Official Game Times
Bets are considered official after 55 minutes of play. If 55 minutes of play is not conducted, a bet on
the team is treated as no action, and a parlay bet will be reduced accordingly. Bets on 1st, 2nd halves
and all quarters will be considered action upon completion of the period in question. If the
period is played under shortened conditionals all wagers on that period will be deemed no
action. Bets on spread, money line, totals for the whole game and all bets on second
halves always include overtime scoring. Bets for 4th quarter do not include overtime scoring.
Game must be played on scheduled date and site.
NFL/NCAAF Betting Props
- SCORE FIRST in the game:
- First team to score in the game. If a team scores and the game is cancelled or postponed afterward,
all wagers stand regardless of how many minutes have been played.
- SCORE LAST
in the game:
- Must be an official game (55 minutes of play). If the game goes into overtime, the team that scores
last will be the winner.
- SCORE IN THE FIRST 7½ MINUTES:
- 7½ minutes must be played. If the game is cancelled or postponed after 7½ minutes of play all
wagers stand.
- TOTAL 1st HALF POINTS vs. TOTAL 2nd HALF POINTS:
- Must be an official game (55 minutes of play) and includes overtime.
- FIRST
SCORING PLAY (touchdown or FG/safety):
- If a team scores and the game is cancelled or postponed afterward, all wagers stand regardless of
how many minutes have been played.
- 3 UNANSWERED SCORES:
- Extra points or 2 point conversions do NOT count.
- PLAYER
PROPS:
- All players must take the field and play for action. Results are based on the official stats from
the game.
- A kicker who does not participate, due to shutout, but is suited up and available is considered to
have played.
- SEASON TOTAL WINS:
- NFL: Team must play at least 16 games for wagers on its season wins to have
action.
- NCAA College Football: Team must play all scheduled games to have action.
Buying To/On 3 in NFL and NCAA
- NCAA:
- -115 surcharge to Buy on/off of 3.
- No Surcharge to buy to 3.
- NFL
- -120 surcharge to Buy on/off of 3.
- Buying off of 3 in NFL is NOT allowed at Betcris.
Betting on Football | Football Straight Wager
This wager is made when you choose a team and the point spread. The cost of the wager is 10/11 or $110 USD
to win $100 USD.
- Example:
- Green Bay Packers -7
- Denver Broncos +7
-
- If the straight wager is on the Packers -7 then the Packers must win by 8 or more points
for it to be a winner.
- If the straight wager is on the Broncos +7 then the Broncos cannot lose by more than 6
points for it to be a winner.
- If the game lands on 7pts. then the game is a "push" and will result in "no action".
Betting on Football | Football Totals (Over/Under)
This is a wager on the combined scores (total) of a game. That being over or under the posted line. If
you place a wager for UNDER 38, the combined total score of both teams must fall UNDER 38 pts.
- Example:
- Baltimore Ravens VS Atlanta Falcons
- TOTAL IS 38
-
- If you place a wager for OVER 38, the combined total score of both teams must go OVER 38
pts.
- If the combined total score falls on 38 pts., the wager is a "PUSH" and there is "NO
ACTION".
- Overtime counts for wagers placed for the game and for the 2nd half
- Overtime does not count for 4th quarter wagers
Betting on Football | Football Money Line Wager
With this type of wager you stipulate which team is going to win. Disregarding the point spread.
- Example:
- Green Bay Packers -7
- Denver Broncos +7
-
- If you wager on Green Bay -280 you lay $280 to win $100 USD.
- If you wager on Denver +240 you lay $100 to win $240 USD.
Betting on Football | Football Parlay Wager
This play is a selection of teams in no particular order, in one play. All teams must win by the
pointspread margin. The more amount of teams, the greater the payoff.
- Example:
- 2 team parlay for $100 USD
- Green Bay Packers -7
- Denver Broncos +7
-
- The payout in a 2 team parlay is 2.64 this means you are risking $100 to win $264 USD. In case
of a tie or no action the parlay will revert to the lower level payoff, except in a 2 team
parlay where a tie reverts to a straight bet laying the original amount at risk.
Betting on Football | Football Teaser Wager
In case of a tie or no action the Teaser will revert to the next teaser of fewer teams, except in a 2
Team Teaser where a tie and win will be no action. If one selection loses the teaser is considered a
loss.
- Example:
- 2 team teaser 7pts for $100 USD
- Green Bay -7+7 pts = the teased line is now "pick"
- Denver Broncos +7+7 pts = the teased line is now +14
-
- The payout in a 2 team teaser for 7 pts. is 10/13 In this case you will lay $130 USD to win
$100 USD.
Betting on Football | Football Pleaser Wager
This is a wager in which 2 to 6 teams are selected together in one wager with an adjusted 6 point spread
in favor of the house. In a pleaser you subtract points from the sides (no totals allowed). If one
selection loses the teaser is considered a loss.
- Example:
- 2 team pleaser 6pts for $100 USD
- Green Bay -7-6 pts = the teased line is now -13
-
- Denver Broncos +7-6 pts = the teased line is now +1
- The payout in a 2 team pleaser is 6 to 1. In this case you would lay $100 USD to win $600 USD.
FOOTBALL TEASERS |
|
6 pts |
6½ pts |
7 pts |
2 Team NFL |
-120 |
-130 |
-140 |
2 Team NCAA |
100 |
-110 |
-120 |
3 Team |
+150 |
+135 |
+120 |
4 Team |
+235 |
+215 |
+200 |
5 Team |
+350 |
+320 |
+300 |
6 Team |
+550 |
+500 |
+475 |
7 Team |
+800 |
+700 |
+600 |
3 Team 10 Pts = -120 |
A tie plus a loss is a loss
|
A tie plus a win is NO ACTION |
(Any loss in a 3 team 10pt teaser is a loss, then any push with winners are
graded as a push) |
PARLAYS ODDS |
2 Teams |
2.645 |
3 Teams |
5.958 |
4 Teams |
12.283 |
5 Teams |
24.359 |
6 Teams |
47.413 |
7 Teams |
91.424 |
8 Teams |
175.446 |
9 Teams |
335.852 |
10 Teams |
642.082 |
11 Teams |
1226.701 |
12 Teams |
2342.793 |
13 Teams |
4473.514 |
14 Teams |
8541.254 |
15 Teams |
16306.940 |
These payoffs are based on -110 lines |
Note: Maximum parlay payout is $ 150,000 USD |
BUYING POINTS |
|
Lay |
½ points |
-120 |
1 point |
-130 |
1½ points |
-140 |
2 points |
-150 |
Official Game Times
Bets are considered official after 43 minutes of play (NBA) or 35 minutes of play (NCAA). If the official
time of play is not conducted, a bet on the team is treated as no action, and a parlay bet will be reduced
accordingly.
Game must be played on scheduled date and site.
Team Totals and Special Spreads
The game must be completed up to within 5 minutes of normal duration.
Player Props
All players must take the court and play for action. Results are based on the official stats from the game.
Season Total Wins:
NBA: Team must play at least 82 Regular Season games for wagers on Season Wins to have
action.
Basketball Betting | Straight Bet
This wager is made when you choose a team and the point spread. The cost of the wager is 10/11 or $110 USD to
win $100 USD.
Example:
Toronto Raptors +6
Chicago Bulls -6
- If the straight bet is on the Bulls -6 then the Bulls must win by 6 or more points for the wager to
win.
- If the game lands on 6 pts. then the game is a "push" and will result in "no action".
- If the straight bet is on the Raptors +6 then the Raptors cannot lose by more than 6 points for the
wager to win.
- Overtime counts for wagers placed for the game and for the 2nd half.
- Overtime does not count for 4th quarter wagers.
Basketball Betting | Totals (Over/Under)
This is a wager on the combined scores (total) of a game. That being over or under the posted line. The cost
of the wager is 10/11.
Example:
Dallas Mavericks
Indiana Pacers
TOTAL IS 178
- If you place a wager for UNDER 178, the combined total score of both teams must fall UNDER 178 pts.
- If you place a wager for OVER 178, the combined total score of both teams must go OVER 178 pts.
- If the combined total score falls on 178 pts. the wager is a "PUSH" and there is "NO ACTION".
- Overtime counts for wagers placed for the game and for the 2nd half
- Overtime does not count for 4th quarter wagers
Basketball Betting | Money Line
With this type of bet you wager which team is going to win. Disregarding the point spread.
Example:
Orlando Magic -280
Houston Rockets +240
- If you wager on Orlando -280 you lay $280 USD to win $100 USD.
- If you wager on Houston +240 you lay $100 USD to win $240 USD.
Basketball Betting | Parlay
This play is a selection of teams in no particular order, in one play. All teams must win by the pointspread
margin. The more amount of teams, the greater the payoff.
