means that a user selects one team vs another with a handicapped value, and potentially allowing one team a ‘head start’ against the other. With the Asian Handicap a user is betting on the result of the match after the stated Asian Handicap has been applied. When a team which is thought to be weaker receives a positive handicap, it means that it starts with a fictional head start in terms of this bet.
The easiest way to understand this is to minus the figure stated next to the team in question from their score.
Example
If a user bets on the Home team who have a handicap of -0.5, example odds 2.1.
Possible Results: If the score is 1-1, the effective result for this bet type is 0.5-1, and therefore the user would fail to win their bet. However if the result is 2-0, the effective result for this bet type would be 1.5-1 meaning the user would win their wager and a £10 on this outcome, the return would be £21.
Outright Winner (RTP 90.30%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played.
In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points.
In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final then this bet would lose.
Tournament Group Winner (RTP 95.04%)
In the tournament games a player can wager on which team will win their relevant group after all of the games for that group have been played. The final position of the wagered team in their group determines if the bet wins or not.
Example
If a player selects team A, they will be wagering that the team in question will be top of their group, i.e. that they get more points than the other teams in their group. If two teams are tied on points, then other statistics are used to choose the finish position (see above). A £10 wager on the team A at a price of 1.25 would return the player £12.50 should they be top of the group. If any other team is top at the end of the group in question, then this bet would lose.
First Goal Scorer (RTP 90.01%)
First Goal Scorer betting involves the customer betting on an individual virtual player to be the first to score within an individual virtual match. In the game there are ten (10) outfield players that can possibly score from each team (11 players on a football team minus the goalkeeper who cannot score by the rules of our game).
There is also an option for the user to select that no player will score first i.e. the match will be 0-0.
Examples:
If a user wagers £10 that Home Player 3 to score first at example odds of 13, this player will need to be the first player to score in the match. If they are the player that makes it 1-0 then the user will receive £130, however if another player scores first or there is no scorer then this bet is a loser. Should the player selected score second, this bet is still a loser.
Correct Score (RTP 90.11%)
Correct score betting involves the customers betting on the final score line of the match. In the game there are thirty (30) different betting opportunities that a user can select from. By selecting one of the outcomes, the user must have wagered on the correct score to win their wager. All the different betting options for this market are shown below. The result is read home team to the left and away team to the right.
Examples:
If a user selects to bet on 1-0 (home win), example odds=9
If a user selects to bet on a 1-2 (away win), example odds=67
Possible Results:
Outcome example: Should the result end in 1-0, a user that bet £10 on this result will receive £90 . Should the result end in any of the other 29 options the user would lose.
Outcome example: Should the result end in 1-2, a user that bet £10 on this result will receive £670. Should the result end in any of the other 29 options the user would lose.
The possible scores in the games are as follows:
1-0, 2-0, 2-1, 3-0, 3-1, 3-2, 4-0, 4-1, 4-2, 4-3, 5-0, 5-1, 5-2, 0-0, 1-1, 2-2, 3-3, 0-1, 0-2, 1-2, 0-3, 1-3, 2-3, 0-4, 1-4, 2-4, 3-4, 0-5, 1-5, 2-5
Under/Over 2.5 Goals (RTP 95.94%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (2.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 3 or more goals in the match
- “Under” – The user wagers there will be a maximum of 2 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 2.05, the user is wagering that there will be 3 or more goals in the match. A favourable result could be any score that totals 3 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £20.50
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays.
Virtual Euros
This is a Euro Championship 2016 simulation game. The game consists of all the matches involving the 24 national teams that qualified for the Euro Championship. The teams, group and fixtures accurately represent what will be played in the Euro Championships in France 2016. Each round of matches lasts for 120 seconds. You can bet on the results of individual matches, group winners or on the outright winner for the Euro 2016. Singles and multiple bets are available up to 247 combinations. A range of match bets are available including, Home, Away, Draw, Asian Handicap, Under and Over 2.5 goals, Correct Score and First Goal Scorer.
All the betting opportunities are accessible via the Coupons bar located in the top section of the game or the +51 button on the 1X2 coupon. All match betting opportunities are for 90mins play. To select the type of bet you require from these areas, simply press the odds and they will be added to the bet slip. Your bet options, from a single up to any number of possible combinations, will appear in the Bet Slip located on the bottom left hand side. Once you have selected your bet combination and stake, press the BET NOW button - you will then get confirmation and a list of your bets will appear in the Bet Detail box at the bottom right hand corner of the screen. Results are displayed briefly after each match on center screen. You can access the permanent results via the Group / 2nd Phase tabs at the bottom right hand corner via the options bar.
A random number generator is used to select game results using the system's rating for each individual team.
Bets are accepted up to 5 seconds before each game is played.
During the Group stage if there are any tie breakers required because of identical points obtained records they are applied in the following order:
Goal Difference - descending
Goals For - descending
Games Won - descending
Odds – ascending
In the event of a tie in the group winners market, the winner will be chosen at random.
After the Group Phase the Winners and Runners Up of each of the six groups progress to the Knockout phase. Along with the 4 best 3rd placed teams. After each round in the Knockout phase the number of teams is halved from 16 to 8 to 4 until eventually 2 teams meet in the Euro 2016 Final.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Understanding the markets
1X2 (RTP 95%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40.
Asian Handicap (RTP 96%)
The idea of the Asian handicap is for the teams to be handicapped so that the handicapped outcomes are more or less equally likely. This results in the prices quoted being close to level. Typically, a fictional half of a goal is applied in order to remove the draw from the betting option which allows for only two betting options in this bet type, however, should a half not be applied, and a draw occurs, the user is returned their stake. This means that a user selects one team vs another with a handicapped value, and potentially allowing one team a ‘head start’ against the other. With the Asian Handicap a user is betting on the result of the match after the stated Asian Handicap has been applied. When a team which is thought to be weaker receives a positive handicap, it means that it starts with a fictional head start in terms of this bet.
The easiest way to understand this is to minus the figure stated next to the team in question from their score.
Example
If a user bets on the Home team who have a handicap of -0.5, example odds 2.1.
Possible Results: If the score is 1-1, the effective result for this bet type is 0.5-1, and therefore the user would fail to win their bet. However, if the result is 2-0, the effective result for this bet type would be 1.5-1 meaning the user would win their wager and a £10 on this outcome, the return would be £21.
Outright Winner (RTP 90%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played.
In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points.
In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final then this bet would lose.
Tournament Group Winner (RTP 95%)
In the tournament games a player can wager on which team will win their relevant group after all of the games for that group have been played. The final position of the wagered team in their group determines if the bet wins or not.
Example
If a player selects team A, they will be wagering that the team in question will be top of their group, i.e. that they get more points than the other teams in their group. If two teams are tied on points, then other statistics are used to choose the finish position (see above). A £10 wager on the team A at a price of 1.25 would return the player £12.50 should they be top of the group. If any other team is top at the end of the group in question, then this bet would lose.
First Goal Scorer (RTP 90%)
First Goal Scorer betting involves the customer betting on an individual virtual player to be the first to score within an individual virtual match. In the game there are ten (10) outfield players that can possibly score from each team (11 players on a football team minus the goalkeeper who cannot score by the rules of our game).
There is also an option for the user to select that no player will score first i.e. the match will be 0-0.
Examples:
If a user wagers £10 that Home Player 3 to score first at example odds of 13, this player will need to be the first player to score in the match. If they are the player that makes it 1-0 then the user will receive £130, however if another player scores first or there is no scorer then this bet is a loser. Should the player selected score second, this bet is still a loser.
Correct Score (RTP 90%)
Correct score betting involves the customers betting on the final score line of the match. In the game there are thirty (30) different betting opportunities that a user can select from. By selecting one of the outcomes, the user must have wagered on the correct score to win their wager. All the different betting options for this market are shown below. The result is read home team to the left and away team to the right.
Examples:
If a user selects to bet on 1-0 (home win), example odds=9
If a user selects to bet on a 1-2 (away win), example odds=67
Possible Results:
Outcome example: Should the result end in 1-0, a user that bet £10 on this result will receive £90. Should the result end in any of the other 29 options the user would lose.
Outcome example: Should the result end in 1-2, a user that bet £10 on this result will receive £670. Should the result end in any of the other 29 options the user would lose.
The possible scores in the games are as follows:
1-0, 2-0, 2-1, 3-0, 3-1, 3-2, 4-0, 4-1, 4-2, 4-3, 5-0, 5-1, 5-2, 0-0, 1-1, 2-2, 3-3, 0-1, 0-2, 1-2, 0-3, 1-3, 2-3, 0-4, 1-4, 2-4, 3-4, 0-5, 1-5, 2-5
Under/Over 2.5 Goals (RTP 96%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (2.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 3 or more goals in the match
- “Under” – The user wagers there will be a maximum of 2 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 2.05, the user is wagering that there will be 3 or more goals in the match. A favourable result could be any score that totals 3 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £20.50
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds by 100. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays
Virtual Football Pro
This is a simple to play virtual football betting game. A whole league season consists of 38 weeks. Every 2 minutes a whole virtual weekends fixtures are played. You can bet on the results of individual matches or on the outright result for each league. Singles, accumulators and all other possible multiple bets are available with up to 247 combinations. You can bet on the current week's fixtures 1X2 and also bet on a number of different bets for each individual match which include:
- Correct Score
- Winning Margin
- 1X2 with Goals or No Goals
- Under/Over 1.5 Goals
- Under/Over 2.5 Goals
- Under/Over 3.5 Goals
- Odd/Even Total Match Goals
- Double Chance
- Draw No Bet
- Asian Handicap
- Total Match Goals
- Both Teams To Score
At the start of the season, there are a number of different selections that players can bet on, which include:
Note: These Outright markets will not be available in all Jurisdictions
- Championship Outright Winner
- Betting Without Top 5 Included
- To Finish In Bottom 3
- Points Range for each individual team
These bets will all be paid out to players, if successful, at the end of the season. If there are any tie breakers in the season, then the following rule will apply to decide the outcome:
Goal Difference - descending
Goals For - descending
Games Won at Home - descending
Games Won Away - descending
To bet on the result of any individual weekly match, press on the odds displayed in the 1 (home), X (draw) or 2 (away), opening the bet slip then then pressing ' BET NOW '. To change the stake, select the stake amount and alter it by using the numeric keys or use the default amount stakes buttons.
Your bet details are recorded in the box at the bottom right hand corner of the screen. Your bet has not been accepted until it can be viewed in this location. To view any multiple bet, press on the 'bet details' (e.g. doubles, trebles etc.), which will open a window showing all the selection and stakes.
You can view the league and results by selecting the tab located next to betting options. To access the stats please use options menu at the top right hand corner.
The timer at the top right of the screen counts down until play commences. You can place your bets at anytime up to kick-off.
A random number generator is used to select game results using the systems' rating for each individual team.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Understanding the markets
1X2 (RTP 95.05%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40.
Asian Handicap (RTP 96.10%)
The idea of the Asian handicap is for the teams to be handicapped so that the handicapped outcomes are more or less equally likely. This results in the prices quoted being close to level. Typically, a fictional half of a goal is applied in order to remove the draw from the betting option which allows for only two betting options in this bet type, however, should a half not be applied, and a draw occurs, the user is returned their stake. This means that a user selects one team vs another with a handicapped value, and potentially allowing one team a ‘head start’ against the other. With the Asian Handicap a user is betting on the result of the match after the stated Asian Handicap has been applied. When a team which is thought to be weaker receives a positive handicap, it means that it starts with a fictional head start in terms of this bet.
The easiest way to understand this is to minus the figure stated next to the team in question from their score.
Example
If a user bets on the Home team who have a handicap of -0.5, example odds 2.1.
Possible Results: If the score is 1-1, the effective result for this bet type is 0.5-1, and therefore the user would fail to win their bet. However if the result is 2-0, the effective result for this bet type would be 1.5-1 meaning the user would win their wager and a £10 on this outcome, the return would be £21.
Outright Winner (RTP 90.50%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played. In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points. In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final then this bet would lose.
Correct Score (RTP 90.14%)
Correct score betting involves the customers betting on the final score line of the match. In the game there are thirty (30) different betting opportunities that a user can select from. By selecting one of the outcomes, the user must have wagered on the correct score to win their wager. All the different betting options for this market are shown below. The result is read home team to the left and away team to the right.
Examples:
If a user selects to bet on 1-0 (home win), example odds=9
If a user selects to bet on a 1-2 (away win), example odds=67
Possible Results:
Outcome example: Should the result end in 1-0, a user that bet £10 on this result will receive £90. Should the result end in any of the other 29 options the user would lose.
Outcome example: Should the result end in 1-2, a user that bet £10 on this result will receive £670. Should the result end in any of the other 29 options the user would lose.
The possible scores in the games are as follows:
1-0, 2-0, 2-1, 3-0, 3-1, 3-2, 4-0, 4-1, 4-2, 4-3, 5-0, 5-1, 5-2, 0-0, 1-1, 2-2, 3-3, 0-1, 0-2, 1-2, 0-3, 1-3, 2-3, 0-4, 1-4, 2-4, 3-4, 0-5, 1-5, 2-5
Under/Over 1.5 Goals (RTP 96.30%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (1.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 2 or more goals in the match
- “Under” – The user wagers there will be a maximum of 1 goal in this game.