Example:
2 team parlay for $100 USD
Portland Trail Blazers +4
San Antonio Spurs -10
- The payout in a 2 team parlay is 2.64 this means you are risking $100 to win $264 USD. In case of a tie or
no action the parlay will revert to the lower level payoff, except in a 2 team parlay where a tie
reverts to a straight bet.
Basketball Betting | Teaser
In case of a tie or no action the Teaser will revert to the next teaser of fewer teams, except in a 2 Team
Teaser where a tie and win will be no action. If one selection loses the teaser is considered a loss.
Example:
2 team teaser 5pts for $100 USD
Lakers +4+5 pts = the teased line is now +9
Knicks -3+5 pts = the teased line is now +2
- The payout in a 2 team teaser for 5 pts. is 10/11 In this case you will lay $110 USD to win $100 USD.
Official Game Time
Winners and Losers are official after 5 innings of play unless the home team is leading after 4½
innings. If a game is called or suspended, the score after the last full inning determines the winner.
If the home team scores to tie - or takes the lead in the bottom half of the inning and the inning is
not completed, the score at the time the game is called determines the winner. Events will not carry
over to the following day (unless otherwise specified). Betcris does not recognize suspended games,
protests, overturned decisions, etc. for betting purposes.
When betting on the total runs (over/under) the game must go 9 innings (8½ if the home team is ahead) to
have action. For all baseball leagues (excluding MLB) all double headers must be played to full
completion for action to stand. Wagers on total runs will be refunded if a pitcher
change occurs prior to both listed pitchers throwing at least one pitch. Rules for the run line wagers
are the same as those for baseball totals.
Game must be played on scheduled date and site. Post season wagers are played to completion
regardless if the event concludes on the scheduled day.
Pitcher Selection
Baseball wagers will be accepted in the following manner:
- Action
- Team against team, regardless of the starting pitcher. "Action" bets will be computed by the
opening price with the new pitcher. The risk amount will not change, however the win amount
will be adjusted. A pitcher is deemed a starting pitcher after throwing one pitch.
- Overnight Baseball
- Due to scheduling changes an overnight game may become a part of a doubleheader. When this occurs,
Unless both pichers from the overnight matchup start in GAME 1, then the original matchup from
overnight will be treated as an off pitcher matchup. Game 2 will be treated as a completely 'new'
matchup.
- One specified pitcher
- A wager on or against a specified pitcher, regardless of the other starting pitcher.
-
Both specified pitchers (listed)
- If starting pitchers are not exactly as listed on betting display board and/or your ticket, your
bet will be deemed "no action".
- Note:
- If there is a pitching change prior to the game, money odds may be adjusted. If one scheduled
pitcher starts against any unscheduled pitcher, "action" wagers will be computed by the opening
price with the new pitcher. A pitcher is deemed a starting pitcher after throwing one pitch.
Baseball Betting | Money Line
Betting on baseball is done by risking more money than the win amount on favorites (Mets) or risking
less to win more on dogs or underdogs (teams not favored to win).
- Example:
- Mets - 140
- Reds + 120
-
- If you wager on the Mets -140 you lay $140 USD to win $100 USD. If you wager on the Reds +120 you
lay $100 to win $120 USD.
Baseball Betting | Totals Over/Under
There is a standard 20 cent line.
- Example:
- Mets 7 over -120
- 7 under Even Money
-
- If you take the Mets over 7 runs you lay $120 to win $100 USD. If you take the Reds under 7
you lay $100 to win $100 USD (even money). The team doesn't matter. You are only betting on the
total runs of the game.
Baseball Betting | Run Line Betting
A baseball Run Line bet is a combination of the point spread and the money line. The team wagered on
must win by the point spread while the amount wagered is determined by the money line odds.
- Example:
- Braves -1 1/2 +130
- Pirates +1 1/2 -150
-
- If you wager on the Braves you must win by 2 or more runs. You would lay $100 USD to win $130 USD.
- If you wager on the Pirates they cannot lose by 2 or more runs. You would lay $150 USD to win
$100 USD.
Baseball Betting | Parlays
The following chart can be used to calculate the payoff on baseball betting parlays. You can select from
2 to 15 teams. Use the factor corresponding to the line if you are betting on the favorite; if betting
on the underdog add 1 to the line. Maximum parlay payout is $ 150,000 USD
- Example:
- Taking the Pirates +220 and the Braves -135 in a 2 team parlay for $100 USD 100(wager) x 3.2 x 1.74 -
100(wager)= $457 USD
- Example:
- 3 team parlay taking the Red Sox +148, Mets EVEN and Texas -119 for $100 USD 100(wager) x 2.48 x 2.00
x 1.840 - 100(wager)= $813 USD
Line |
Factor |
Line |
Factor |
Line |
Factor |
Line |
Factor |
101 |
1.990 |
129 |
1.775 |
157 |
1.636 |
185 |
1.540 |
102 |
1.980 |
130 |
1.769 |
158 |
1.632 |
186 |
1.537 |
103 |
1.970 |
131 |
1.763 |
159 |
1.628 |
187 |
1.534 |
104 |
1.961 |
132 |
1.757 |
160 |
1.625 |
188 |
1.531 |
105 |
1.952 |
133 |
1.751 |
161 |
1.621 |
189 |
1.529 |
106 |
1.943 |
134 |
1.746 |
162 |
1.617 |
190 |
1.526 |
107 |
1.934 |
135 |
1.740 |
163 |
1.613 |
195 |
1.512 |
108 |
1.925 |
136 |
1.735 |
164 |
1.609 |
200 |
1.500 |
109 |
1.917 |
137 |
1.729 |
165 |
1.606 |
205 |
1.476 |
110 |
1.909 |
138 |
1.724 |
166 |
1.602 |
210 |
1.476 |
111 |
1.900 |
139 |
1.719 |
167 |
1.598 |
215 |
1.465 |
112 |
1.892 |
140 |
1.714 |
168 |
1.595 |
220 |
1.454 |
113 |
1.884 |
141 |
1.709 |
169 |
1.591 |
225 |
1.444 |
114 |
1.877 |
142 |
1.704 |
170 |
1.588 |
230 |
1.434 |
115 |
1.869 |
143 |
1.699 |
171 |
1.584 |
235 |
1.425 |
116 |
1.862 |
144 |
1.694 |
172 |
1.581 |
240 |
1.416 |
117 |
1.854 |
145 |
1.689 |
173 |
1.578 |
245 |
1.408 |
118 |
1.847 |
146 |
1.684 |
174 |
1.574 |
250 |
1.400 |
119 |
1.840 |
147 |
1.680 |
175 |
1.571 |
255 |
1.392 |
120 |
1.833 |
148 |
1.675 |
176 |
1.568 |
260 |
1.384 |
121 |
1.826 |
149 |
1.671 |
177 |
1.564 |
265 |
1.377 |
122 |
1.819 |
150 |
1.666 |
178 |
1.561 |
270 |
1.370 |
123 |
1.813 |
151 |
1.662 |
179 |
1.558 |
275 |
1.363 |
124 |
1.806 |
152 |
1.657 |
180 |
1.555 |
280 |
1.357 |
125 |
1.800 |
153 |
1.653 |
181 |
1.552 |
285 |
1.350 |
126 |
1.793 |
154 |
1.649 |
182 |
1.549 |
290 |
1.344 |
127 |
1.787 |
155 |
1.645 |
183 |
1.546 |
295 |
1.338 |
128 |
1.781 |
156 |
1.641 |
184 |
1.543 |
300 |
1.333 |
|
|
|
|
|
|
305 |
1.327 |
Baseball - SERIES
Bets on series are based on the FIRST 3 GAMES PLAYED of each series. Neither team can play another
opponent between scheduled games. If one of the first three games gets postponed, all wagers stand
(ACTION). If less than 3 games are played, the team with the advantage is the winner of the series.
All wagers are based on action. (no listed pitchers)
- Baseball - First Halfs
- Bet are based on the score in the first 5 FULL INNINGS. If after the first 5 full innings the game
is not completed, all wagers on the first half will still stand..If only 4½ innings are played and
the home team is ahead,the first half will be graded as a “Short Game” (ML is action).
- All Baseball wagers on First Halfs, nd props are based on Listed Pitchers (except wagers on
Grand Salami and Home/Away Runs.
- Baseball - Second
Halfs
- Bets are based on the score from the top of the 6th inning till the end of the game. Must be a
complete game (i.e. 9 innings, or 8½ innings if the home team is ahead). Wagers include extra
innings.
- All wagers are action, regardless of pitcher.
- Baseball -
Total hits runs and errors
- Has to be a full game - 9 innings to have action (8½ if the home team is ahead).
-
Baseball - Team to score first
- First team to score in the game, If there is a result and the game is cancelled or postponed all
wagers stand regardless of how many innings played.
- Baseball
- Team to score last
- Has to be an official game.
- Baseball - Will there be a run
scored in the first inning
- If a run gets scored in the first inning and the game is cancelled or postponed all wagers stand.
If the first inning is complete and no run was scored and the game is cancelled or postponed all
wagers stand.
- Baseball - Baseball Team Total
- Has to be a full 9 innings to have action. (8½ if the home team is ahead).
- Baseball - 2 1/2 Runlines/Alternative Runlines and Team to have more home runs
- Game must go atleast 8 1/2 innings if the home team is winning, otherwise match must be fully completed.
- Disclaimer for Dominican Republic customers: In order for all the run line (1.5), alternative and 2½ run line (super run line) bets to be valid, a minimum of five complete innings must have been played. If the game is tied, a minimum of five full innings must have been played.
- MLB-Post Season Games
- All wagers are played to completion regardless if the event concludes on the scheduled day.
Starting Pitcher Total Strikeouts
In order for the wager to have action the game must go 5 full innings, if the game is suspended before 5
full innings the wager is cancelled/no action. If the game is suspended after 5 full innings the pitcher
strikeouts will be determined after the last full inning recorded, starting pitchers must start for action.
Mercy Rule
In the case that a Mercy Rule is called, games will be considered to be complete. All spread, money line,
and total wagers will have action in games stopped early due to the mercy rule.
Asian Baseball
If the game is tied or suspended in extra innings, the score will be determined after the last full inning
unless the home team scores to tie, or takes the lead in the bottom half of the inning, in which case the
score is determined at the time the game is called. Total runs (over/under) the game must go 9 innings (8.5
if the home team is ahead) to have action.
General Live Soccer Rules
All odds are subject to fluctuation and unless otherwise specified the odds are based on the result at
'full-time'.
The terms 'full-time', '90 minutes play' and 'normal time' are all used to denote the period of play which
includes injury time but not scheduled extra time, penalty shoot-outs etc.
When live betting is available there is generally a delay in satellite transmission, therefore we reserve
the right to settle any bet placed within the five second period after a goal has been scored or a penalty
awarded at revised odds that reflect the state of play when the bet was posted or void the bet if the
market has already been determined.
Settlement and Cancellation Rules
Pregame
All markets - except halftime, first half markets, extra time and penalty shootout, are considered for
regulation time only (90 minutes of regulation plus injury time; unless otherwise stated). It could happen
that a game gets suspended before the 90 minutes are reached; during the same day or day after, the
official decision clarifying if the remaining minutes would be played or not will be informed and according
to that, the game will be official and final for us.
Markets do not include overtime unless otherwise stated.
Regulation 90 Minutes: Markets are based on the result at the end of a scheduled 90 minutes of play unless
otherwise stated. This includes any added injury or stoppage time but does not include extra-time or
penalty shootout.
If a match is interrupted or postponed, all unsettled bets will be cancelled unless the market is already
determined.
If an event is not played within 48 hours of its scheduled date or there is a change of
Venue/Location, all wagers on the event will have no action.
If a match begins, is interrupted and continued within 48 hours after the initial kick-off, all open
bets will be settled with the final result
Live
If a match is interrupted and continued within 48 hours after the initial kick-off, all open bets will be
settled with the final result. Otherwise, all undecided bets are considered void.
We reserve the right to void betting if a market remains open when the following events have already taken
place: goals, red or yellow-red cards and penalties.
We reserve the right to void betting if a market was opened with a missing or incorrect red card. We reserve
the right to void betting if odds were offered with an incorrect match time. We reserve the right to void
betting if the team names or category are displayed incorrectly.
Soccer Main Bets
3 Way Money Line
Your bet options are Home, Draw and Away
Predict if the winner of the game will be either the Home team or the Away team, or the game will end in a
draw.
Bet counts only for the 90 minutes of regulation plus injury time.
Spread or Asian Spread
3 Way Handicap Betting
In handicap betting, the side considered weaker, also called the underdog, is awarded a virtual goal
advantage that statistically increases the chances for a draw between the teams or a win for the underdog.
This virtual goal will be added to the official final score for grading purposes.
The favorite is handicapped, meaning it gives up a goal or a certain number of goals. If there is no odds
favorite, the away team is awarded the goal advantage.
Total goals
Your bet options are Over, Under.
Predict whether the total goals scored by both teams will be more or less than the line offered.
Bet counts only for the 90 minutes of regulation plus injury time.
Totals that outcome has already been determined, will be graded and have action even if the event is not
fully completed.
Soccer Spread Markets
We offer Asian Spread Handicaps for:
- Full Game (Bet counts for the 90 minutes of regulation plus injury time ONLY).
- 1st Half (Bet counts for the first 45 minutes of regulation plus injury time ONLY).
- 1st Extra Time (Bet counts for the first 15 minutes of Extra Time ONLY).
- Extra Time (Bet counts for the 30 minutes of Extra Time plus injury time ONLY).
Each Asian handicap line will be graded according to the events occurred within the time frame that the
regulation indicates.
Below a detailed explanation of all possible scenarios and outcomes.
Asian Handicap Line PK (also known as “pick’em” line)
If either team wins by any margin, the winning team is to be settled as the winning selection. In the event
of a draw all bets are cancelled and stakes are refunded.
Asian Handicap Line PK, - ½
The bet is split into two separate bets:
One part of the bet is a pick’em.
The other part of the bet is a ½ goal line.
Favorite giving a PK, - ½ goal:
A win by 1 or more - All bets on this selection will be winners.
Draw - Half the stake is settled as a loss and the other half is refunded to the customer. Loss by any score
- All bets on this selection are a loss.
Underdog receiving PK, + ½ goal:
Win by any score - All bets on this selection are winners.
Draw - Half the stake is settled as a loss and the other half is refunded to the customer. Loss by any score
- All bets on this selection are a loss.
Underdog receiving PK, + ½ goal:
Win by any score - All bets on this selection are winners.
Draw - Half the stake is settled as a winner and the other half is refunded to the customer. Loss by any
score - All bets on the selection are a loss.
Asian Handicap Line -½
Favorite giving a -½ goal:
Win by any score - All bets on this selection are winners. Draw - All bets on this selection are a loss.
Loss by any score - All bets on this selection are a loss.
Underdog receiving +½ goal:
Win by any score - All bets on this selection are winners. Draw - All bets on this selection are winners.
Loss by any score - All bets on this selection are a loss.
Asian Handicap Line -½,-1
The bet is split into two separate bets: One part of the bet is a ½ goal line.
The other part of the bet is a full goal line.
Favorite giving a -½, -1 goal:
Win by 2 or more - All bets on this selection are winners.
Win by exactly 1 - Half of the bet is a winner and the other half is refunded to the customer. Draw or loss
by any score - All bets on this selection are a loss.
Underdog receiving +½, +1 goal:
Win by any score - All bets on this selection are winners. Draw - All bets on this selection are winners
Loss by 1 - Half of the bet is a loss and the other half is refunded to the customer. Loss by more than 1 -
All bets on the selection are a loss.
Asian Handicap Line -1
Favorite giving -1 full goal:
Win by 2 or more - All bets on this selection are winners.
Win by exactly 1 - All bets on this selection are cancelled and refunded to the customer. Draw or loss - All
bets on this selection are a loss.
Underdog receiving +1 full goal:
Win by any score or draw - All bets on this selection are winners.
Loss by exactly 1 - All bets on this selection are cancelled and refunded to the customer. Loss by 2 or more
- All bets on this selection are a loss.
Asian Handicap Line -1,-1½
The bet is split into two separate bets:
One part of the bet is a full goal line
The other part of the bet is a 1½ goal line.
Favorite giving -1, -1½ goal:
Win by 2 or more - All bets on this selection are winners.
Win by exactly 1 - Half of the bet is a loss and the other half is refunded to the customer. Draw or loss by
any score - All bets on this selection are a loss.
Underdog receiving +1, +1½ goal:
Win by any score - All bets on this selection are winners. Draw - All bets on this selection are winners.
Loss by 1 - Half of the bet is a win and the other half is refunded to the customer. Loss by more than 1 -
All bets on the selection are a loss.
Asian Handicap Line -1½
Favorite giving -1½ goal:
Win by 2 or more - All bets on this selection are winners. Win by exactly 1 - All bets on this selection are
a loss. Draw or loss - All bets on this selection are a loss.
Underdog receiving +1½ goal:
Win by any score or draw - All bets on this selection are winners. Loss by exactly 1 - All bets on this
selection are winners.
Loss by 2 or more - All bets on this selection are a loss.
Bet counts only for the 90 minutes of regulation plus injury time.
Asian Handicap Line -1½,-2
The bet is split into two separate bets: One part of the bet is a 1½ goal line.
The other part of the bet is a 2 goals line.
Favorite giving -1½, -2 goals:
Win by 3 or more - All bets on this selection are winners.