Example
If a user bets on “Over” in this market, at an example price of 1.25, the user is wagering that there will be 2 or more goals in the match. A favourable result could be anything that is not 0-0, 1-0 or 0-1. If the user wagers £10 and the result wins they would receive £12.5
Under/Over 2.5 Goals (RTP 96.07%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (2.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 3 or more goals in the match
- “Under” – The user wagers there will be a maximum of 2 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 2.05, the user is wagering that there will be 3 or more goals in the match. A favourable result could be any score that totals 3 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £20.50
Under/Over 3.5 Goals (RTP 96.19%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (3.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 4 or more goals in the match
- “Under” – The user wagers there will be a maximum of 3 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 3.75, the user is wagering that there will be 4 or more goals in the match. A favourable result could be any score that totals 4 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £37.50.
Winning Margin (RTP 91.59%)
Winning margin betting is when a user wagers how many goals a team will win a virtual match by. To win the user must have wagered on the correct goal difference between the two teams at the final result.
- The number next to home or away is the number of goals between the two teams.
- “Score Draw” means that both teams have scored but the result is tied (1-1, 2-2, 3-3),
- “No Goals” means is where neither team score, i.e. 0-0
Examples:
If a user selects to bet on “Home 1”, example odds=4.2, the home team must beat the away team by one goal for a favourable result. This includes 1-0, 2-1. 3-2, 4-3 and 5-4.
Possible result: Should the result end in one of the scores listed immediately above, a user that bet £10 on this result will receive £42 . Should the match end in any other result the user would lose.
1X2 with Goals or No Goals (1X2 + GG/NG) (RTP 93.22%)
For 1X2 with Goals or No Goals, players must wager on the outcome of the match (home win, away win or draw) combined with if both teams will score or if only one of the teams will score.
- GG - Result where both teams score
- NG - Result where one team fails to score
Examples:
If a user selects to bet “Home GG”, example odds=7.5
Possible Results: Should the result end in 2-1, a user that bet £10 on this result will receive £75 . However, if the result ended with the home team winning 2-0 the user would lose as the correct bet would have been “Home NG” as the away team failed to score. In this example a draw of any kind or an away win of any kind would also result in a loss for the player.
Odd/Even Total Match Goals (RTP 96.17%)
Customers have the opportunity to bet on the total number of goals scored in the match (number of home goals plus number of away goals) being Odd or Even. If there are no goals it is counted as an even number so that there are two betting options for this type of bet:
- Odd - the total goals scored in the match will be an odd number.
- Even - the total goals scored in the match will be an even number.
Example
If a user bets on “Even” in this market, at an example price of 1.85, the user is wagering that there will be an even amount of goals. This could be any score from 0-0 or 2-2 to 5-1. If the user wagers £10 on Even and the result wins they would receive £18.50.
Double Chance (RTP 95.88%)
Double chance betting covers two out of three possible outcomes in the 1X2 market. By wagering a double chance, you win the same amount of money on either of the two outcomes covered by this bet. Users can bet on the following three different options.
1X - Represents the home team winning and the Draw
12 – Represents either team winning
2X – Represents the away team winning or the draw.
Example:
The possible combinations of results for a match are:
1=Home win
X=draw
2=Away win
Possible Results given the betting types:
Outcome 1: If the user wagers on “1X”, at an example price of 1.02, they will require the result to be either a Home win or a draw. If either of these results occur, a £10 wager will return £10.20
Outcome 2: If the user wagers on “12”, at an example price of 1.1, they will require the result to be either a Home win or an away win. If either of these results occur, a £10 wager will return £11.00
Outcome 3: If the user wagers on “2X”, at an example price of 5.5, they will require the result to be either an Away win or a draw. If either of these results occur, a £10 wager will return £55.00 .
Draw No Bet (RTP 96.01%)
There are only two options to bet on in this market, Home win or Away win. Players can bet on either side to win the match but if the result is a draw then they are returned their original stake.
Example
If a user bets on a “Home” win at an example price of 1.47, a £10 wager would pay £14.70 should the result be favourable, whilst the user will have their stake returned if the result is a draw and lose their bet only if the Away team wins.
Total Match Goals (RTP 94.14%)
Players have the opportunity to bet on the Total number of the Goals (number of home goals plus number of away goals) in the match being in one of the following strata: 0-1, 2-3, 4-5, 6+. To win the user must have wagered on the correct bracket of goals from the final match result.
Examples:
If a user selects to bet on “2-3”, at example odds of 2.05, the number of home goals plus number of away goals must total 2 or 3. This could be 0-2, 0-3, 1-1, 1-2, 2-0, 3-0, 2-1.
Possible result: Should the result end in one of the scores listed immediately above, a user that bet £10 on this result will receive £20.50 . Should the match end in any other result the user would lose.
Both Teams To Score (RTP 96.16%)
In this market, customers wager from two options: that either a) both teams score at least one goal or b) either team scores no goals, or both teams fail to score.
- GG - Result where both teams score
- NG - Result where at least one team fails to score
If either team fails to score this comes down as NG. Any result where one team fails to score (ie they receive 0 goals), the result is NG.
Examples:
If a user selects to bet “GG”, at example odds of 2.35. Should the result end in 2-1, a user that bet £10 on this result will receive £23.50. However, if the result ended with any form of 0 in the match, this will be a loss for this player. Wagering “NG” is the inverse of this.
Points Ranges (RTP 91.59%)
Customers have the opportunity to bet on the total number of points (3 for a win, 1 for a draw, 0 for a loss) the team in question acquires throughout the entire season. For this bet to win the user must have wagered on the correct band of points. The selections available will vary, depending on how many teams are playing in a league, with some leagues having more games which means more points are available.
Examples:
If a user selects to bet on “40-49 points” from the list below, at example odds of 2.75, the number of points the team acquires must be in this band. Should the total one of the scores, a user that bet £10 on this result will receive £27.50. Should the total points be any other amount at the end of the season (i.e. when every team has played one another) the user would lose.
Betting Without Top 2/3/4/5 Included (RTP 90.51%)
Betting Without Top 2/3/4/5 Included means customers can bet on which team will finish the highest, after the top 2/3/4/5 ranked teams (the shortest price to win the league overall) are taken out of the equation. The number of teams taken out of the league will depend on how many teams are in the league, with larger leagues taking out more teams than smaller leagues. For this bet it does not matter where in the league any of the removed teams finishes, for the purposes of this bet they are not in the league, however points scored against these teams are calculated in the final result.
To Finish In Bottom 2/3 (RTP 90.53%)
To Finish In Bottom 2/3 means players can bet on which teams will finish in the bottom 2 or 3 positions, depending on how many teams are in the respective league. Essentially this is a bet on the selected team being one of the worst teams in the league. In this market the poorer teams are shorter prices as they are more likely to obtain these positions.
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays
Virtual Soccer
This is a simple to play virtual football betting game. A whole league season consists of 38 weeks. Every 90 seconds a whole virtual weekends fixtures are played. You can bet on the results of individual matches or on the outright result for each league. Singles, accumulators, and all other possible multiple bets are available up to 247 combinations. You can bet on the current week's fixtures or future week's fixtures, you can also bet on the future seasons outright.
If there are any tie breakers required because of identical points obtained records they are applied in the following order:
Goal Difference - descending
Goals For - descending
Games Won at Home - descending
Games Won Away - descending
You can view the league, stats or results on the right hand side of the screen at any time. This includes the current form league for the last six matches.
To view the strength of each teams possible scores press info button next to the match which will activate a pop up where you can see the selections ratings.
The timer in the top right of the screen counts down every 90 seconds at which point the results are displayed on the results page.
To bet on the result of any individual weekly matches, press on the odds displayed in the 1 (home), X (draw) or 2 (away), then press 'bet now'. To change the stake press on the stake amount and alter it by using the numeric keys or use the default amount stakes buttons.
To bet on a team to win the league press against the odds shown against your selection on the league table.
Your bet details are recorded in the box at the bottom left hand corner of the screen. Your bet has not been accepted until it can be viewed in this location. To view any multiple bet please press on the 'bet details' (e.g. double, treble etc.,) which will open a window showing all the selection and stakes.
A random number generator is used to select game results using the systems' rating for each individual team. You can check the random number generator rating by holding the cursor over the team you wish to select.
Bets are accepted up to 5 seconds before the weekly game is played. A whole season is played every hour, there are 24 seasons in every day.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Understanding the markets
1X2 (RTP 94.50%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40
Outright Winner (RTP 82.33%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played.
In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points.
In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final then this bet would lose.
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays
Virtual World Cup
This is a World Cup simulation game. The game consists of the entire 64 matches involving the 32 teams qualified for the World Cup. Each round of matches lasts for 120 seconds. You can bet on the results of individual matches, group winners or on the outright for the World Championship. Singles, accumulators or multiple bets are available up to 247 combinations. A range of match bets are available including, Home, Away, Draw, Asian Handicap, Under and Over 2.5 goals, Correct score and first Goalscorer.
All the betting opportunities are accessible from the Coupons bar located in the top section of the game or the more bets button on the 90 mins coupon. Select the type of bet you are interested in from these areas. To bet simply select your odds then open the Bet slip and press BET NOW. Your bet options, from a single to any number of possible combinations, will appear in the Bet slip located on the bottom left hand side. Once you have selected your bet combination and stake, press the BET NOW button - you will now get confirmation and a list of your bets will appear in the bet detail box at the bottom left hand corner of the screen. Results are displayed after each match briefly on centre screen.
To bring up the options menu, press on the menu icon in the top left corner. From here you can toggle the sound on/off, bring up stats from previous seasons, results from previous seasons, see your betting history, and alter the in game odds display to decimal, fractional or American.
A random number generator is used to select game results using the systems' rating for each individual team.
Bets are accepted up to 5 seconds before each game is played.
The betting starts with the Group phase which is 8 groups of 4 teams playing each other once. After the Group Phase the Winners and Runners Up of each of the eight groups progress to the Knockout phase. After each round in the Knockout phase the number of teams is halved until eventually 2 teams meet in the World Cup Final.
If there are any tie breakers required because of identical points obtained records they are applied in the following order:
Goal Difference - descending
Goals For - descending
Games Won - descending
Odds - ascending
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore, in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places..
Understanding the markets
1X2 (RTP 95.04%)
The 1X2 bet, also known as match betting, full time betting or three-way betting, is a popular bet in football and is also found in other sports where a draw is a possible outcome. Users can bet on the following three different options.
1 - Represents the home team winning
X – Represents the Draw
2 – Represents the away team winning.
Example:
The possible combinations of results for this match:
1=Home win, example odds=1.91
X=draw, example odds=3.6
2=Away winner, example odds=4.0
Possible Results:
Outcome 1: Home, the favourite team (lowest price), win the match. If you bet £10 on this outcome, your return is £19.10
Outcome 2: If the match results in a draw. If you bet £10 on this outcome, you get £36
Outcome 3: Away, the outsiders (highest price), win the match. If you bet £10 on this outcome, you get £40
Asian Handicap (RTP 96.14%)
The idea of the Asian handicap is for the teams to be handicapped so that the handicapped outcomes are more or less equally likely. This results in the prices quoted being close to level. Typically, a fictional half of a goal is applied in order to remove the draw from the betting option which allows for only two betting options in this bet type, however, should a half not be applied, and a draw occurs, the user is returned their stake. This means that a user selects one team vs another with a handicapped value, and potentially allowing one team a ‘head start’ against the other. With the Asian Handicap a user is betting on the result of the match after the stated Asian Handicap has been applied. When a team which is thought to be weaker receives a positive handicap, it means that it starts with a fictional head start in terms of this bet.
The easiest way to understand this is to minus the figure stated next to the team in question from their score.
Example
If a user bets on the Home team who have a handicap of -0.5, example odds 2.1.
Possible Results: If the score is 1-1, the effective result for this bet type is 0.5-1, and therefore the user would fail to win their bet. However, if the result is 2-0, the effective result for this bet type would be 1.5-1 meaning the user would win their wager and a £10 on this outcome, the return would be £21.
Outright Winner (RTP 90.30%)
In an Outright Winner bet, customers are betting on which team will have won the entire competition, after all of the games have been played.
In the case of a league game, this is a bet where the cumulative of all the results and the final position of the wagered team in relation to their competition at the end of the season determines if the result if favourable or not. The size of the league depends on what league the user is playing from which can be 10, 12, 14, 16, 18, or 20 teams. Each team plays each other two times, home and away. A Win results in 3 points, a draw in 1 point and a loss 0 points.
In the case of a tournament game, the winner is the team which wins the final.
Examples
If a player selects team A in a league competition, they will be wagering that the team in question will be top of the league (they get more points/goals/wins based accordingly), than any other team. A £10 wager on team A at a price of 1.75 would return the player £17.50 should they be top of the league. If any other team is top at the end of the season then this bet would lose.
If a player selects team A in a tournament competition, they will be wagering that the team in question will win the final. A £10 wager on the team A listed below at a price of 1.75 would return the player £17.50 should they win the final. If any other team wins the final then this bet would lose.
Tournament Group Winner (RTP 95.04%)
In the tournament games a player can wager on which team will win their relevant group after all of the games for that group have been played. The final position of the wagered team in their group determines if the bet wins or not.
Example
If a player selects team A, they will be wagering that the team in question will be top of their group, i.e. that they get more points than the other teams in their group. If two teams are tied on points, then other statistics are used to choose the finish position (see above). A £10 wager on the team A at a price of 1.25 would return the player £12.50 should they be top of the group. If any other team is top at the end of the group in question, then this bet would lose.
First Goal Scorer (RTP 90.01%)
First Goal Scorer betting involves the customer betting on an individual virtual player to be the first to score within an individual virtual match. In the game there are ten (10) outfield players that can possibly score from each team (11 players on a football team minus the goalkeeper who cannot score by the rules of our game).
There is also an option for the user to select that no player will score first i.e. the match will be 0-0.