Win by exactly 2 - Half of the bet is a win and the other half is refunded to the customer. Win by exactly 1
– All bets on this selection are a loss.
Draw or loss by any score - All bets on this selection are a loss.
Underdog receiving +1½, +2 goals:
Win by any score - All bets on this selection are winners. Draw or loss by 1 - All bets on this selection
are winners.
Loss by 2 - Half of the bet is a loss and the other half is refunded to the customer.
Loss by 3 or more - All bets on the selection are a loss.
Asian Handicap Line -2
Favorite giving -2 goals:
Win by 3 or more - All bets on this selection are winners.
Win by exactly 2 - All bets on this selection are cancelled and refunded to the customer. Win by exactly 1 -
All bets on this selection are a loss.
Draw or loss - All bets on this selection are a loss.
Underdog receiving +2 goals:
Win by any score or draw - All bets on this selection are winners. Loss by exactly 1 - All bets on this
selection are winners.
Loss by exactly 2 - All bets on this selection are void and refunded to the customer. Loss by 3 or more -
All bets on this selection are a loss.
Asian Handicap Line -2, -2½
The bet is split into two separate bets: One part of the bet is a 2 goals line.
The other part of the bet is a 2½ goals line.
Favorite giving -2, -2½ goals:
Win by 3 or more - All bets on this selection are winners.
Win by exactly 2 - Half of the bet is a loss and the other half is refunded to the customer. Draw or loss by
any score - All bets on this selection are a loss.
Underdog receiving +2, +2½ goals:
Win by any score - All bets on this selection are winners. Draw or loss by 1 - All bets on this selection
are winners
Loss by 2 - Half of the bet is a winner and the other half is refunded to the customer. Loss by 3 or more -
All bets on the selection are a loss.
Asian Handicap Line -2½
Favorite giving -2½ goals:
Win by 3 or more - All bets on this selection are winners. Win by exactly 2 - All bets on this selection are
a loss. Win by exactly 1 - All bets on this selection are a loss. Draw or loss - All bets on this selection
are a loss.
Underdog receiving +2½ goals:
Win by any score or draw - All bets on this selection are winners. Loss by exactly 1 - All bets on this
selection are winners.
Loss by exactly 2 - All bets on this selection are winners. Loss by 3 or more - All bets on this selection
are a loss.
Asian Handicap Line - 2½, -3
The bet is split into two separate bets: One part of the bet is a 2½ goals line.
The other part of the bet is a 3 goals line.
Favorite giving -2½, -3 goals:
Win by 4 or more - All bets on this selection are winners.
Win by exactly 3 - Half of the bet is a winner and the other half is refunded to the customer. Win by
exactly 1 or 2 goals - All bets on this selection are a loss.
Draw or loss by any score - All bets on this selection are a loss.
Underdog receiving +2½, +3 goals:
Win by any score - All bets on this selection are winners. Draw or loss by 1 or 2 - All bets on this
selection are winners
Loss by 3 - Half of the bet is a loss and the other half is refunded to the customer. Loss by 4 or more -
All bets on the selection are a loss.
Soccer Money Line Markets
Game - Money Line
Your bet options are Home and Away. Predict the winner of the game.
In case of a Draw, all bets are graded no action and stakes are refunded to the customer. Bet counts only
for the 90 minutes of regulation plus injury time.
Who wins the rest of the Game (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home, Draw and Away.
Predict which team will win the remainder of the game, or if there will be a draw.
Bets will be graded based on goals scored between the time that the bet was placed and end of full
regulation time.
Any goals scored prior to the bet being placed will not count.
Bet counts only for the 90 minutes of regulation plus injury time.
1st Half - 3 Way Money Line
Your bet options are Home, Draw and Away.
Predict the winner of the 1st half, or if there will be a draw at the end of the 1st half. Bet counts only
for the first 45 minutes of regulation plus injury time.
1st Half - Who wins the rest (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home, Draw and Away.
Predict which team will win the remainder of the First half, or if the First half will end in a draw.
Bets will be graded based on goals scored between the time that the bet was placed and end of the first
half.
Any goals scored prior to the bet being placed will not count.
Bet counts only for the first 45 minutes of regulation plus injury time.
Extra Time - 3 Way Money Line
Your bet options are Home, Draw and Away.
Predict the winner of the match at extra time, or if there will be a draw at the end of the extra time.
Regulation time and penalty shootouts do not count.
Only goals scored during extra time will be considered for grading purposes. Extra time includes both halves
of 15 minutes of play plus injury time.
Extra Time - First Half 3 Way Money Line
Your bet options are Home, Draw and Away.
Predict the winner of the match at the First half of extra time, or if there will be a draw at the end of
the First half of extra time.
Only goals scored during the First half of Extra time will be considered for grading purposes. Bet counts
only for the first 15 minutes of extra time plus injury time.
Extra Time - Who wins the rest of the match (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home, Draw and Away.
Predict which team will win the remainder of the game, or if there will be a draw at the end of extra time.
Bets will be graded based on goals scored between the time that the bet was placed and end of extra time.
Any goals scored prior to the bet being placed will not count.
Bet counts only for the 30 minutes of extra time plus injury time.
Which team will win the penalty shoot-out
Your bet options are Home and Away.
Predict the team that will win the penalty shoot-outs.
Soccer Totals Markets
Total goals
Your bet options are Over and Under.
Predict whether the total goals scored by both teams will be more or less than the line offered for the
market.
Bet counts only for the 90 minutes of regulation plus injury time.
Total Goals (AWAY TEAM NAME)
Bet on how many goals the Away Team exactly scores in the match. Your bet options are: 0, 1, 2, 3+ goals.
Bet counts only for the 90 minutes of regulation plus injury time.
Total Goals (HOME TEAM NAME)
Bet on how many goals the Home Team exactly scores in the match. Your bet options are: 0, 1, 2, 3+ goals.
Bet counts only for the 90 minutes of regulation plus injury time.
Asian Total
Example: Goal line Under 2½, 3 -115.
If there are 0, 1 or 2 goals scored during the match, all bets on Under will be graded as winners. If there
are exactly three goals scored during the match, half the stake will be returned and half will be a loss.
If there are four or more goals scored in the match, all bets on Under will be graded as a loss. Bet counts
only for the 90 minutes of regulation plus injury time.
Team Total (AWAY TEAM NAME)
Your bet options are Over and Under.
Predict whether the total goals scored by the Away team will be more or less than the line offered for the
market.
Bet counts only for the 90 minutes of regulation plus injury time.
Team Total (HOME TEAM NAME)
Your bet options are Over and Under.
Predict whether the total goals scored by the home team will be more or less than the line offered for the
market.
Bet counts only for the 90 minutes of regulation plus injury time.
1st Half - Total
Your bet options are Over and Under.
Predict whether the total goals scored by both teams will be more or less than the line offered for the 1st
half only.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Asian Total
Example: Goal line Under 1½, 2 -115.
If there is 0 goals scored or 1 goal scored in the first half, bets on Under will be graded as winners.
If there are two goals scored exactly in the first half, half of the stake will be returned and half will be
lost.
If there are three or more goals scored in the first half, all bets on Under lose. Bet counts only for the
first 45 minutes of regulation plus injury time.
1st Half - Total Goals (AWAY TEAM NAME)
Your bet options are 0, 1, 2, 3+ goals.
Predict the exact number of goals scored in the first half by the Away team. Bet counts only for the first
45 minutes of regulation plus injury time.
1st Half - Total Goals (HOME TEAM NAME)
Your bet options are 0, 1, 2, 3+ goals.
Predict the exact number of goals scored in the first half by the Home team. Bet counts only for the first
45 minutes of regulation plus injury time.
1st Half - Exact number of goals
Your bet options are 0, 1, 2, 3+ goals.
Predict the exact number of goals scored in the first half by both teams. Bet counts only for the first 45
minutes of regulation plus injury time.
Second Half Total Goals (HOME TEAM NAME)
Your bet options are 0, 1, 2, 3+ goals.
Predict the exact number of goals scored in the second half by the Home team. Bet counts only for the last
45 minutes of regulation (second half) plus injury time.
Second Half Total Goals (AWAY TEAM NAME)
Your bet options are 0, 1, 2, 3+ goals.
Predict the exact number of goals scored in the second half by the Away team. Bet counts only for the last
45 minutes of regulation (second half) plus injury time.
Extra Time - Total goals
Your bet options are Over and Under.
Predict whether the total goals scored by both teams will be more or less than the line offered in.
Extra Time only.
Bet counts only for the 30 minutes of Extra Time plus injury time.
Soccer Additional Props
Anytime Goal scorer
Current score lists Home team first, Away team second.
Your bet options are: Home Team Player name, Away Team Player name, No Goals scored. Predict if a player
will score a goal at anytime in the match.
Any goals scored prior to placing your bet do not count towards this wager. Bet counts only for the 90
minutes of regulation plus injury time.