Examples:
If a user wagers £10 that Home Player 3 to score first at example odds of 13, this player will need to be the first player to score in the match. If they are the player that makes it 1-0 then the user will receive £130, however if another player scores first or there is no scorer then this bet is a loser. Should the player selected score second, this bet is still a loser.
Correct Score (RTP 90.11%)
Correct score betting involves the customers betting on the final score line of the match. In the game there are thirty (30) different betting opportunities that a user can select from. By selecting one of the outcomes, the user must have wagered on the correct score to win their wager. All the different betting options for this market are shown below. The result is read home team to the left and away team to the right.
Examples:
If a user selects to bet on 1-0 (home win), example odds=9
If a user selects to bet on a 1-2 (away win), example odds=67
Possible Results:
Outcome example: Should the result end in 1-0, a user that bet £10 on this result will receive £90 . Should the result end in any of the other 29 options the user would lose.
Outcome example: Should the result end in 1-2, a user that bet £10 on this result will receive £670. Should the result end in any of the other 29 options the user would lose.
The possible scores in the games are as follows:
1-0, 2-0, 2-1, 3-0, 3-1, 3-2, 4-0, 4-1, 4-2, 4-3, 5-0, 5-1, 5-2, 0-0, 1-1, 2-2, 3-3, 0-1, 0-2, 1-2, 0-3, 1-3, 2-3, 0-4, 1-4, 2-4, 3-4, 0-5, 1-5, 2-5
Under/Over 2.5 Goals (RTP 95.94%)
This is where the user can bet that the total number of goals in a given match (number of home goals plus number of away goals) will be over or under the amount of specified goals (2.5). A fraction of 0.5 is added in order to remove the possibility of an exact prediction and provide only two betting options in this market.
- “Over” – The user wagers there will be 3 or more goals in the match
- “Under” – The user wagers there will be a maximum of 2 goals in this game.
Example
If a user bets on “Over” in this market, at an example price of 2.05, the user is wagering that there will be 3 or more goals in the match. A favourable result could be any score that totals 3 goals combined from both teams in the match. If the user wagers £10 and the result wins they would receive £20.50
Determining RTPs
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
To determine the RTP of a market, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum, then multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table. *Rounding applies
For example if the game quoted a group winner market with four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Team A 1.25 100/1.25 80.00
Team B 8.5 100/8.5 11.76
Team C 11 100/11 9.09
Team D 23 100/23 4.35
total 105.20 (100/105.2)*100=95.05%
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three 1X2 markets and that the RTP in each constituent market is 95%, calculated as above.
Then the potential payout will be the product of the prices offered for the individual selections and the actual chance of the bet winning will be the product of the individual chances of the constituent selections and hence the RTP will be the product of the individual RTPs.
The chance of an accumulator winning is p(m)=p(s1)*p(s2)*p(s3)
And the overall price is: overall_price=price1*price2*price3
therefore since RTP of the multiple=p(m) * overall_price
={p(s1)*p(s2)*p(s3)}*{price1*price2*price3}
={p(s1)*price1}*{p(2s)*price2}*{p(s3)*price3}
=RTP1*RTP2*RTP3
=0.95*0.95*0.95
=0.86
Malfunction voids all pays and plays
The following information applies to 1X2 Network Virtual Champions, Virtual Europa, Virtual Euros, Virtual Football Pro, Virtual Soccer and Virtual World Cup.
Betting Types
Within the betting console a user can bet on different types of bets depending upon how many selections they have made. With the exception of “Single” listed below, the different types of bets are called Multiples (or Parlays). This is a type of bet which involves more than one selection within the bet, so effectively more than one result needs to come in for the bet to pay out.
Bet Type Explanation
Single
A single is a bet on 1 selection. Your selection must be successful to have a return,
For example - Liverpool to win at Man Utd,
Liverpool would have to win for your bet to be successful.
Double
A double is 1 bet involving 2 selections in different matches.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
Both selections must be successful for the bet to win, with returns from the first reinvested on the second.
Treble
A treble is 1 bet involving 3 selections in different matches.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
Returns from the first are reinvested on the second and then onto the third. All selections would all have to win for the bet to be successful.
4-Fold
A 4-fold is 1 bet involving 4 selections in different matches.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
- Everton to win at Man City
All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
5-Fold
A 5-fold is 1 bet involving 5 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
6-Fold
A 6-fold is 1 bet involving 6 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
7-Fold
A 7-fold is 1 bet involving 7 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
8-Fold
An 8-fold is 1 bet involving 8 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
9-Fold
A 9-fold is 1 bet involving 9 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
10-Fold
A 10-fold is 1 bet involving 10 selections in different matches. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
Trixie
A trixie consists of 4 bets involving 3 selections in different matches, 3 doubles and 1 treble. Any two winning selections guarantee a return. If any 2 of your selections win, 1 of the double bets gives a return. If all 3 of your selections win, all 3 of the doubles, and the treble give a return.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
Patent
A patent consists of 7 bets involving 3 selections in different matches, 3 singles, 3 doubles and 1 treble. Any one winning selection guarantees a return.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
If any 1 of your selections wins, 1 of the single bets gives a return. If any 2 selections win, 2 of the single bets and 1 of the doubles give a return. If all 3 selections win, then all 3 singles, all 3 doubles and the treble give a return.
Yankee
A yankee consists of 11 bets involving 4 selections in different matches, 6 doubles, 4 trebles and 1 four-fold. Any two winning selections guarantee a return.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
- Everton to win at Man City
If any 2 of your selections win, 1 of the doubles gives a return. If any 3 selections win, 3 of the double bets and 1 of the trebles give a return. If all 4 selections win, then all 6 doubles, 4 trebles and the four-fold give a return.
Lucky 15
A lucky 15 consists of 15 bets involving 4 selections in different matches, 4 singles, 6 doubles, 4 trebles and 1 four- fold. Any one winning selection guarantees a return.
For example
- Liverpool to win at Man Utd
- Chelsea to win at Arsenal
- Fulham to win at Tottenham
- Everton to win at Man City
If any 1 of your selections wins, 1 of the single bets gives a return. If any 2 of your selections win, 2 of the single bets and 1 of the doubles give a return. If any 3 selections win, 3 of the singles, 3 of the doubles and 1 of the trebles give a return. If all 4 selections win, then all 4 singles, 6 doubles, 4 trebles and the four-fold give a return.
Super Yankee
A super yankee consists of 26 bets involving 5 selections in different matches, 10 doubles, 10 trebles, 5 four-folds and 1 five-fold. Any two winning selections guarantee a return.
Lucky 31
A lucky 31 consists of 31 bets involving 5 selections in different matches, 5 singles, 10 doubles, 10 trebles and 5 four-folds and 1 five-fold. Any one winning selection guarantees a return.
Heinz
A heinz consists of 57 bets involving 6 selections in different matches, 15 doubles, 20 trebles, 15 four-folds, 6 five- folds and 1 six-fold. Any two winning selections guarantee a return.
Lucky 63
A lucky 63 consists of 63 bets involving 6 selections in different matches, 6 singles, 15 doubles, 20 trebles, 15 four- folds, 6 five-folds and 1 six-fold. Any one winning selection guarantees a return.
Super Heinz
A super heinz consists of 120 bets involving 7 selections in different matches, 21 doubles, 35 trebles, 35 four-folds, 21 five-folds, 7 six-folds and 1 seven-fold. Any two winning selections guarantee a return.
Goliath
A goliath consists of 247 bets involving 8 selections in different matches, 28 doubles, 56 trebles, 70 four-folds, 56 five-folds, 28 six-folds, 8 seven-folds and 1 eight-fold. Any two winning selections guarantee a return.
Leap Virtuals
Leap Virtual Football
Overview of Game
Description
Virtual football is an application which allows betting on virtual football matches between virtual football teams. The virtual football game is running as a virtual league with 16 teams where each team is playing against the other team twice during the football season. The outcome of each match is generated by a random number generator with weighting applied proportions to the listed odds.
Minimum Bet and Maximum Win
Betting in virtual football has some limits on the bet amount and win amount. The limits are dynamic and will kick in to prevent you placing bets for which we would not return at the correct pay out. We do this to ensure you will always receive the amount listed as a pay out if your bet wins. If a limit would prevent this pay out, you will be asked to amend your bet amount before it will accept the submission.
Odds
You can set your odds to be any of Fractional / Decimal / American. These all have their own nuances and it is a personal preference for what you are used to. None of these options affect your returns in any way - it is just different systems for calculating or comparing the return.
Basic Navigation
Each football Season contains of 8 games which is split into two matchdays. 4 games are played in parallel in each matchday and you can browse between the different games and watch the one you choose.
Each game has its broadcast stream and betting options. The tabs running across the top allow the option to browse between the different games and the countdown to the next matchday is presented above the betting options.
The main screen is presenting a video area, while below it, there are 2 betting options for each game that will be played in the matchday, where you can either bet on or choose to view more betting options for the different games.
There are also options to see league table, statistics on teams and view your bets and their outcomes.
Placing a bet:
For pre-game bets on desktop you can select a bet by clicking on the odds. This will add the selection to the betting slip where you can set a stake and submit your bets.
For Half-Time bets you can select a bet by clicking on the odds at the Half-Time, this will open a pop up where you can select the chosen stake to bet on, from there you will directly place the bet without placing it in the bet slip.
On mobile, when placing a pre-game bet, you can decide to select ‘Submit Bet’ to place the bet directly or select ‘Bet Slip’ to place the bet on the bet slip to be submitted later.
Bets for a game will be closed when the game starts. If there are any outstanding bets for a game that has started and the bet slip has not been submitted by this time, the bets will get greyed out of the betting slip and cannot be submitted.
Frequency
Matches are played constantly 24 hours a day, 7 days a week and players can play at any time, we do however recommend that you limit your time and always gamble responsibly.
Bets Explained
We offer a wide range of betting options; this section aims to help you understand these bets.
1X2
Single – Full-Time result or 1x2 (94.5%)
This is a straight bet on the outcome of a match, either a home win, a draw or an away win.
Single – Double Chance (94.5%)
Just like 1X2 betting, here you can choose from three selections, where different outcomes are grouped. So you can place bet on 2 out of the 3 outcomes of the match in the same bet (for example a team to win or to lose).
Single - Half-Time/Full-Time (92%)
This is a bet on the match Half-Time result together with the Full-Time result. First you must correctly predict what the outcome will be at Half-Time (either the home team leading, a draw or the away team leading) and then you must correctly predict the final result of the game (either a home win, a draw or an away win).
Single – Half-Time result (92%)
This is a straight bet on the team to lead at Half-Time, either the home team will have the lead, the score will be draw or the away team will lead.
Single - Asian handicap (96%)
In this bet one team is in favour to win by a certain number of goals, which is known as the handicap, following and considering the handicap, the bet is a straight bet on the outcome of a match, either a home win or an away win. (If a draw occurs after the handicap modifier, the bet is refunded)
Goals
Single - Under/Over total goals (96%)
Under/Over betting involves betting on the number of goals in the game. The bet is on whether the final number of goals will be over or under the line set by for the book (for example under/over 2.5 goals).
Single- Match total goals (92%)
A winning bet is one that correctly predicts the combined total number of goals scored by both teams in the match.
Single – Both teams to score (96%)
This bet is betting if both of the teams will be scoring in the game or not, on this bet you may choose between ‘Yes’ and ‘No’.
Score
Single – Full-Time exact score (92%)
if you correctly predict the final exact score of the game you will win this bet.
Single – Half-Time exact score (92%)
If you correctly predict the exact score at Half-Time you will win this bet
Multiples bets
In order to place this type of bet you need to select multiple bets from different games onto your bet slip. If you select more than one bet from the same game, the multiples bet option will be disabled and only single bets will be allowed to be placed.
The number in brackets beside the multiple abbreviation - i.e. Double (10) - means that to place this bet with the currently selected bets, this bet will cost 10 times the stake as it will place 10 bets.
Virtual Racing (Greyhounds, Horses, Speedway, Trotting, Velodrome)
Overview of Game
Description
Betting on virtual races are presented in a similar way to real races however rather than being based on a real event, the outcomes are determined by a random number generator (RNG) with weighting applied proportional to the listed odds.
Random Number Generator (RNG)
The RNG has been independently tested by an accredited testing supplier details are available upon request.
Frequency
Races are run regularly every 3-30 mins 24 hours a day 7 days a week and players can play at any time, we do however recommend that you limit your time and always gamble responsibly if you feel you are gambling too much then please call the National Gambling Helpline, on Freephone 08088020133 or visit http://www.gambleaware.co.uk
Determining Return to Player (RTP)
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
Each Race is unique and due to this there will be some variance in the RTP due to rounding, the number of runners and differing house margins for some sports. The RTP will fall in the ranges shown below.