Next Goal scorer
Current score lists Home team first, Away team second.
Your bet options are: Home Team Player name, Away Team Player name, No Goals scored. Predict the player that
will score the next goal in the match.
Any goals scored prior to placing your bet will not count towards this wager.
Bet counts only for the 90 minutes of regulation plus injury time.
How will the match be decided?
Predict the way the match will be decided. Your bet options are:
- Home Team to win in regulation time.
- Away Team to win in regulation time.
- Home Team to win in Extra Time.
- Away Team to win in Extra Time.
- Home Team to win in Penalties.
- Away Team to win in Penalties.
Extra Time and Penalty Shootouts are considered for the settling of this market.
Who advances to next round?
Bet on either team to qualify to the next round of the tournament.
Extra Time and Penalty Shootouts are considered for the settling of this market.
Which team has kick off?
Your bet options are Home team, Away team. Predict which team will kick off to start the match.
When will next goal be scored (Current score X:X) (Live)
Current score lists Home team first, Away team second.
Your bet options are 00:01 – 15:00 min, 15:01 – 30:00 min, 30:01 – 45:00 min, 45:01 – 60:00 min, 60:01 –
75:00 min, 75:01 – 90:00, no goals scored.
Predict during which specific time period the next goal will be scored.
All bets are settled according to the current score.
Bet counts only for the 90 minutes of regulation plus injury time.
Penalty shootout - Team to score next goal (Current score X:X) (Live)
Bet on which team will score the next penalty shootout. Any penalties scored prior to your bet do not count.
Bet counts only for the penalty shootouts after extra time is over.
Extra Time - First Half Additional Correct score (Current score X:X)
Current score lists Home team first, Away team second.
Your bet options are 0:0, 1:0, 0:1, 1:1, 2:0, 0:2, 2:1, 1:2, 2:2, etc. Predict the exact score at the end of
the first half of extra time. All bets are settled according to the current score.
Bet counts only for the first 15 minutes of extra time plus injury time.
Extra Time - Additional Correct score (Current score X:X)
Current score lists Home team first, Away team second.
Your bet options are 0:0, 1:0, 0:1, 1:1, 2:0, 0:2, 2:1, 1:2, 2:2, etc. Predict the exact score at the end of
first and second extra time. All bets are settled according to the current score.
Bet counts only for the 30 minutes of extra time plus injury time.
Extra Time - Team to score next goal (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home team, Draw, Away team.
Predict which team will score next during extra time, or if will end in a Draw. Any goals scored prior to
placing your bet do not count towards the wager. Bet counts only for the 30 minutes of extra time plus
injury time.
Own goals will count to the side credited with the goal.
1st Half - Additional Correct Score (Current score X:X)
Current score lists Home team first, Away team second.
Your bet options are 0:0, 1:0, 0:1, 1:1, 2:0, 0:2, 2:1, 1:2, 2:2, etc. Predict the exact score at the end of
the first half.
All bets are settled according to the current score.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Team to score next goal (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home team, Draw, Away team.
Predict which team will score next in the first half.
Any goals scored prior to placing your bet do not count towards wager. Bet counts only for the first 15
minutes of regulation plus injury time. Own goals will count to the side credited with the goal.
Highest Scoring Half
Your bet options are 1st half, 2nd half, Equal.
Bet on the most goals to be scored in either half or if they will be equal. Bet counts only for the 90
minutes of regulation plus injury time.
Odd/Even Total goals
Your bet options are Odd and Even.
Predict whether the total number of goals scored by both teams will be an odd or even number. Bets are
settled based on the aggregate sum of total goals ( in an odd or even number).
Any match in 0 - 0 will be settled as an even number of goals. Own goals count.
Bet counts only for the 90 minutes of regulation plus injury time.
Exact number of goals
Your bet options are 0, 1, 2, 3, 4, 5, 6+.
Predict the exact number of goals scored by both teams.
Bet counts only for the 90 minutes of regulation time plus injury time.
If a match is abandoned, bets will be voided unless a market has already been determined.
Bets outcome winners (Total Line 2.5)
Your bet options are Home win and under; Home win and over; Draw and under; Draw and over; Away win and
under; Away win and over.
Predict both the winning team and whether the total number of goals by both teams will be more or less than
2½.
It is a combination of a 3 way line and a Total 2½.
All bets are settled according to the specified total line.
If a match is abandoned bets are void unless a market has already been determined. Bet counts only for the
90 minutes of regulation plus injury time.
Both teams to score a goal
Your bet options are Yes, No.
Predict whether or not both teams will score during the match. Bet counts only for the 90 minutes of
regulation plus injury time.
If a match is abandoned bets are void unless a market has already been determined.
Additional Correct Score (Current score X:X)
Current score lists Home team first, Away team second.
Your bet options are 0:0, 1:0, 0:1, 1:1, 2:0, 0:2, 2:1, 1:2, 2:2, etc. Predict the exact score at the end of
regulation time.
All bets are settled according to the current score.
Bet counts only for the 90 minutes of regulation plus injury time.
Correct Score (Current score X:X)
Current score lists Home team first, Away team second.
Your bet options are 0:0, 1:0, 0:1, 1:1, 2:0, 0:2, 2:1, 1:2, 2:2, etc.
Predict the exact score at the end of the match.
If a match is abandoned bets are cancelled unless a market has already been determined. Bet counts only for
the 90 minutes of regulation plus injury time.
Team to score next goal (Current score X:X) (Live)
Current score lists Home team first, Away team second. Your bet options are Home team, Draw, Away team.
Predict which team will score next in the match.
Any goals scored prior to placing your bet do not count towards the wager.
Bet counts only for the 90 minutes of regulation plus injury time. Own goals count to the side credited with
the goal.
Soccer Cards Markets
- A Yellow card counts as ONE card.
- A Yellow+Red card counts as TWO cards.
- A Red card also counts as TWO cards.
- Two Yellow cards followed by a Red card counts as THREE cards.
Any card shown after the half-time whistle has been blown will be disregarded. Cards shown to non-players
(e.g. managers or substitutes who play no subsequent part in the game) do not count towards the total.
Card Points
Card points, also called Booking points are calculated as follows:
- 10 pts for a yellow card
- 25 pts for a yellow/red card (a player’s second yellow card)
- 25 for a red card.
- The maximum points a player can generate are 35 (10+25) for a yellow and a yellow/red card.
Settlement will be made according to all available evidence for cards shown during the regular 90 minutes of
play.
Any card issued to a player after their substitution, to players on bench which were not substituted in, or
issued to coaching staff, or issued during the half time interval, or after the referee has blown for full
time, will NOT count for settling purposes.
Game - Total Card Points
Your bet options are Home team, Draw, Away team.
Predict the team that will be issued with the most booking points. Bet counts only for the 90 minutes of
regulation plus injury time.
1st Half - Total Card Points
Your bet options are Home team, Draw, Away team.
Predict the team that will be issued with the most booking points in the first half. Bet counts only for the
first 45 minutes of regulation plus injury time.
1st Half - Total Exact Cards
Your bet options are 1, 2, 3, 4, 5, 6+.
Predict the total numbers of cards issued during the first half.
Bet counts only for the first 45 minutes of regulation plus injury time
1st Half - Total Cards
Bet on whether the cards shown to both teams will go over or under the market offered. Bet counts only for
the first 45 minutes of regulation plus injury time
Game - Total Exact Cards
Your bet options are 4, 5, 6, 7, 8, 9, 10, 11, 12+. Predict the total number of cards issued in the match.
Bet counts only for the 90 minutes of regulation plus injury time.
Settlement will be made with reference to all available evidence to cards shown during the scheduled 90
minutes play. Any card shown after the full-time whistle has been blown will be disregarded. Cards shown to
non-players (e.g. managers or substitutes who play no subsequent part in the game) do not count towards the
total.
In the event of a match being abandoned before 90 minutes have been played then all bets will be void unless
settlement of bets is already determined.
Game - Total Cards
Bet on whether the cards shown to both teams will be over or under a determined market. Bet counts only for
the 90 minutes of regulation plus injury time.
Sending off?
Your bet options are Yes, No.
Predict whether or not a player will get a red card during the game while playing. Bet counts only for the
90 minutes of regulation plus injury time.
Soccer Corners
Corners awarded but not taken will not count for settling purposes. Re-taken corners will count only once.
1st Half - Corners Odd / Even
Your bet options are Odd, Even.
Predict whether the total corners taken in the match will be an odd or even number. Bet counts only for the
first 45 minutes of regulation plus injury time.
1st Half - Total Corners
Your bet options are Over, Under.
Predict whether the total corners taken by both teams in the first half will be more or less than the
specified quote.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Total Corners (AWAY TEAM NAME)
Your bet options are Over, Under.