Race Min RTP Win Max RTP Win Average RTP Win Min RTP Place Max RTP Place Average RTP Place Average RTP Forecast Average RTP Tricast
Horses 86.40% 91.37% 88.88% 87.78% 91.47% 89.62% 85.00% 80.00%
Greyhounds 87.96% 92.69% 90.33% 88.93% 92.91% 90.92% 88.00% 84.00%
Speedway 91.24% 94.89% 93.06% 92.25% 94.24% 93.24% 91.00% N/A
Cycling 86.16% 91.36% 88.76% 87.82% 91.47% 89.64% 85.00% 80.00%
Trotting 86.39% 91.39% 88.89% 87.82% 91.59% 89.64% 85.00% 80.00%
Win Bet
To determine the RTP of a Single Win Bet, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the race has four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Racer 1 1.25 100/1.25 80.00
Racer 2 8.5 100/8.5 11.76
Racer 3 11 100/11 9.09
Racer 4 23 100/23 4.35
total 105.20
(100/105.2)*100 95.05%
Place Bet
To determine the RTP of a Single Place Bet, divide 100 by each of the potential odds. Add these figures together and divide by the number of prize winning places, take this and divide 100 by the result and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the race has 8 runners(thus 3 place winning positions) with the below decimal odds, here is an example of how the RTP can be calculated:
Racer 1 1.74 100/1.74 57.47
Racer 2 1.99 100/1.99 50.25
Racer 3 2.05 100/2.05 48.78
Racer 4 2.1 100/2.10 47.62
Racer 5 2.2 100/2.20 45.45
Racer 6 2.45 100/2.45 40.82
Racer 7 3.12 100/3.12 32.05
Racer 8 6.6 100/6.6 15.15
Total 337.60
337.60/3 112.53
(100/112.53)*100 88.86%
Multiple Bet
If a customer chooses to place a multiple bet then the RTP is calculated as the product of the RTPs of the selections included in the multiple:
For example, assume that we are placing a treble on three races and that the RTP in each constituent race is 95.5%, calculated as above.
The potential payout of the bet being the product of the prices offered for the individual selections. The actual chance of the bet winning will be the product of the individual chances of the constituent selections. These combined statements cause the RTP to be the product of the individual RTPs for each selection. The given example would be calculated as follows.
The chance of an accumulator winning is
p(m)=p(s1)*p(s2)*p(s3)
And the overall price is:
overall_price=price1*price2*price3
therefore since RTP of the multiple
p(m) * overall_price
{p(s1)*p(s2)*p(s3)} * {price1*price2*price3}
{p(s1)*price1} * {p(2s)*price2} * {p(s3)*price3}
RTP1 * RTP2 * RTP3
0.95*0.95*0.95
0.86
Minimum Bet and Maximum Win
Betting in virtual racing has some limits, we have various minimum and maximum bet limits that may be encountered. These are dynamic and will vary depending on type of bet but will kick in to prevent you placing bets for which we would not return at the correct payout. We do this to ensure you will always receive the amount listed as a payout if your bet wins, if a limit would prevent this payout you will be asked to amend your bet amount before it will accept the submission.
Broadcasts
Races are broadcast as live video streams through an integrated media player, you can switch between any of the sports using the menu across the top of the screen.
Odds
You can set your odds to be any of Fractional / Decimal / American these all have their own nuances and it is a personal preference for what you are used too. None of these options affect your returns in any way it is just different systems for calculating or comparing the return. The default is Decimal, where the stake is multiplied by the decimal to calculate the return.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Basic Navigation
Each race has its own broadcast stream and betting options. The tabs running across the top counting down to the next race of each type allow you to switch between races.
Below the stream are the following options;
Select which race you want to bet on, the next six are visible by default and you can scroll across to view the next 10 races.
Clicking on the name of racer will expand out their details and give you more information about them, and their history, clicking on their name again will hide this extra information.
Placing a bet, after you have selected a race, you can select a bet by clicking on the odds, this will add them to the betting slip.
The bets for any race close 10 seconds before the start of a race if the Bet slip has not been submitted by this time the bets will get greyed out of the betting slip and cannot be submitted.
Immediately below the stream on the right hand side are options for viewing the Latest results so you can see who won in any of the past races, in addition you can see your last bets and the outcomes, including any wins and returns, so you can always look back and find out if you won.
Malfunction leading to a race not running for any reason will Void bets for that race and return any stakes.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Bets Explained
We offer a wide range of betting options this section aims to help you understand these bets.
Singles
Single – Win Bet
This is where you submit a bet on a single racer to win, if the selected racer does not finish in 1st place no win is returned
Single – Place Bet
This bet can be slightly different depending on the number of racers in a race and is where you submit a bet on a single racer to finish in a prize winning place, if the selected racer does not finish in any of these places then no win is returned.
Number of racers Prize winning places
16 1st 2nd 3rd 4th
8-15 1st 2nd 3rd
5-7 1st 2nd
4* 1st 2nd
* Normally races would not accept a place bet on 4 or less racers but we at 1X2gaming offer you that chance
Single – E/W (Each Way) bet
This is a combination of the two above bets, win bet and place bet, and will cost double your stake. The E/W bet will pay out the Win and the Place return if the racer finishes in 1st place, or will pay out the place return if it places in paying position dependant on the race type.
Forecast (Straight Forecast)
A Forecast bet is where you predict which racer will finish in 1st and 2nd place if you get both racers correctly predicted you win, if at least one of the racer is wrong you get no return.
Note: When placing a Forecast bet the amount shown is only an estimate, the exact prize will be calculated when you win and may differ slightly from the estimate.
Reverse Forecast (Dual Forecast)
You can place this type of bet by using the button in the Forecast screen, this is an extension to the Forecast bet where you select two racers that need to come in 1st and 2nd place but in any order. This bet will cost double your stake and will return nothing if either racer does not finish in the top two.
Note: When placing a reverse Forecast bet the prize value is shown as an estimate of the range of the possible win should the selected racers finish in the designated positions.
Tricast
A Tricast bet is where you predict which racers will finish in 1st, 2nd and 3rd place if you get all 3 racers correctly predicted you win if at least one of the racers is wrong you get no return.
Note: When placing a Tricast bet the amount shown is only an estimate, the exact prize will be calculated when you win and may differ slightly from the estimate.
Reverse Tricast (Combination Tricast)
You can place this type of bet by using the button in the Tricast screen, this is an extension to the Tricast bet where you select three horses that need to come in 1st 2nd and 3rd place but in any order. This bet will cost six times your stake and will return nothing if any of the three selected horses does not finish in the top three.
Note: When placing a reverse Tricast bet the prize value is shown as an estimate of the range of the possible win should the selected racers finish in the designated positions.
Multiples bets
In order to place this type of bet you need to select multiple racers from different races onto your bet slip, if you select more than one entrant for the same race these options will be disabled.
You should be able to select win bets for the multiples but not combinations within the same multiple, if when you selected the entrants from the race screen you use a selection of types they will be converted to whichever bet type is selected for the multiple.
The number in brackets beside the multiple abbreviation i.e. DOU (10) means that to place this bet with the currently selected racers this bet will cost 10 times the stake.
The following table lists all the multiples options with their abbreviations and descriptions of what they mean.
Accumulator [ACC] / X-Fold [XFD]
An Accumulator bet is 1 bet involving 2 or more selections in different races.(Also called an X-Fold Bet) ••
Example
All selections must be successful for the bet to win, with returns being reinvested in subsequent races.
Double [DOU]
A double is 1 bet involving 2 selections in different races. ••
Example
Both selections must be successful for the bet to win, with returns from the first reinvested on the second.
Example
If more than 2 selections are made this option will enable all combinations of doubles possible and increase the stake to cover placing all these bets.
Treble [TRB]
A treble is 1 bet involving 3 selections in different races. •••
Example
Returns from the first are reinvested on the second and then onto the third. All selections would all have to win for the bet to be successful.
Example
If more than 3 selections are made this option will enable all combinations of trebles possible and increase the stake to cover placing all these bets.
4-Fold [4FD]
A 4-fold is 1 bet involving 4 selections in different races. ••••
Example
All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
5-Fold [5FD]
A 5-fold is 1 bet involving 5 selections in different races. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
6-Fold [6FD]
A 6-fold is 1 bet involving 6 selections in different races. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
7-Fold [7FD]
A 7-fold is 1 bet involving 7 selections in different races. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
8-Fold [8FD]
An 8-fold is 1 bet involving 8 selections in different races. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
9-Fold [9FD]
A 9-fold is 1 bet involving 9 selections in different races. All selections must be successful for the bet to win. Winning returns are reinvested on successive selections.
Trixie [TRX]
A trixie consists of 4 bets involving 3 selections in different races, 3 doubles and 1 treble. Any two winning selections guarantee a return. If any 2 of your selections win, 1 of the double bets gives a return. If all 3 of your selections win, all 3 of the doubles, and the treble give a return. •••
Patent [PAT]
A patent consists of 7 bets involving 3 selections in different races, 3 singles, 3 doubles and 1 treble. Any one winning selection guarantees a return. •••
Example
If any 1 of your selections wins, 1 of the single bets gives a return. If any 2 selections win, 2 of the single bets and 1 of the doubles give a return. If all 3 selections win, then all 3 singles, all 3 doubles and the treble give a return.
Yankee [YAN]
A yankee consists of 11 bets involving 4 selections in different races, 6 doubles, 4 trebles and 1 four-fold. Any two winning selections guarantee a return. ••••
Example
If any 2 of your selections win, 1 of the doubles gives a return. If any 3 selections win, 3 of the double bets and 1 of the trebles give a return. If all 4 selections win, then all 6 doubles, 4 trebles and the four-fold give a return.
Super Yankee [SYK]
A super yankee consists of 26 bets involving 5 selections in different races, 10 doubles, 10 trebles, 5 four-folds and 1 five-fold. Any two winning selections guarantee a return.
Lucky 31 [L31]
A lucky 31 consists of 31 bets involving 5 selections in different races, 5 singles, 10 doubles, 10 trebles and 5 four-folds and 1 five-fold. Any one winning selection guarantees a return.
Heinz [HNZ]
A heinz consists of 57 bets involving 6 selections in different races, 15 doubles, 20 trebles, 15 four-folds, 6 five- folds and 1 six-fold. Any two winning selections guarantee a return.
Lucky 63 [L63]
A lucky 63 consists of 63 bets involving 6 selections in different races, 6 singles, 15 doubles, 20 trebles, 15 four- folds, 6 five-folds and 1 six-fold. Any one winning selection guarantees a return.
Super Heinz [SHZ]
A super heinz consists of 120 bets involving 7 selections in different races, 21 doubles, 35 trebles, 35 four-folds, 21 five-folds, 7 six-folds and 1 seven-fold. Any two winning selections guarantee a return.
Goliath [GOL]
A goliath consists of 247 bets involving 8 selections in different races, 28 doubles, 56 trebles, 70 four-folds, 56 five-folds, 28 six-folds, 8 seven-folds and 1 eight-fold. Any two winning selections guarantee a return.
For example
- Buzzer to win at the 10:04 Trowbridge Horse Race
- Sea Mist to win at the 10:09 Bridlington Dog Race
- Nick Walter to win at the 10:12 Barnstable Speedway
- Life Jacket to win at 10:08 Penrith Horse Race
Virtual Tennis
Overview of Game
Description
Virtual tennis is an application which allows betting on virtual tennis matches between virtual tennis players. The outcome of every point within each match is generated by a random number generator with weighting applied proportions to the listed odds. The odds for each market are allocated after applying the relative strengths of each contester and the specific stage of the match.
Random Number Generator (RNG)
The RNG has been independently tested by an accredited testing supplier details are available upon request.
Frequency
Matches are played constantly 24 hours a day 7 days a week and players can play at any time.
Determining Return to Player (RTP)
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
Win Bet
To determine the RTP of a Single Two outcome Bet, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the bet has two outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Option 1 1.64 100/1.64 60.98
Option 2 2.10 100/2.10 47.62
Total 108.62
(100/108.59)*100 92.09%
Multiple outcome bet
To determine the RTP of a multiple outcome Bet, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the bet is the outcome of a set in progress with the below decimal odds, here is an example of how the RTP can be calculated:
Result 1 : 6-0 25 100/25 4.00
Result 2 : 6-1 6.6 100/6.6 15.15
Result 3 : 6-2 8.5 100/8.5 11.76
Result 4 : 6-3 4.1 100/4.1 24.39
Result 5 : 6-4 10 100/10 10.00
Result 6 : 7-5 16.5 100/16.5 6.06
Result 7 : 7-6 13.5 100/13.5 7.41
Result 8 : 0-6 0 100/0 0.00
Result 9 : 1-6 245 100/245 0.41
Result 10 : 2-6 36 100/36 2.78
Result 11 : 3-6 28 100/28 3.57
Result 12 : 4-6 9 100/9 11.11
Result 13 : 5-7 21 100/21 4.76
Result 14 : 6-7 14.5 100/14.5 6.90
total 108.30
(100/108.30)*100= 92.33%
Minimum Bet and Maximum Win
Betting in the virtual tennis application has some limits: we have various minimum and maximum bet limits that may be applied. These are dynamic and will vary depending on the type of bet, but will kick in to prevent you from placing bets which might be problematic in terms of payouts. We do this to ensure you will always receive the amount listed as a payout if your bet wins. If a limit prevent this payout, you will be asked to amend your bet amount before it will be accepted for submission.
Odds
You can set your odds to be any of Fractional / Decimal / American. These all have their own nuances and it is a personal preference for what you are used to. None of these options affect your returns in any way – it is just different systems for calculating or comparing the return. The default system is Decimal, where the stake is multiplied by the decimal to calculate the return.
Basic Navigation
Each match has its own broadcast stream and betting options. The tabs on the top right allow the selection between matches that are currently being played.
Below the stream are the following options:
Player names and the match score are presented. Clicking on the name of the player will expand their details and give you more information about them and their history. By clicking on their name again, you will hide this extra information.
Placing a bet: after selecting a match, you can select the type of bets you want to select from (you can see all bets or only games, sets or full match bets). Each bet option can be expanded or collapsed in order to see the relevant odds for the bet, by clicking the odds of a bet an interface will be opened in which you can determine the exact amount you would like to place, either by typing the amount or use fixed amounts to choose the amount from. Clicking on “Place Bet” will submit the bet and park it in the “My 24h Bets” section.
Note that the odds of the markets get updated on an ongoing basis and are impacted by the outcomes of the preceding points continuously
Under the My 24h Bets section you can view your bets and the outcomes, including any wins and returns - so that you can always look back and find out if you won your bet/s.
Bets Explained
We offer a wide range of betting options; this section aims to help you understand these bets.
Two outcome Bets
Winner of Next Point
This bet is a straight forward two option bet that either player 1 or player 2 will win the next point. If the selected player wins then the bet will be a win and pay out, if the other player wins the bet will be a loss.
Number of Points
With this bet you choose whether the selected game will end up with under or over a specific number of points, the number is generally a half number to avoid ambiguity. So betting under 7.5 will win and pay out if the game has 7 points or less, 8 points or more will result in the bet being a loss, the exact total of 7.5 not being possible to achieve.
Game/Set/Match Winner
This bet is a straight forward two option bet that either player 1 or player 2 will win the current Game/Set/Match. If the selected player wins that Game/Set/Match then the bet will win and pay out, if the other player wins then the bet will be a loss.
Game Going to Deuce
This bet is a straight forward two option bet that the current game will go to Deuce. At the end of a game that goes to a Deuce then all bets on that game being a Deuce will win and pay out, if either player wins without a Deuce being achieved then the bet is a loss.
Multiple outcome Bets
Exact Score
This betting option allows you to select the specific score you predict the game / set / match will finish on. If the result is the selected score the bet is a win and will pay out, otherwise the bet is a loss.
When Bets Settle
There are 3 categories of bets these are Game Bets, Set Bets and Match Bets. Each respective category will only settle at the end of the given interval. So Game Bets only settle at the end of each games, Set Bets only settle at the end of each set and Match Bets only settle when the match is concluded.
Note that even though some of the outcomes of bets may be known in advance of settling, Game bets will only settle at the end of a Game. This is most commonly noticed with Deuce bets and betting over Total Points, where even though you know your bet will win as soon as the deuce is reached we only settle at the end of the Game. Similarly Bets regarding the Total number of Games in a Set only settle at the end of that Set not necessarily at the point where it is known if the bet is a win or a loss.
Leap Instant Virtuals
Instant Virtual Football
Overview of Game
Description
Betting on Instant football is presented in a similar way to betting on a real football match however rather than being based on a real event, the outcomes are determined by a random number generator (RNG) with weighting applied proportional to the listed odds. The big advantage is that here the matches are played on demand which means you can watch them whenever you choose rather than waiting for a match to happen.
Frequency
Matches are played 'On Demand' which means that once a bet is placed the game will start specifically for you. Each game is uniquely generated and will run only for you.
Determining Return to Player (RTP)
For all the markets presented in this game, the customer can see all the possible outcomes and the payouts offered. This allows the player to calculate the exact RTP of the market if they wish.
Minimum Bet and Maximum Win
Betting in instant football has some limits, we have various minimum and maximum bet limits that may be encountered. These are dynamic and will vary depending on the type of bet but will kick in to prevent you placing bets for which we would not return the full payout. We do this to ensure you will always receive the amount listed as a payout if your bet wins, if a limit would prevent this payout you will be asked to amend your bet amount before it will accept the submission.
Odds
You can set your odds to be any of Fractional / Decimal / American these all have their own nuances and it is a personal preference for what you are used too. None of these options affect your returns in any way it is just different systems for calculating or comparing the return. The default is Decimal, where the stake is multiplied by the decimal to calculate the return.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Basic Navigation
Each game has two randomly selected teams and the betting options are calculated specifically for those teams. If you do not like the selected teams you can press the 'Change Teams' button at the top of the screen and it will randomly select two new teams.
The main screen is showing all of the details and betting options. The stats bar which is located at the top of the screen shows both of the teams information. Below it are all of bettings for each game that will be played in the matchday, where you can either bet on or choose to view more betting options for the different games.
Once a game has finished you will be able to either Rebet or Rebet X2 which will ensure the same teams play again or go to a new match.
Placing a bet:
You can select a bet by clicking on the odds, this will add the selection to the betting slip. The value of the bet can be defined either before adding the bet to the bet slip, by setting a value in the bet amount box or after adding to the bet slip by editing the amount box in line with the selection in the bet slip itself.
The bets for any match are closed and considered submitted once you select to 'Start Match!', if your match is interupted for any reason you can rewatch it from the bet history screen
Selecting the portrait icon from the top banner will allow you to view your bet history. This includes latest matches, results for those matches and the any wins and returns. In addition you will be able to see a replay of the game, so you can always look back and check what happened.
Once the match has started your bets will be presented to the right of the video stream. There is an option to skip the game, not watch it or get immediately to the results. Using this option won’t affect the match outcome or your winnings in any way, and you can always go back and watch it from the history screen.
Malfunction leading to a game not being generated correctly for any reason will Void bets for that game and return any stakes.
Bets Explained
We offer a wide range of betting options this section aims to help you understand these bets.
1X2
Single – Full-Time result or 1x2 (93.5%)
This is a straight bet on the outcome of a match, either a home win, a draw or an away win.
Single – Double Chance (95%)
Just like 1X2 betting, here you can choose from three selections, where different outcomes are grouped. So you can place bets on 2 out of the 3 outcomes of the match in the same bet (for example a team to win or to lose).
Single – Half-Time result (91%)
This is a straight bet on the team to lead at Half-Time, either the home team will have the lead, the score will be a draw or the away team will lead.
Single - Under/Over total goals (95%)
Under/Over betting involves betting on the number of goals in the game. The bet is on whether the final number of goals will be over or under the line set by the book (for example under/over 2.5 goals).
More Bets
Single - Asian handicap (95%)
In this bet one team is in favour to win by a certain number of goals, which is known as the handicap, following and considering the handicap, the bet is a straight bet on the outcome of a match, either a home win or an away win. (If a draw occurs after the handicap modifier, the bet is refunded)
Single- Match total goals (91%)
A winning bet is one that correctly predicts the combined total number of goals scored by both teams in the match.
Single – Full-Time exact score (91%)
If you correctly predict the final exact score of the game you will win this bet.
Instant Virtual Racing (Greyhounds, Horses, Speedway, Trotting, Velodrome)
Overview of Game
Description
Betting on virtual races are presented in a similar way to real races however rather than being based on a real event, the outcomes are determined by a random number generator (RNG) with weighting applied proportional to the listed odds.
Random Number Generator (RNG)
The RNG has been independently tested by an accredited testing supplier details are available upon request.
Frequency
Races are run 'On Demand' which means that once a bet is being placed the race will start specifically for you. Each race is a new race and will run only for you.
Determining Return to Player (RTP)
For all the markets presented in this game, the customer can see all the possible outcomes and the prices offered. This allows the player to calculate the RTP of the market if they wish.
Race Min RTP Win Max RTP Win Min RTP Place Max RTP Place RTP Forecast
Instant Horses 88.13% 92.70% 89.57% 94.62% 91.00%
Instant Greyhounds 88.17% 92.71% 89.41% 94.27% 91.00%
Instant Speedway 89.38% 92.83% 90.32% 92.23% 91.00%
Instant Velodrome 88.13% 92.70% 89.60% 94.38% 91.00%
Instant Trotting 88.13% 92.69% 89.60% 94.38% 91.00%
Win Bet
To determine the RTP of a Single Win Bet, divide 100 by each of the potential odds. Add these figures together and divide 100 by the sum and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the race has four outcomes with the below decimal odds, here is an example of how the RTP can be calculated:
Racer 1 1.25 100/1.25 80.00
Racer 2 8.5 100/8.5 11.76
Racer 3 11 100/11 9.09
Racer 4 23 100/23 4.35
total 105.20
(100/105.2)*100 95.05%
Place Bet
To determine the RTP of a Single Place Bet, divide 100 by each of the potential odds. Add these figures together and divide by the number of prize winning places, take this and divide 100 by the result and multiply by 100 to obtain a percentage. This gives the overall RTP shown bottom right of the following table.
For example if the race has 8 runners (thus 3 place winning positions) with the below decimal odds, here is an example of how the RTP can be calculated:
Racer 1 1.74 100/1.74 57.47
Racer 2 1.99 100/1.99 50.25
Racer 3 2.05 100/2.05 48.78
Racer 4 2.1 100/2.10 47.62
Racer 5 2.2 100/2.20 45.45
Racer 6 2.45 100/2.45 40.82
Racer 7 3.12 100/3.12 32.05
Racer 8 6.6 100/6.6 15.15
Total 337.60
337.60/3 112.53
(100/112.53)*100 88.86%
Minimum Bet and Maximum Win
Betting in virtual racing has some limits, we have various minimum and maximum bet limits that may be encountered. These are dynamic and will vary depending on type of bet but will kick in to prevent you placing bets for which we would not return at the correct payout. We do this to ensure you will always receive the amount listed as a payout if your bet wins, if a limit would prevent this payout you will be asked to amend your bet amount before it will accept the submission.
Broadcasts
Races are broadcast as live video streams through an integrated media player, you can switch between any of the sports using the menu across the top of the screen.
Odds
You can set your odds to be any of Fractional / Decimal / American these all have their own nuances and it is a personal preference for what you are used too. None of these options affect your returns in any way it is just different systems for calculating or comparing the return. The default is Decimal, where the stake is multiplied by the decimal to calculate the return.
Users should be aware that, by their nature, fractional and American odds are rounded to a nearest number as appropriate. Therefore in cases where the game or the user is playing with Fractional or American odds, the game will calculate based on the Decimal equivalent. The decimal values should be considered to be the true and correct values to two decimal places.
Basic Navigation
Each race has its own broadcast stream and betting options. In the header you have an option to navigate between the different races.
Once selecting a race there are the following options;
The racers details are being presented one after the other, clicking on the name of racer will expand out their details and give you more information about them, and their history.
Placing a bet, after you have selected a race, you can select a bet by clicking on the odds, this will add them to the betting slip. The amount of the bet can be defined either by a default amount presented below the racers odds, or/and in the bet slip before placing the bets
The bets for any race close once you select to place the bets and start the race.
On the top right side of the header, there is an option to view your latest bets, race outcome for those bets and the bets results including any wins and returns, as well as you will be able to see a replay of the race that had run, so you can always look back and find out if you won.
Once a race has started your bets will be presented in a header above the race. There is an option to skip the race, not watch it to and get immediately to the race results. Using this option won’t affect the race outcome or your winnings in any way.
Once a race has finished you will be able to select Rebet which will place exactly the same bets again on new race with different runners. Rebet x2 will place the same bets on the new race with double the stake.
Malfunction leading to a race not running for any reason will Void bets for that race and return any stakes.
Bets Explained
We offer a wide range of betting options this section aims to help you understand these bets.
Singles
Single - Win Bet
This is where you submit a bet on a single racer to win, if the selected racer does not finish in 1st place no win is returned
Single - Place Bet
This bet can be slightly different depending on the number of racers in a race and is where you submit a bet on a single racer to finish in a prize winning place, if the selected racer does not finish in any of these places then no win is returned.
Number of racers Prize winning places
16 1st 2nd 3rd 4th
8-15 1st 2nd 3rd
5-7 1st 2nd
4* 1st 2nd
* Normally races would not accept a place bet on 4 or less racers but we offer you that chance
Forecast (Straight Forecast)
A Forecast bet is where you predict which racer will finish in 1st and 2nd place if you get both racers correctly predicted you win, if just one of the racer is wrong you get no return.
Note: When placing a Forecast bet the amount shown is only an estimate, the exact prize will be calculated when you win and may differ slightly from the estimate.
Betradar Virtual Sports
Virtual Football
1.1 How to play
The Virtual Football Modes provide 24/7/365 real money betting experience on virtual football. Competitions are generated continuously and bets can be placed at any time, even within a season. At the moment there are three different Virtual Football modes:
- Virtual Football League Mode (VFLM)
- Virtual Football World Cup (VFWC)
- Virtual Football Nations Cup (VFNC)
- Virtual Football Euro Cup (VFEC)
- Virtual Football Asian Cup (VFAS)
- Virtual Football Champions Cup (VFCC)
Game Structure
Each mode has a different tournament structure:
Virtual Football League Mode VFLM:
- 16 Teams
- Home & away matches
- 30 match days
- 8 concurrent matches per match day
- 240 matches per season
Virtual Football World Cup VFWC:
Group Stage
- 32 Teams (8 groups of 4 teams per group)
- 12 match day chunks (3 match days of 4 chunks per match day)
- 4 concurrent matches per match day chunk
- 48 matches per group stage
Knock-Out-Stage
- 16 Teams
- 5 round (R16[1..4]; R16[5...8]; R8; Semi Finals; Final & 3rd Place)
- 4 concurrent matches (R16[1..4]; R16[5...8]; R8);
2 concurrent matches (Semi Finals; Final & 3rd Place)
- 16 matches per knock-out-stage
Virtual Football Euro, Asian and Nations Cup (VFEC, VFAS, VFNC):
Group Stage
- 24 Teams (6 groups of 4 teams per group)
- 9 match day chunks (3 match days of 3 chunks per match day)
- 4 concurrent matches per match day chunk
- 32 matches per group stage
Knock-Out-Stage
- 16 Teams
- 5 round (R16[1..4]; R16[5...8]; R8; Semi Finals; Final & 3rd Place)
- 4 concurrent matches (R16[1..4]; R16[5...8]; R8);
2 concurrent matches (Semi Finals; Final & 3rd Place)
- 16 matches per knock-out-stage
Virtual Football Champions Cup VFCC:
Group Stage
- 32 Teams (8 groups of 4 teams per group)
- 24 match day chunks (6 match days of 4 chunks per match day)
- 4 concurrent matches per match day chunk
- 96 matches per group stage
Knock-Out-Stage
- 16 Teams
- 9 rounds (R16_Leg 1[1..4]; R16_Leg 1[5...8]; R16_Leg2[1..4]; R16_Leg2 [5..8];R8_Leg 1; R8_Leg 2; Semi Finals Leg1; Semi Finals Leg2; Final & 3rd Place.