Predict whether the total corners taken by the away team in the first half will be more or less than the
specified quote.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Total Corners (HOME TEAM NAME)
Your bet options are Over, Under.
Predict whether the total corners taken by the home team in the first half will be more or less than the
specified quote.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Corners Spread
Your bet options are Home team, Away team.
Predict the team that achieves the most corners taken in the first half once the handicap spread has been
added to the actual number of corners taken by each team.
Bet counts only for the first 45 minutes of regulation plus injury time.
1st Half - Corner bet
Your bet options are Home team, Draw; Away team.
Predict the team that takes the most corners in the first half of the match. Bet counts only for the first
45 minutes of regulation plus injury time.
Game - Corners Odd / Even
Your bet options are Odd, Even.
Predict whether the total corners taken in the match will be an odd or even number. Bet counts only for the
90 minutes of regulation plus injury time.
Game - Total Corners
Your bet options are Over, Under.
Predict whether the total corners taken by both teams will be more than or less than the specified quote.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Total Corners (AWAY TEAM NAME)
Your bet options are Over, Under.
Predict whether the total corners taken by the away team will be more than or less than the specified quote.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Total Corners (HOME TEAM NAME)
Your bet options are Over, Under.
Predict whether the total corners taken by the home team will be more than or less than the specified quote.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Corners (AWAY TEAM NAME)
Your bet options are 0-2, 3-4, 5-6, 7+.
Predict the range of corners taken by the away team.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Corners (HOME TEAM NAME)
Your bet options are 0-2, 3-4, 5-6, 7+.
Predict the range of corners taken by the home team.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Corners Spread
Your bet options are Home team, Away team.
Predict the team that achieves the most corners taken in the match once the handicap spread has been added
to the actual number of corners taken by each team.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Total Corners
Your bet options are Over, Under.
Predict whether the total corners taken by both teams will be more or less than the specified quote.
Bet counts only for the 90 minutes of regulation plus injury time.
Game - Corner bet
Your bet options are Home team, Draw, Away team. Predict the team that takes the most corners in the match.
Bet counts only for the 90 minutes of regulation plus injury time
Tennis General Rules
At Betcris we accept bets on all major tennis events using straight money lines.
- Example:
- Rafael Nadal -140 or risk $140 USD to win $100 USD
- Novan Djokovic +120 or risk $100 USD to win $120 USD
-
- Betcris provides all tennis wagers on the individual matches or sets. Matchup must be fully
completed without player's withdrawal, incapacity or disqualification for bets to stand. If
a match is rescheduled due to scheduling, weather problems, bad light, etc. then all bets
will have action and all wagers will stand. All tennis future bets are placed as *"All In"*
unless otherwise stated. If a player withdraws before participating, then all bets on that
player are settled as a loss.
For doubles tennis there is a Super Tiebreaker rule when a match goes to the third set. Only one game is
added to the total for betting purposes.
Hockey General Rules
Official Game Time
The game becomes official (action) after 55 minutes of play. Goals scored during overtime are included
for wagers on the game, but are not included on wagers for the 3 rd period.
If a game requires a shoot-out to determine the winner, One goal will be awarded to the winner for the
final score(regardless of how many goals scored in the shoot-out) which will be recognized for the
total goals scored as well as the winning team.
Game must be played on scheduled date and site.
NHL Betting Periods
The full 20 minutes of the period must be played to have action.
NHL Overtime Line
Bets on NHL overtime line are for the complete overtime, regardless of how many overtime periods are
played and will include a shoot-out if required to determine the winner.
NHL team totals
Team total in NHL are based on regulation time and overtime, shootout penalties do not count.
NHL 3-Way and European Ice Hockey (Draw line quote)
NHL 3 way and European Ice Hockey is settled without overtime (60 minutes of play) for the main quote
(Away/Home/Draw/Total). This option does NOT include overtime or a shootout.
Betting on Hockey
NHL -Alternative Pucklines & Totals include overtime and shootouts
NHL Regular Season Wins and Total Season Points
Team must play 82 Regular Season games for wagers on season wins and total Season Points to have
action.
Line Types
We offer 3 different types of lines for Hockey; The Canadian Line, 3 Way Option), and Straight Money
Lines.
Hockey Betting | Canadian Line
The Canadian line is a combination of a goal and money line. The money line is a 20 cent line for
straight bets.
- Example:
- Boston Bruins +1 1/2 -140
- L.A. Kings -1 1/2 +120
-
- If betting on the Kings the customer would give up a goal and a half and would risk $100 USD
to win $120 USD; the Kings would have to win by at least two goals. If betting on the Bruins,
the customer would get a goal and half but would risk $140 USD to win $100 USD.
Hockey Betting | Money Line
All money line options are prices to win the game outright, according to NHL rules.
- Example:
- Boston Bruins +110
- L.A. Kings -130
-
- If you select the Bruins to win the game, betting $100 USD would win you $110 USD. If you select
the Kings to win, you would need to risk $130 USD to win $100 USD.
Hockey Betting | Totals Over/Under
- Example:
- Bruins +1 1/2 -140 5 OVER -130
- Kings -1 1/2 +120
-
- As well as having favorites on sides you also have favorites on totals, in this example
over the total of five goals is indicated as the favorite in which case the customer would
lay $130 USD to win $100 USD. If betting on the game to go under five goals the customer goes with
the underdog so he/she receives a larger return in this case risking $100 USD to win $110 USD. If
there is no money line indicated the total has a "FLAT" line or -110 whether betting over
or under, in which case the customer would lay $110 USD to win $100 USD either way. When you wager
on total pucks, if the score falls on the number in this case five, it will be "no action".
Hockey Parlays Betting
Hockey Parlays
With hockey parlays you can combine anywhere from 2 to 15 teams into a single wager resulting in higher
betting payouts as in baseball parlays. Note: Hockey parlays are calculated as they are in baseball.
Maximum parlay payout is $ 150,000 USD
Line |
Factor |
Line |
Factor |
Line |
Factor |
Line |
Factor |
101 |
1.990 |
129 |
1.775 |
157 |
1.636 |
185 |
1.540 |
102 |
1.980 |
130 |
1.769 |
158 |
1.632 |
186 |
1.537 |
103 |
1.970 |
131 |
1.763 |
159 |
1.628 |
187 |
1.534 |
104 |
1.961 |
132 |
1.757 |
160 |
1.625 |
188 |
1.531 |
105 |
1.952 |
133 |
1.751 |
161 |
1.621 |
189 |
1.529 |
106 |
1.943 |
134 |
1.746 |
162 |
1.617 |
190 |
1.526 |
107 |
1.934 |
135 |
1.740 |
163 |
1.613 |
195 |
1.512 |
108 |
1.925 |
136 |
1.735 |
164 |
1.609 |
200 |
1.500 |
109 |
1.917 |
137 |
1.729 |
165 |
1.606 |
205 |
1.476 |
110 |
1.909 |
138 |
1.724 |
166 |
1.602 |
210 |
1.476 |
111 |
1.900 |
139 |
1.719 |
167 |
1.598 |
215 |
1.465 |
112 |
1.892 |
140 |
1.714 |
168 |
1.595 |
220 |
1.454 |
113 |
1.884 |
141 |
1.709 |
169 |
1.591 |
225 |
1.444 |
114 |
1.877 |
142 |
1.704 |
170 |
1.588 |
230 |
1.434 |
115 |
1.869 |
143 |
1.699 |
171 |
1.584 |
235 |
1.425 |
116 |
1.862 |
144 |
1.694 |
172 |
1.581 |
240 |
1.416 |
117 |
1.854 |
145 |
1.689 |
173 |
1.578 |
245 |
1.408 |
118 |
1.847 |
146 |
1.684 |
174 |
1.574 |
250 |
1.400 |
119 |
1.840 |
147 |
1.680 |
175 |
1.571 |
255 |
1.392 |
120 |
1.833 |
148 |
1.675 |
176 |
1.568 |
260 |
1.384 |
121 |
1.826 |
149 |
1.671 |
177 |
1.564 |
265 |
1.377 |
122 |
1.819 |
150 |
1.666 |
178 |
1.561 |
270 |
1.370 |
123 |
1.813 |
151 |
1.662 |
179 |
1.558 |
275 |
1.363 |
124 |
1.806 |
152 |
1.657 |
180 |
1.555 |
280 |
1.357 |
125 |
1.800 |
153 |
1.653 |
181 |
1.552 |
285 |
1.350 |
126 |
1.793 |
154 |
1.649 |
182 |
1.549 |
290 |
1.344 |
127 |
1.787 |
155 |
1.645 |
183 |
1.546 |
295 |
1.338 |
128 |
1.781 |
156 |
1.641 |
184 |
1.543 |
300 |
1.333 |
|
|
|
|
|
|
305 |
1.327 |
Golf General Rules
- Betting on all Major Golfing Events
-
- Straight money line betting as well as match-ups.