- 4 concurrent matches (R16_Leg1[1..4]; R16_Leg1[5..8]; R16_Leg2[1..4];R16_Leg2[5..8]
- 2 concurrent matches (Semi Finals Leg 1; Semi Final Leg 2; Final & 3rd Place)
- 30 matches per knock-out-stage
1.2 Game Information
Season Mode Information
Each Virtual Football mode is provided as an online version and a retail version to serve the timing requirements of the different target groups.
Virtual Football League Mode VFLM:
Online
- 01:00 minute pre-season
- Match day loop; 30 match days of 03:40 minutes per match day
- 01:00 minute post season
- 112 minutes per season
Retail
- 01:00 minute pre-season
- Match day loop; 30 match days of 06:20 minutes per match day
- 01:00 minute post season
- 192 minutes per season
Virtual Football World Cup VFWC:
Online
- 01:00 minute pre-cup
- Group stage loop; 12 match day chunks of 03:40 minutes per match day
- 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 5 rounds of 03:50 minutes per match day
- 01:00 minute post cup
- 66:10 minutes per cup tournament
Retail
- 01:00 minute pre-cup
- Group stage loop; 12 match day chunks of 06:20 minutes per match day
- 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 5 rounds of 06:30 minutes per match day
- 01:00 minute post cup
- 111:30 minutes per cup tournament
Virtual Football Euro and Nations Cup (VFEC, VFNC):
Online
- 01:00 minute pre-cup
- Group stage loop; 9 match day chunks of 03:40 minutes per match day 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 5 rounds of 03:50 minutes per match day
- 01:00 minute post cup
- 55:10 minutes per tournament
Retail
- 01:00 minute pre-cup
- Group stage loop; 9 match day chunks of 06:20 minutes per match day
- 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 5 rounds of 06:30 minutes per match day
- 01:00 minute post cup
- 92:30 minutes per tournament
Virtual Football Asian Cup VFAS:
Online
- 01:00 minute pre-cup
- Group stage loop; 9 match day chunks of 03:40 minutes per match day 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 5 rounds of 03:50 minutes per match day
- 01:00 minute post cup
- 55:10 minutes per tournament
Virtual Football Champions Cup VFCC:
Online
- 01:00 minute pre-cup
- Group stage loop; 24 match day chunks of 03:40 minutes per match day
- 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 9 rounds of 03:50 minutes per match day
- 01:00 minute post cup
- 125:50 minutes per cup tournament
Retail
- 01:00 minute pre-cup
- Group stage loop; 24 match day chunks of 06:20 minutes per match day
- 01:00 minute group stage to knock-out stage transition
- Knock-out stage loop; 9 rounds of 06:30 minutes per match day
- 01:00 minute post cup
- 213:30 minutes per cup tournament
Match Information
In general, all Virtual Football modes share the same match day timings. The only difference is within the timings for the knockout stages for VFNC and VFWC as they might include overtime and penalty shootouts.
Virtual Football League Mode VFLM:
Online
- 01:00 minute betting cycle
- 02:20 match cycle
- 00:20 minute resulting cycle
- 03:40 minutes per match day
Retail
- 03:00 minutes betting cycle
- 02:20 match cycle
- 01:00 minute resulting cycle
- 06:20 minutes per match day
Virtual Football World, Euro, Asian, Champions and Nations Cup (VFWC, VFEC, VFAS, VFCC and VFNC):
Online
Group Stage:
- 01:00 minute betting cycle (including 00:10 minute bet stop)
- 02:20 match cycle
- 00:20 minute resulting cycle
- 03:40 minutes per match day
Knock-Out-Stage:
- 01:00 minute betting cycle (including 00:10 minute bet stop)
- 02:30 match cycle
- 00:20 minute resulting cycle
- 03:50 minutes per cup round
Retail
Group Stage:
- 03:00 minutes betting cycle (including 00:10 minute bet stop)
- 02:20 match cycle
- 01:00 minute resulting cycle
- 06:20 minutes per match day
Knock-Out-Stage:
- 03:00 minutes betting cycle (including 00:10 minute bet stop)
- 02:30 match cycle
- 01:00 minute resulting cycle
- 06:30 minutes per cup round
1.3 Betting
Betting on a match is allowed up to 10 seconds before kick-off. Outrights will be closed during the runtime of any match. Once a market is decided it'll be cleared and removed from the feed. Betting markets for future match days of the current tournament remain open. When a future match day is selected from the bar at the bottom of the iframe, the matches related to that day, along with the odds, will be displayed in the lower odds section. The following match related betting options are available:
Betting Market |
Description (Possible Outcome) |
Match Related Markets |
|
Full Time 3 Way / 1X2 |
Description:
Select the outcome after 90 minutes – Regular Match Time
Possible Outcome:
Home Team Win Draw Away Team Win
|
1st Half 3 Way / 1X2
|
Description
Select the result at halftime
Possible Outcome:
• Home Team Lead • Draw • Away Team Lead
|
Total Goals
|
Description
Select the number of goals scored in the match
Possible Outcome: • Over 1.5 • Under 1.5 • Over 2.5 • Under 2.5 • Over 3.5 • Under 3.5
|
Total Handicap |
Description
Select the winner including the given handicap goals
Possible Outcome: (Below shows the added handicap goals) • Away Team – (0-1) • Home Team – (1-0) • Away Team – (0-2) • Home Team – (2-0)
|
1st Goal |
Description
Select the team that scores the first goal
Possible Outcome:
• Home Team • Away Team • None
|
Correct Score |
Description
Select the correct score after 90 minute – Regular Match Time
Possible Outcome: • Home 1-0 • Away 1-0 • Draw 1-1 • Away 2-0 • Draw 2-2 • Home 2-0 • Away 2-1 • Draw 3-3 • Home 2-1 • Away 3-0 • Other Score • Home 3-0 • Away 3-1 • Home 3-1 • Away 3-2 • Home 3-2
|
Asian Handicap * (Details below)
|
Description
Disabled by default: -2 to 2 are calculated, three most balanced are broadcasted
|
1st Half 3 Way / Full Time 3 Way
|
Description
Select the half time result and the full time result in a combination
Possible Outcome: • Home Team-Home Team • Draw-Draw • Home Team-Away Team • Draw-Home Team • Home Team-Draw • Draw-Away Team • Away Team-Away Team • Away Team-Home Team • Away Team-Draw
|
Double Chance |
Description
Select two of the possible three outcomes after 90 minutes
Possible Outcome: • Home Team & Draw • Home Team & Away Team
|
Double Chance Halftime |
Description
Select two of the possible three outcomes at half time
Possible Outcome: Home Team & Draw • Home Team & Away Team
|
Both Teams to Score |
Description
Select whether both teams will score in regular match time
Possible Outcome:
• Yes • No
|
Teams to Score (Home / Away)
|
Description
Select whether home or away team will score a goal in regular match time
Possible Outcome: • Home Team Scores Both Teams • Neither Team • Away Team Scores
|
Highest Scoring Half |
Description
Select which half will have the highest number of goals scored in regular match time
Possible Outcome: • First Half • Draw
|
Team Total Goals |
Description
Select number of goals scored by named team by the end of 90 minutes
Possible Outcome: (Applied to either Home or Away Team)
• Under – 0.5 • Over – 0.5 • Under – 1.5 • Under – 2.5
|
Number of home goals |
Description
Select the exact number of goals scored by home team in the match
|
|
Possible Outcome: • 2
|
Number of away goals |
Description
Select the exact number of goals scored by away team in the match
Possible Outcome: • 1 • 0 • 2 • 4+
|
Number of goals |
Description
Select the exact number of goals scored by home team in the match
Possible Outcome: •0 • 1 • 2 • 4 •6+
|
Odd/Even Number of Total Goals
|
Description
Select the category of total number of goals scored in match (90 minutes)
Possible Outcome:
Odd • Even (applies if no goals are scored)
|
Draw No Bet |
Description
Select the score after 90 minutes (punters receive their stake back in case of draw)
Possible Outcome:
• Home Team Wins • Away Team Wins
|
1st Half Totals |
Description
Select number of goals scored by both teams in the first half
|
|
Possible Outcome: (Applied to either Home or Away Team) Under – 0.5 • Over – 1.5 Under – 1.5 • Over – 2.5 Under – 2.5
|
1st Half Asian Handicap * (Details below)
|
Description
Disabled by default: -2 to 2 are calculated, three most balanced are
broadcasted
|
Asian Total Goals* (Details below)
|
Description
Disabled by default: 0.5 to 5.5 are calculated, three most balanced are
broadcasted
|
Goals* (Details below)
|
Description
Disabled by default: 0.5 to 5.5 are calculated, three most balanced are
broadcasted
|
Combo 1X2 and Total |
Description
Select a combination bet including a winner and total goals scored in entire match. Possible outcomes found at the start of this table under rules:
• Full Time 3 Way / 1X2 Total Goals
|
League Mode – Outright Betting
Betting Market |
Description (Possible Outcome) |
Match Day related |
|
Number of Goals on Match Day
|
Description
Select the number of goals scored by all teams in the roun Possible Outcome: • Over X
|
Total Goals Home Teams |
Description
Select the number of goals scored by all home teams in the round
|
|
Possible Outcome: • Over X
|
Total Goals Away Teams |
Description
Select the number of goals scored by all away teams in the round
Possible Outcome:
Over X • Under X
|
Most Goals Home Teams or Away Teams
|
Description Select whether home or away teams will score more goals in the round Possible Outcome: •
Home Team Draw
|
Number Home Team Wins
|
Description
Select the number of home team wins that occur in the round
Possible Outcome: • Under X Over X
|
Number Draws |
Description
Select the number of draws that occur in the round
Possible Outcome: • Over X Under X
|
Number Away Team Wins |
Description
Select the number of away team wins that occur in the round
Possible Outcome:
Over X • Under X
|
League related (markets closed during matches) |
|
Season Winner |
Description
Initially offered for all participating teams, once a team is eliminated it'll be
removed from the offer
|
Top 5 Finisher |
Description
|
Bottom 3 Finisher |
Description
Select whether a team will finish on table position 14, 15, or 16
Possible Outcome:
• Yes • No
|
Head to Head |
Description
Select which team will finish higher on the table at the end of the season
Possible Outcome:
• 12 Market • Limited to 20 combinations
|
Euro Cup, Nations Cup, World Cup, Asian Cup and Champions Cup |
|
Group Stage (markets closed during matches) |
|
Cup Winner |
Description
Same market as in Knock out stage but already offered during the group stage. Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
|
Group winner |
Description
Cup Winner Same market as in Knock out stage but already offered during the group stage. Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
|
Qualify to play offs |
Description
Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
|
Exact order 1-2 per group |
Description
Select two teams to qualify from their group and pick exact group placing. Displayed in matrix style (also seen in dogs straight forecast)
|
Knock Out Stage (markets closed during matches) |
|
Cup Winner |
Description |
To reach the final |
Description
Initially offered for all participating teams, once a team is eliminated it'll be removed from the offer
|
Exact order 1-2 |
Description
Select two teams and pick exact placing. Displayed in matrix style (also seen in dogs straight forecast)
|
*Asian Handicap details:
Asian handicap betting applies a handicap to the favourite and reduces the possible number of outcomes from three (in traditional 1X2 wagering) to two by eliminating the draw outcome. The handicap, which is either a whole number, a half-number or a mix of those, is trying to balance the market. In the event that a whole number is used for the handicap, the handicap adjusted final score could result in a draw where all bettors have their original wagers returned as there is no winner while quarter (¼) handicaps split the bet between the two closest ½ intervals where the bettor can win and tie (win ½ of wager) or lose and tie (lose ½ wager). The stake is automatically divided equally and placed as 2 separate bets. Please refer to the following examples regarding settlement of bets:
1.4 Miscellaneous
All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the four available games or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the players are based on professional football players (e.g. in terms of number of goals, fitness, consecutive match-statistics, etc.).
2.Virtual Basketball League
2.1 How to play
The VBL provides 24/7/365 real money betting experience on virtual basketball. The league consists of 16 teams and seasons run continuously. Each season comprises 30 match days (home and away matches). Bets can be placed at any time – even within a season.
Virtual Basketball is provided as an online and a retail version to serve the timing requirements of the different target groups. The differences in timings will be explained in the following chapters.
2.2 Game Information
Season Details
For the online version one season lasts 106:30 minutes in total, separated into a ‘Pre-League’ period, a ‘Match day Loop’, and a ‘Post league’ period. The ‘Pre-League’ period runs prior to the start of a season and lasts 60 seconds.
All match days are summarized as the ‘Match day Loop’ period with a total duration of 105:00 minutes. At the end of every season there is a 30 second ‘Post Season’ period.
For the retail version one season lasts 226:30 minutes in total, separated into a ‘Pre-League’ period, a ‘Match day Loop’, and a ‘Post league’ period. The ‘Pre League’ period runs prior to the start of a season and lasts 60 seconds.
All match days are summarized as the ‘Match day Loop’ period with a total duration of 225:00 minutes. At the end of every season there is a 30 second ‘Post Season’ period.
Match Details
The general match structure is the same for both versions. It is separated into a ‘Pre Match’ period, ‘1st Quarter’, ‘2nd quarter’, ‘Half time’, ‘3rd quarter’, ‘4th quarter’, Overtime (if the match result is a draw after the 4th quarter’) and ‘Post Match’ period.
For the online version one match day lasts 3:30 minutes.
The ‘Pre Match’ period runs prior to the start of a match for 30 seconds. The match lasts 2:30 minutes in total, with a halftime break of 10 seconds in-between. Each match is followed by a 20 second ‘Post Match’ period. The match day switch takes 10 seconds.
For the retail version one match day lasts 7:30 minutes.
The ‘Pre Match’ period runs prior to the start of a match for 4:00 minutes. The match lasts 2:30 minutes in total, with a halftime break of 10 seconds in-between. Each match is followed by a 1:00 minute ‘Post Match’ period.
2.3 Betting
Betting on a VBL match is allowed up to 10 seconds before tip-off. Betting markets for future match days of the current season remain open. When a future match day from the ‘Match Day’ bar at the bottom is selected, the matches related to that day along with the odds will be displayed in the lower odds section. The following match related betting options are available:
Betting Market |
Description (Possible Outcome) |
Match Related Markets |
|
Match Winner, incl. Overtime
|
Description
Select the match winner including overtime
Possible Outcome:
Home Team Wins Away Team Wins
|
Total Points, incl. Overtime
|
Description
Select the number of points scored by both teams including overtime Possible Outcome:
Home Team Wins Away Team Wins
|
Handicap, incl. Overtime |
Description
Select the winner of the match after adjusting final scores with the selected handicap value
Possible Outcome: Home Team Wins Away Team Wins
|
Winning Margin, incl. Overtime |
Description
Select the winning margin between the two teams at the end of match including overtime
Possible Outcome:
• Home Team Wins (1-5, 6-10, >10) • Away Team Wins (1-5, 6-10, >10) |
1st Half Winner |
Description
Select the winner of the first two quarters
Possible Outcome:
Home Team Wins Away Team Wins
|
1st Half Total Points |
Description
Select the total number of points scored in the first two quarters Possible Outcome: • Over X • Under X
|
1st Half Handicap |
Description
Select the winner of the first two quarters after including handicap points
Possible Outcome:
• Home Team Wins • Away Team Wins
|
1st Half Winning Margin |
Description Select the points margin between the two teams at the end of two quarters
Possible Outcome:
• Home Team Wins (decide on margin) • Away Team Wins (decide on margin) |
Race To x Points |
Description
Select which team will reach X points before their opponent
Possible Outcome:
• Home Team • Away Team
|
Highest Scoring Quarter |
Description
Select the quarter that accrues the most points in the match
Possible Outcome: •
• 1st • 2nd • 4th • 3rd • Equal
|
Home Team Total Points, incl. Overtime |
Description
Select the total number of points scored by the home team in the match including overtime
Possible Outcome: • Over X • Under X
|
Away Team Total Points, incl. Overtime
|
Description
Select the total number of points scored by the away team in the match including overtime Possible Outcome: • Over X • Under X
|
2.4 Miscellaneous
All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the eight available games per match day or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the VBL players are based on professional basketball players (e.g. in terms of number of points, fitness, consecutive match-statistics, etc.).
3. Virtual Horses powered by Kiron
3.1 How to play
The VHK provides 24/7/365 real money betting experience on virtual horse races.
Bets can be placed up to 10 seconds prior to the start of the next upcoming race as well as on all future races of the current race days at any time.
3.2 Game Information
Races are generated continuously - a new one will be started as soon as the current one has finished. Betting is possible in the next 10 upcoming races.
There are two different configurations dependent on the platform (online, retail):
Online schedule
- 2 minute total event cycle
- 40 seconds betting phase,
65 seconds event phase,
15 seconds results phase
- 2 grass and 1 dirt track with a 1000m race randomly scheduled
- 8, 10, 12, 14 runners randomly assigned
Retail schedule
- 5 minute event cycle
- 205 seconds - 160 seconds betting phase,
65 seconds - 110 seconds event phase,
30 seconds results phase
- 2 grass and 1 dirt track with all available distances (1000m, 1600m, 2000m) randomly scheduled
- 8, 10, 12, 14 runners randomly assigned
3.3 Betting
Betting on a VHK race is allowed up to 10 seconds prior to the race start. Betting markets for future races of the current race days remain open. When a future race from ‘Race Calendar’ is selected, the odds table at the bottom will automatically scroll to the corresponding position. The following race related betting markets are available:
Betting Market |
Description (Possible Outcome) |
WIn |
Description
Select the runner which will finish first |
Place |
Description Select the runner which will finish either 1st, and 2nd (7 Runners)
Select the runner which will finish either 1st, 2nd and 3rd (7+ runners)
|
Forecast (Correct Order) |
Description |
Forecast (Any Order) |
Description
Select the runners that will finish 1st and 2nd in any order
|
Tricast (Correct Order) |
Description Select the runners that will finish 1st, 2nd and 3rd in the correct |
Tricast (Any Order) |
Description Select the runners that will finish 1st, 2nd and 3rd in any order
|
3.4 Miscellaneous
All races are broadcast as live video streams through an integrated media player in your browser. The race simulations are created through a combination of Artificial Intelligence and independent random number generators. The performance parameters of the VHK horses are based on real horses’ performance parameters (e.g. in terms of acceleration, speed and endurance consecutive race-statistics, etc.).
4. Virtual Dogs
4.1 How to play
The VDK provides 24/7/365 real money betting experience on virtual dog races.
Bets can be placed up to 10 seconds prior to the start of the next upcoming race as well as on the ten future races at any time.
4.2 Game Information
Races are generated continuously - a new one will be started as soon as the current one has finished. There are two different configurations dependent on the platform (online, retail):
Online schedule
- 2 minute total event cycle
- 37 seconds or 67 seconds betting phase,
38 seconds or 68 seconds event phase,
15 seconds results phase
- night and day track with distance 360m and 720m randomly scheduled
- 6 or 8 runners randomly assigned
Retail schedule
- 4 minute event cycle
- 202 seconds or 142 seconds betting phase,
38 seconds or 68 seconds event phase,
30 seconds results phase
- night and day track with distance 360m and 720m randomly scheduled
- 6 or 8 runners randomly assigned
4.3 Betting
Betting on a VDK race is allowed up to 10 seconds prior to the race start. Betting markets for future races remain open. When a future race from ‘Race Calendar’ is selected, the odds table will automatically switch to the corresponding position. The following race related betting markets are available:
Betting Market |
Description (Possible Outcome) |
Win |
Description
Select the runner which will finish first |
Place |
Description
Select the runner which will finish either 1st, and 2nd (7 Runners) Select the runner which will finish either 1st, 2nd and 3rd (7+ runners) |
Forecast (Correct Order) |
Description |
Forecast (Any Order) |
Description
Select the runners that will finish 1st and 2nd in any order |
Tricast (Correct Order) |
Description Select the runners that will finish 1st, 2nd and 3rd in the correct |
Tricast (Any Order) |
Description Select the runners that will finish 1st, 2nd and 3rd in any order |
4.4 Miscellaneous
All races are broadcasted as live video streams through an integrated media player in your browser. The race simulations are created through a combination of Artificial Intelligence and independent random number generators. The performance parameters of the VDK dogs are based on real dogs’ performance parameters (e.g. in terms of acceleration, speed and endurance consecutive race-statistics, etc.).
5.Virtual Tennis In-Play
5.1 How to play
Virtual Tennis In-Play provides a 24/7/365 real money betting experience on virtual tennis matches. Competitions are generated continuously and bets can be placed at any time, even within a game on points, games, sets and the whole match.
5.2 Game information
Matches are generated continuously - a new one will be started as soon as the current one has finished. There are always four unrelated and asynchronous matches in parallel.
As every match is a live simulated event, there is determined match schedule. The following average timings can be used as a guideline:
- Avg. point duration (event cycle time): 35 seconds
- Avg. 2 sets match: ~ 75 min. / 1400 betting opportunities
- Avg. 3 sets match: ~ 115 min. / 2000 betting opportunities
5.3 Betting
Bets can be placed on point, game, set and match events. Once an outcome is decided the settlement process occurs. Betting markets are closed 5 seconds prior to the start of a rally and upon conclusion of the rally, markets will be re-activated. The following betting options are available:
Betting Market |
Description (Possible Outcome) |
Point Related Markets |
|
Set X, Game X – Point X Winner |
Description Select the winner of the listed point
Possible Outcome:
• Player A • Player B |
Game Related Markets |
|
Set X, Game X – Winner |
Description Select the winner of the listed game
Possible Outcome:
• Player A • Player B |
Set X, Game X – To Deuce |
Description Select whether the listed game will reach Deuce (40:40)
Possible Outcome: • Yes • No |
Set X, Game X – Correct Score |
Description Select the correct score of the listed game
Possible Outcome: • Player A – 0 • Player B – 15 • Player A – 15 • Player B – 30 • Player A – 30 • Player B – 40 |
Set X, Game X – Number of Points |
Description Select the total number of points scored in the listed game from both players
Possible Outcome: • 5 • 6 |
Set Related Markets |
|
Game Handicap |
Description Select the winner of the set taking into account a game handicap. This can involve adding or subtracting games to/from one of the players
Possible Outcome: • Player A – (+3.5) • Player B – (+3.5)
• Player B – (-3.5) • Player A – (-3.5) • Player A – (+2.5) • Player B – (-2.5) • Player A – (-2.5) • Player A – (+1.5) • Player B – (-1.5) • Player A – (-1.5)
|
Set X – Winner |
Description
Select the winner of the listed set Possible Outcome: • Player A • Player B
|
Set X – Correct Score |
Description Select the correct score of the listed set
Possible Outcome: • Player A – (6-0) • Player B – (1-6) • Player A – (6-1) • Player B – (2-6) • Player A – (6-2) • Player A – (6-3) • Player B – (4-6) • Player A – (6-4) • Player B – (5-7) • Player A – (7-5) • Player B – (6-7) • Player A – (7-6)
|
Set X – Total Games |
Description Select the total number of games scored in the listed set
Possible Outcome: • Over 6.5 • Under 6.5 • Over 7.5 • Under 7.5 • Over 8.5 • Under 8.5 • Under 9.5 • Over 9.5 • Under 10.5 • Over 10.5 • Over 12.5 • Under 12.5
|
Match Related Markets |
|
Match Winner |
Description Select the winner of the listed match
Possible Outcome:
• Player A • Player B |
Set Betting |
Description
Select the winner and the score in sets won (best of 3 sets) Possible Outcome:
• Player A – (2-0) • Player B – (1-2) • Player A – (2-1)
|
Tie Break Markets |
|
Set X – Tie Break Point Winner |
Description Select the winner of the current point in the tie break
Possible Outcome:
Player A Player B |
Tie Break – Correct Score |
Description Select the final score of the tie break
Possible Outcome: • Player A – (7-0) • Player B – (0-7) • Player A – (7-1) • Player B – (1-7) • Player A – (7-2) • Player B – (2-7) • Player A – (7-3) • Player B – (3-7) • Player B – (4-7) • Player A – (7-4) • Player A – (7-5) • Player B – (5-7) • Player A – (Any other) • Player B – (Any other) |
Tie Break – Total Points |
Description
Select the total amount of points accrued in Tie Break from both players
Possible Outcome:
• Over 11.5 • Under 11.5 |
5.4 Miscellaneous
All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the eight available games per match day or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the VTI players are based on professional tennis players (e.g. in terms of number of points, fitness, consecutive match-statistics, etc.).
6. Virtual Baseball In-Play
6.1 How to play
The Virtual In-Play Baseball provides 24/7/365 real money betting experience on virtual baseball. Competitions are generated continuously and bets can be placed at any time, even within a game on individual pitches, upcoming half-innings including individual batter, innings and the whole game.
6.2 Game information
Games are generated continuously - a new one will be started as soon as the current one has finished.
As every game is a live simulated event, there is no determined game schedule. The following average timings can be used as a guideline:
- Avg. pitch duration (event cycle time): ~31 seconds
- Avg. half-inning duration: ~10 minutes
- Avg. inning duration: ~19 minutes
- Avg. game duration: ~172 minutes
The average game duration mainly depends on the performance of the teams and the score in the 8th / 9th inning. The game will be continued until it is decided.
6.3 Betting
Betting markets are closed 5 seconds prior to the start of a pitch. Furthermore, bets can be placed on at-bat, half-inning, inning and game level. Once an outcome is decided it should be settled. However, once a pitch is over, markets will be re-activated. A pitch is only counted when the pitcher pitched a ball to the batter. Therefore a pick-off (which can result in a half-inning change or game end) is not counted as pitch.
Betting Market |
Description (Possible Outcome) All markets include extra innings unless otherwise stated |
Match Related Markets |
|
Result – 1x2 |
Description Select which team will be leading the game after 9 innings have been completed (8.5 innings if the home team is leading) (excludes extra innings)
Possible Outcome:
• Competitor 1 • Draw • Competitor 2 |
Winner (incl. extra innings) |
Description Select the outright result of the game. Includes extra innings.
Possible Outcome:
Competitor 1 Competitor 2 |
Winner & Total Runs (incl. extra innings) |
Description Select outright result of the game and total runs scored in entire game. A run is counted each time a player reaches home base legally and safely.
Possible Outcome:
• Competitor 1 + under x.5 runs • Competitor 1 + over x.5 runs • Competitor 2 + under x.5 runs • Competitor 2 + over x.5 runs |
Handicap (Includes Asian handicap) |
Description Select the outright result of the game where the team with a "+" handicap receives a specified number of runs start from the team with a "-" handicap. Includes extra innings.