- Betting right up until tee-off time.
- In head-to-head match-ups, both golfers must tee-off in order to have action. If one
player misses the cut, his opponent is deemed the winner. If both players miss the cut the
lower score wins. If both players have the same score, then all wagers are refunded.
- Special Handicap Head to Heads
- If a player withdraws after tee off or misses the cut the player who plays the most holes wins.
Playoffs do not count for handicap bets.
- To Win a Tournament
-
- Bets placed on Golfers to win a Tournament within 10 days of the tournament commencing
and the player is a non starter, bets will be refunded.
- The Only Outright bets that will not be refunded is when 'ALL IN' betting is stated, and
they are genuine 'Futures' Markets and posted more than 10 days prior to the Tournament.
- In the event of a tie where 3 or more competitors are offered in one betting option, the
payout will be divided by the number of players tied. For example 2 players tie for the Top
USA player at the British Open will result in the normal payout given divided by 2.
- If a tournament is shortened, after it has started, then all bets stand. Bets accepted
after the end of a day's play are void unless there is further play, which counts towards
the result of the tournament (other than a playoff). Or the betting is specifically stated
to be on the outcome of a playoff.
- If a tournament is officially abandoned, all bets on the tournament are void,
except options that have already been decided.
Boxing
1.) Date: If the fight does not take place for any reason and is started again within 14 days after the original start date, then all bets count* for the rescheduled fight. If the fight is NOT started within 14 days after the original start date, then all bets will be void.
*unless otherwise specified
2.) If a rescheduled fight takes place in a country different from the original country, then all bets will be void. If a fight is rescheduled and takes place at a different venue but in the same country, then all bets are valid.
3.) The result at the end of the contest is final. This includes any recounts of the judges’ scorecards. For betting purposes, any contest declared a ‘technical draw’ will result in a draw being deemed the winning option. Any subsequent changes made by governing bodies do not count for betting purposes.
4.) Total Points/Rounds (Over/Under): If the fight is abandoned before its completion then all bets will be void, unless the highest possible total to bet on has already been attained, in which case all bets stand. If a boxer fails to start a round, then the previous completed round is considered the last round of the fight. Where half a round is stated, the half way point of the respective round (1 minute 30 seconds for 3 minute rounds or 2 minutes 30 seconds for 5 minute rounds) will determine the under or over. If a contest lands exactly on the specified half round time, the result will be considered ‘Over’. (Eg: Total is over/under 1.5 rounds and the contest ends at 1:30 of the 2nd round – the ‘Over’ will be the winner).
5.) Knockdown/Count in Round: Only knockdowns that lead to a “count” from the referee or if the referee initiates a “count” will qualify for this bet.
6.) Individual Round betting: Bets will be settled based on the round during which the bout ends. If a boxer fails to start a round, then the previous completed round is considered the “winning” result for this bet. If, for any reason, the number of rounds is changed before the fight, all round by round bets will be considered invalid.
7.) Draws: If a fight ends in a draw and no odds have been offered for this option, all bets will be void.
8.) Method of Victory: All bets will be settled on the official result declared. If, for any reason, the number of rounds is changed before the fight, all bets stand. Offered options:
- KO: When a fighter fails to stand up after a 10 count
- TKO: When the bout is stopped by the referee or one fighter retires
- Technical Decision: When the bout is stopped by a cut/injury not caused by a punch, and decided by the judges’ scorecards before the scheduled number of rounds is completed
- Disqualification: When the bout is stopped and the referee declares one or both fighters as disqualified
- On Points: When the bout is decided by the judges’ scorecards at the conclusion of the scheduled number of rounds
- Draw: When the judges’ scorecards are a draw, or when the referee stops the fight and declares a technical draw
Mixed Martial Arts
1.) The result at the end of the contest is final. This includes any recounts of the judges’ scorecards. Any subsequent changes made by governing bodies do not count for betting purposes.
2.) Total Points/Rounds (Over/Under): If a fighter fails to start a round then the previous completed round is considered the last round of the fight. Where half a round is stated, the half way point of the respective round (1 minute 30 seconds for 3 minute rounds or 2 minutes 30 seconds for 5 minute rounds) will determine the under or over. If a contest lands exactly on the specified half round time, the result will be considered ‘Over’. (Eg: Total is over/under 1.5 rounds and it contest ends at 1:30 of the 2nd round – the ‘Over’ will be the winner).
3.) Knockdown/Count in Round: Only knockdowns that lead to a “count” from the referee or if the referee initiates a “count” will qualify for this bet.
4.) Round by Round betting: Bets will be settled based on the round during which the bout ends. If a fighter fails to start a round, then the previous completed round is considered the “winning” result for this bet.
5.) Draws: If a fight ends in a draw and no odds have been offered for this option, all bets will be void.
NASCAR
There are two main ways to bet on NASCAR and other motor racing events. Either on the out-right winner of
the race or on the winner of a predetermined matchup.
Driver must start for action.
- Example:
- (Straight Wager):
- Jeff Gordon 1/1 or 100 to win 100
- Dale Jarrett 2/1 or 100 to win 200
- Mark Martin 2/1 or 100 to win 200
- Mark Skinner 5/2 or 100 to win 250
- Dale Ernhardt 7/5 or 100 to win 140
If a postponed race takes place within 72 hours of the scheduled start time all bets have action.
Motor Racing and Nascar Match-ups
- Both drivers must start for action.
- Match-up 1:
- Jeff Gordon -140 or risk $140 to win $100 Vs. Dale Ernhardt +120 or risk $100 USD to win $120 USD
Formula One Betting
Bets on Formula One (F1), Motor and Auto races are decided on the podium position of the day of the prize
giving for the particular event, any changes in position after this time is not considered for settling
purposes. If two drivers abandon the race after completing the same number of laps, the respective head to
head is deemed void, otherwise the driver who completes the most laps will be deemed the winner if both
drivers fail to finish the race.
- To win the race:
- 60% of the starting field must start the race for action.
- Top 3 (podium)
finishes:
- 80% of the starting field must start for action.
- Drivers Matchups:
- Both drivers must start the race for action.
- THE FORMATION LAP IS NOT CONSIDERED PART OF THE RACE FOR WAGERING PURPOSES.
Fantasy General Rules
- • For scoring purposes the following websites will be used- www.nfl.com www.nba.com and www.mlb.com
- • In head to head matchups and group betting, all players must play for action otherwise all bets
will be refunded.
- • All Baseball Betting matches must go a minimum of 5 full innings and no maximum. After 5 innings
all stats are recorded from www.mlb.com
- • All NFL Betting matches must go 55 minutes for action. NBA games must go 43 minutes for action.
- • All bets will stand regardless of change of venue and date/time as long as the match affected is
played within seven days of the original schedule, NBA and MLB games which are not played on the
scheduled date will be cancelled. MLB pitching changes do not affect fantasy sports betting, unless
the changed pitchers are affected in match ups or groups.
- • Season futures group betting is all in, meaning all wagers will stand regardless of players not
playing a game.
- • All points are accumulated for each player, or where specified each position.
- • In the event of a tie, tie breakers will be used, see below for definitions.
MLB Betting Points System
Batting
(Specified batters do not accumulate pitching stats)
Hits |
1 Point |
Runs |
2 Points |
Single |
1 Point |
Double |
2 Points |
Triple |
4 Points |
Homerun |
3 Points |
RBI |
1 Point |
Stolen Base |
1 Point |
Base On Balls |
1 Point |
Strikeouts |
-2 Points |
- Tie breakers:
- Player with the most stats in these categories in order will decide the batter winner (only in
order to decide the winner):
- Player with the least STRIKE OUTS, then if still tied,
- The player with the most HITS, Most RBI'S, Most RUNS, Most BB.
Pitching
(Pitchers Stats for pitching only, hitting/At Bats etc not included for pitchers.)
Innings pitched |
2 Points (Fractions count, ie 5.1 inn = 10.2 points) |
Hits |
-1 Point |
Runs |
-1 Point |
Strikeouts |
1 Point |
Home run |
-1 Point |
Base on Balls |
-1 Point |
Saves |
1 Point |
Blown Saves |
-1 Point |
Wins |
1 Point |
Loss |
-1 Point |
- Tie breakers:
- Player with the most stats in these categories in order will decide the batter winner (only in
order to decide the winner): 1. Player with the most INNINGS Pitched, the if still tied, 2. The
pitcher with the most STRIKE OUTS, Least HITS, Least BB, Least RUNS
- After the
tie breaker rule, if players are still tied.
- Head to head bets will be refunded
- In the event of a tie where 3 or more competitors are offered in one betting option, the payout
will be divided by the number of players tied.