Possible Outcome: Competitor 1 + hcp Competitor 2 + hcp |
Winning Marg (incl. extra innings) |
Description Select the margin by which the specified team wins the game. Extra innings are included.
Possible Outcome: • Competitor 2 by 1 • Competitor 1 by 1 • Competitor 1 by 2 • Competitor 2 by 2 • Competitor 1 by 3+ • Competitor 2 by 3+ |
Total Runs (incl. extra innings) |
Description
Select whether the combined runs scored for each team will be over or under a specified number of runs in entire game. Extra Innings are
included. A run is counted each time a player reaches home base legally and safely. • Over x.5 • Under x.5 |
Competitor1 Total Runs (incl. extra innings) |
Description Pick the total runs scored by the home team in entire game. A run is counted each time a player reaches home base legally and safely.
Possible Outcome:
• Competitor 1 over x.5 • Competitor 1 under x.5 |
Competitor2 Total Runs (incl. extra innings) |
Description Pick the total runs scored by the guest team in entire game. A run is counted each time a player reaches home base legally and safely. Possible Outcome:
• Competitor 2 over x.5 • Competitor 2 under x.5 |
Total Hits (incl. extra innings) |
Description Select total hits by both teams in entire game. A hit is scored when the batter bats the ball and reaches a base safe because of a batted fair ball without error by the defense, all runners
advance at least the same number of bases and no Fielder's Choice is
signaled by the umpire.
Possible Outcome: • Over x.5 • Unde x.5 |
Competitor1 Total Hits (incl. extra innings) |
Description
Pick total hits by the home team in the entire game.
A hit is scored when the batter bats the ball and reaches a base safe because of a batted fair ball without error by the defense, all runners advance at least the same number of bases and no Fielder's Choice is signaled by the umpire. |
Exact Home Runs |
Description Select exact number of Home Runs in entire game by both teams. A home run is defined by hits on which the batter successfully touches all four bases, without the contribution of a fielding error.
Possible Outcome: • 0 • 2 |
Will there be an extra Inning? |
Description Select if there will be any extra innings in the game (in case of a tie at end of 9 innings)
Possible Outcome:
Yes No |
Competitor1 to bat in 9th Inning? |
Description Select whether home team bats in 9th inning after the away team has completed 9 innings. Possible Outcome:
• Yes • No |
When will the Game be decided? |
Description
Select in which inning the game ends • Top of the 9th inning • Bottom of the 9th inning • Any extra inning |
Run Range (incl. extra innings) |
Description Select the total combined runs scored by each team for the entire game. Extra Innings are included. A run is counted each time a player reaches home base legally and safely.
Possible Outcome: • 5-6
• 0-4 • 7-8 • 14+ |
Odd/Even (incl. extra innings) |
Description Select whether the total combined runs scored for each team will be an odd or even number at the end of the game. Extra Innings are included. A run is
counted each time a player reaches home base legally and safely.
Possible Outcome: • Odd • Even |
Team to Win Most Innings |
Description Select which team will win the most innings in a game after 9 innings have been completed (excludes extra innings). For a team to win a innings they must score more runs than the opposing team did in the same innings in the same game. Examples: Game 1. Innings 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Away 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | Home 3 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | - | Away team scores in the 9th innings but Home team leads after 8.5 innings and does not bat. Outcome: Draw Game 2. Innings 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Home 4 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | Away team scores more in the 9th innings but Home team wins match after runner scores in the 9th. Outcome: Draw Game 3. Innings 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Away 2 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 | Home 3 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | Home team wins in the 9th, and wins the 9th innings. Outcome: Home
Possible Outcome: • Competitor 1 • Draw • Competitor 2 |
Team with highest scoring Inning |
Description Select which team scores the highest number of runs in a single inning within the first 9 innings. A run is counted each time a player reaches home base legally and safely.
Possible Outcome: • Competitor 1 • Draw • Competitor 2 |
Highest scoring Inning |
Select which innings will have the highest combined number of runs scored in the first 9 innings of the game (excludes extra innings). A run is counted each time a player reaches home base legally and safely.
Possible Outcome: 1st • 2nd • 3rd • 5th • 6th 4th • • 9th 7th 8th
Equal |
Exact Runs in Highest Scoring Inning |
Description Select the exact number of runs in the highest scoring inning (combined Home and Away) within the first 9 innings of the game (excludes extra innings). A run is counted each time a player reaches home base legally and safely.
Possible Outcome: • 0 • 1 • 2 • 3 • 4 • 5+ |
Maximum consecutive Runs by either Team |
Description Select the maximum number of consecutive runs achieved by either team (runs scored in succession without the opposition scoring) within the first 9 innings of the game. A run is counted each time a player reaches home
base legally and safely.
Possible Outcome: • 2 |
Total Scoreless Innings |
Description Select the number of innings that remain scoreless within the first 9 innings of the game (excludes extra innings).
Possible Outcome:
• Over x.5 • Under x.5 |
Xth Run (incl. extra innings) |
Description Select the team that will score the next run. A run is counted each time a player reaches home base legally and safely. Extra Innings are included.
Possible Outcome:
Competitor 1 No-one Competitor 2 |
Race to X Runs (incl. extra innings) |
Description
Select the team to score the specified number of runs in the game first. If no
team scores the specified number of runs the bet is cancelled and stake refunded. Extra Innings are included. A run is counted each time a player reaches home base legally and safely.
Possible Outcome: • Competitor 1 • Competitor 2 |
Will there be a Grand Slam? |
Description Select whether during the entire game a Grand Slam will be achieved by either team (the bases are loaded and a Home Run is scored). Extra Innings are included.)
Possible Outcome:
• Yes • No |
Any Team to win to Nil? |
Description Select whether any team will remain scoreless throughout the entire game. Extra Innings are included.
Possible Outcome:
• Competitor 1 • Competitor 2 |
Inning Related Markets |
|
Xth Inning – 1x2 |
Select the winner of an individual specified inning. For a team to win a innings they must score more runs than the opposing Xth Inning – 1x2 team did in the specified innings in the same game.
Possible Outcome:
• Competitor 1 • Draw • Competitor 2
|
Xth Inning - Handicap |
Description
Select the winner of an individual specified inning where the team with a "+" handicap receives a specified number of runs start from the team with a "-"handicap. For a team to win a innings they must score more runs than the opposing team did in the specified innings in the same game, with the specified handicap applied.
Possible Outcome: Competitor 1 + HCP Competitor 2 + HCP |
Xth Inning - Total Hits |
Description Select whether the total hits by both teams will be over or under a specified number of hits in an individual specified innings. A hit is scored when the batter bats the ball and reaches a base safe because of a batted fair ball without error by the defense, all runners advance at least the same amount of bases and no Fielder's Choice is
signaled by the umpire.
Possible Outcome: Over x.5 Under x.5 |
Xth Inning - Total |
Description Select whether the combined runs scored for each team will be over or under a specified number of runs in an individual specified inning. A run is counted each time a player reaches home base legally and safely.
Possible Outcome: Over x.5 Under x.5 |
Xth Inning – Most Strikes |
Description Select the team with the most strikes conceded whilst batting in an individual specified inning
Possible Outcome:
Competitor 1 Draw Competitor 2 |
Xth Inning – Most Balls |
Description Select the team with the most balls conceded whilst batting in an individual specified inning
Possible Outcome: • Competitor 1 • Draw • Competitor 2 |
Xth Inning – Most Hits |
Description Select the team that will have the most hits in an individual inning. A hit is scored when the batter bats the ball and reaches a base safe because of a batted fair ball without error by the defense, all runners advance at least the same amount of bases and no Fielder's Choice is signaled by the umpire.
Possible Outcome: Competitor 1 Draw Competitor 2 |
Xth Inning – Both Teams to Score |
Description Select whether both teams will score a run in an individual specified inning. A run is counted each time a player reaches home base legally and safely.
Possible Outcome:
• Yes • No |
Xth Inning – Exact Home Runs |
Description Select the total number of Home Runs scored by both teams in an individual specified inning. A home run is defined by hits on which the batter successfully touches all four bases, without the contribution of a fielding error.
Possible Outcome: • 0 • 1 • 2+ |
Xth Inning – Total Pitches |
Description Select whether the total number of pitches completed by both teams will be over or under a specified number in an individual specified inning. A pick-off is not counted as a pitch.
Possible Outcome: • Over 24.5 • Under 24.5 |
Half-inning Related Markets |
|
Xth Inning - Competitor1 Total Hits |
Description Select the number of hits completed by the home team in an individual specified inning
Possible Outcome:
• Competitor 1 over x.5 |
Xth Inning - Competitor2 Total Hits |
Description Select the number of hits completed by the guest team in an individual specified inning Possible Outcome:
• Competitor 2 over x.5
|
Xth Inning - Competitor1 Total |
Description Select the number of runs completed by the home team in an individual specified inning
Possible Outcome:
• Competitor 1 over x.5
|
Xth Inning Competitor2 Total
|
Description Select the number of runs completed by the guest team in an individual specified inning
Possible Outcome:
• Competitor 2 over x.5
|
Xth Inning - Competitor1 to score |
Description Select whether the home team will score a run in an individual specified inning
Possible Outcome:
• Yes |
Xth Inning– Competitor2 to score |
Description Select whether the guest team will score a run in an individual specified inning
Possible Outcome: • Yes |
Xth Inning Competitor1 exact Home Runs |
Description Select the number of runs the home team will score in an individual specified inning
Possible Outcome:
• Competitor 1
0 • 1 • 2+ |
Xth Inning Competitor2 exact Home Runs |
Description Select the number of runs the guest team will score in an individual specified inning
Possible Outcome:
• Competitor 2
0 • 1 • 2+
|
Xth Inning - Competitor1 Total Pitches thrown |
Description Select the number of pitches the home team’s pitcher will throw in an individual specified inning
Possible Outcome:
• Competitor 1 over 12.5 • Competitor 1 under 12.5 |
Xth Inning Competitor2 Total |
Description Select the number of pitches the guest team’s pitcher will throw in an
individual specified inning
Possible Outcome: • Competitor 2 over 12.5 • Competitor 2 under 12.5 |
Xth inning Competitor1 Strikeouts thrown |
Description Select the number of strikeouts the home team’s pitcher will throw in an individual specified inning
Possible Outcome: • 0 • 1 • 2 • 3
|
Xth inning Competitor2 exact Strikeouts thrown |
Description Select the number of strikeouts the guest team’s pitcher will throw in an individual specified inning
Possible Outcome: • 0 • 1 • 2 |
Xth Inning – Competitor1 to record a Double or Triple Play |
Description Select whether the home team will record a Double or Triple Play in an
individual specified inning
Possible Outcome: • Competitor 1 Yes • Competitor 1 No |
Xth Inning Competitor2 to record a Double or Triple Play |
Description Select whether the guest team will record a Double or Triple Play in an
individual specified inning
Possible Outcome: • Competitor 2 Yes • Competitor 2 No
|
Result of {$player} {!appearancenr} Time at Bat |
Description Select a batter (from the first 3 batters of the specified inning) and what their outcome will be when they are next at bat. Possible Outcome:
• On Base • Home Run • Out |
Pitch Range of {$player} {!appearancenr} Time at Bat |
Description Select a batter (from the first 3 batters of the specified inning) and the number of pitches they will face when they are next at bat.
Possible Outcome:
• 1-3 • 4-5 • 6+ |
Exact Strikes of {$player} {!appearancenr} Time a Bat |
Description Select a batter (from the first 3 batters of the specified inning) and the number of strikes they will accrue when they are next at bat.
Possible Outcome: • 0 • 2 |
Exact Balls of {$player} {!appearancenr} Time at Bat |
Description Select a batter (from the first 3 batters of the specified inning) and the number of balls they will face when they are next at bat.
Possible Outcome: • 1 • 2 • 3 • 4
|
Pitch/Bat Related Markets |
|
Result of Pitch {!pitchnr} |
Description Result of Pitch {!pitchnr}
Select the outcome of the next pitch (pick-off is not counted as a pitch & foul ball is counted as a strike). If no further pitch occurs the bet will be cancelled Possible Outcome: • Strike • Ball • Hit • Other |
Result of Hit {!hitnr} |
Description Select the outcome for the next hit by either team in the entire game. A hit is scored when the batter bats the ball and reaches a base safe, all runners advance at least the same number of bases and no Fielder's
Choice is signaled by the umpire.
Possible Outcome: • Single • Double • • Triple Home Run • No Further Hit
|
Hit on Pitch {!pitchnr} |
Description Select whether a hit will be scored. A hit is scored when the batter bats the ball and reaches a base safe, all runners advance at least the same number of bases and no Fielder's Choice is signaled by the umpire.
Possible Outcome: • Yes • No |
Home Run on Pitch {!pitchnr} |
Description Select whether the next pitch will result in a home run. If there is no further pitch the bet is cancelled.
Possible Outcome:
• Yes • No |
Total Speed of Pitch {!pitchnr} |
Description Select the total speed of the next pitch. If there is no further pitch the bet is cancelled.
Possible Outcome:
• Over x.5 mph • Under x.5 mph |
6.4 Miscellaneous
Virtual Baseball In-Play uses registered trademarks of the Major League Baseball (MLB). The use of the trademarks is limited to this product and related initiatives like marketing campaign or general advertisement.
Team names and logos are taken from the real MLB. To shorten the overall season duration, the tournament system is simplified. Every team plays each other team from the same league (American League and National League) twice (home and road). Players performances are derived from real players of those teams but the players are replaced using random appearances and different names.
All games are broadcast as live video streams through an integrated media player in your browser. The game simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the VBI players are based on professional baseball players (e.g. in terms of batting average, on base percentage, etc.).