NFL POINTS SYSTEM OFFENSIVE*
Rushing/Receiving TDs |
6 Points |
Rushing/Receiving Yards |
1 point for every 10 yards |
Receptions (for PPR only) |
1 Point |
Passing TDs |
4 Points |
Passing Interceptions Thrown |
Negative 2 points |
Fumbles Lost to Opponent |
Negative 2 points |
Passing Yards |
1 point for every 25 yards |
Passing/Rushing/Receiving 2 Point Conversions |
2 points |
Field Goal Made (0-39 yards) |
3 points |
Field Goal Made (40-49 yards) |
4 points |
Field Goal Made (50+ yards) |
5 points |
Field Goal Missed |
Negative 1 point |
Extra Point Made |
1 point |
Extra Point Missed |
Negative 1 point |
NFL POINTS SYSTEM DEFENSIVE*
Fumble Recoveries (from opponent) |
2 Points |
Interceptions Caught |
2 points |
Blocked Field Goals |
2 Points |
Blocked Punts |
1 Point |
Blocked Extra Points |
1 point |
Sacked a QB |
1 point |
Safeties |
2 points |
Passing/Rushing/Receiving 2 Point Conversions |
2 points |
Total Points Allowed (0) |
10 points |
Total Points Allowed (1-6) |
7 points |
Total Points Allowed (7-13) |
4 points |
Total Points Allowed (14-20) |
1 point |
Total Points Allowed (21-27) |
0 point |
Total Points Allowed (28-34) |
-1 points |
Total Points Allowed (+35) |
-4 points |
Defensive and Special Teams TDs |
6 points |
Handball/Floorball Betting
Results will be entered at the end of normal regulation play. Extra time will not count unless specified.
Athletics/Cycling Betting
In Athletics events, betting is "All In". Refunds are not available for non starters and bets on those
competitors will stand. Betting Payouts are based on Podium Positions.
Rugby League/Union Australian Betting Rules
Betting Payouts on official declared result. Where a draw option is offered, the bet is decided on the
result at normal time, no extra time included.
Winter Sports/Olympics Betting
Upon postponement of any event (eg due to bad weather) All bets have action until the event takes place. If
the event is abandoned, all wagers are refunded.
Unless stated all wagers are treated as "All In" and with no refunds for non starters.
All betting payouts on podium positions.
All head to head and group betting options require all competitors to leave the start line for action.
Elections/Politics Betting
Paid on the official result at the time of swearing in.
Table Tennis
Bets decided by the official results declared by the International Table Tennis Federation (ITTF). In the
event of a match starting but not being fully completed for any reason, all bets will be voided.
Bandy
Bandy matches must go at least 80mins to be considered valid, otherwise all bets will be considered void.
Darts
Both players must start and the match must reach full completion for action. Post game disputes by either
player that alter the final outcome of the match etc will not be valid for betting purposes.
Snooker
Frame/Handicap betting- Both players must start the match and the match must be fully completed for action.
Match betting- The player progressing to the next round will be deemed the winner, as long as players
started the match up.
Other Sports not covered
Bets will be decided on the official result declared by that particular sports governing body.
- 1. The start dates and times displayed on our website for eSport matches are an indication only and are
not guaranteed to be correct. If a match is suspended or postponed, and not resumed within 24 hours
from the actual scheduled start time, then wagers on the match will have no action and be refunded.
- The exception being any wager on whether a team/player advances in a tournament, or wins the
tournament, will have action regardless of a suspended or postponed match.
- 2. If the name of a player/team is misspelled, all bets will stand unless it is obvious it is the wrong
object.
- 3. All wagers will be settled using the official result as declared by the relevant governing body of
the competition concerned.
- 4. Total Betting: A total in eSports can be Rounds/Maps/Kills or other counting measures dependent on
the game. The total will only be referred to as the total.
- 5. If the announced number of maps/rounds is changed all bets on the handicap or total are cancelled.
Bets on the moneyline (outcome of the match) have action.
- 6. If a player or team receives a walkover or win by admin decision on at least one map, all wagers on
the series (moneyline, spread, and total) will be canceled and wagers refunded.
- 7. Wagers will not be cancelled because a team is playing with a stand-in or replacement player.
- 8. In games with a Hero Draft/Champions Select phase (dota 2, LoL, etc...) bets during this phase are
allowed
- 9. In a match where one team begins with an advantage of one or more maps, "map 1" refers to the first
map played, "map 2" refers to the second map played and so on.
- Live Betting:
- In live betting, if a map is replayed due to a draw, disconnect or similar reasons, all live wagers on
the respective map will be canceled. The replay of the map will be treated as a separate game.
Rugby League
- If a match is interrupted and continued within 48h after initial kickoff, all open bets will be settled
with the final result. Otherwise all undecided bets are considered void.
- Regular 80 Minutes: Markets are based on the result at the end of a scheduled 80 minutes play unless
otherwise stated. This includes any added injury or stoppage time but does not include extra-time, time
allocated for a penalty shootout or sudden death.
- Settlement and cancellation rules
- If the market remains open when the following events have already taken place: score changes
or red cards, we reserve the right to void betting.
- If the market was opened with a missing or incorrect red card, we reserve the right to void
betting.
- If odds were offered with an incorrect match time (more than 2 minutes), we reserve the right
to void betting.
- If the team names or category are displayed incorrectly, we reserve the right to void betting
Unless otherwise stated Rugby League ‘Nines’ match bets are settled on the specific tournament regulation
play and exclude extra-time if played.
If a venue is changed from the one advertised then all bets on that match are void.
In the event of a change of opponent from the one advertised then all bets for that match are void.
Abandoned Matches
All bets are void apart from markets where the outcome is already determined.
Match Betting (Regulation Time Only)
Handicap Betting/Alternative Handicap Betting (Including In-Play) - In 2-Way markets bets are void in the
event of a tie.
Total Points 2-Way/Alternative Total Points 2-Way/Team Total Points 2-Way - Where scores are level with the
total points taken then bets will be void.
Match and Team Totals/Alternative Totals (Including In-Play) - In 2-Way markets, where scores are level with
the total points taken then bets will be void.
Draw-No-Bet - If the game finishes in a draw then bets will be settled as a Push.
1st/2nd Half Draw-No-Bet - If the 1st/2nd half of a specified match finishes in a draw then bets will be
settled as a Push.
Next Try 2-Way - Where there is no next try scored then bets will be void.
Total Tries/Team Total Tries/Most Tries Markets (including alternatives) - In 2-Way markets where scores are
level with the quote taken then bets will be void. For these markets try includes penalty try.
First Scoring Play/Team First Scoring Play/First Scoring Play 2nd Half/Score First (2nd Half)/Team to Score
First/Team to Score 1st Try/Last Scoring Play of 1st Half/Last Scoring Play of Match/Team to Score
Last/Team to Score Last Try/Time of 1st Try/Team Time of 1st Try - For all these markets try includes
penalty try. For all scoring play markets conversions do not count.
Team Scoring First Wins Game - Includes extra-time if played.
Score 1st Try/1st Half Result - Predict the Team to score 1st try, combined with the 1st Half Result. A
price is quoted for No Tryscorer. For this market try includes penalty try.
Score 1st Try/Match Result - Predict the Team to score 1st try, combined with the Full Time Result,
excluding extra-time if played. A price is quoted for No Tryscorer. For this market try includes penalty
try.
Score 1st and Match Result/Score 1st Try and Outcome - Predict the Team to score 1st or 1st try, combined
with the match result/outcome, excluding extra-time if played
Half-Time/Full-Time Winning Margin Double - Predict the team and winning margin combinations at half-time
and full-time excluding extra-time if played. In the event of the half-time or full-time result ending in a
Tie, then bets will be settled on Any Other option.
Score 1st, Lead at Half Time and Win at Full time - Predict the outcome of all three. In the event of the
combination not being offered then bets will be settled on Any Other option.
Highest Scoring Half/Team With Highest Scoring Half - The second half total excludes extra-time if played.
Double Result - Predict the outcome of the specified match at half-time and full-time.
Winning Margin Including Exact and Alternative - For settlement purposes the margin at full-time is used
(Tie option is available).
Race to Markets - Predict the team to reach a specified point total first (Neither is an available option).
Team to Reach Markets - Predict the team to reach a specified point total.
Half Betting - 1st half markets are settled at the end of the 1st half. 2nd half markets are settled at the
end of regulation time and exclude extra-time if played.
Match Outcome(4-Way)/Win In Extra Time/To Lift Trophy/To Qualify/Will the Game Go to Golden Point/Will the
Game Go to Overtime - settlement will include extra time if played.
Tribet - If the match ends in a Tie, bets will be settled as Any Other Result option.
2-Way Market Betting Including Golden Point/Overtime
Where offered, all markets which indicate Golden Point or Overtime in the title will be settled including
all periods of Overtime if played, for settlement purposes. These markets are:
Money Line Including Golden Point and Overtime/Handicap 2-Way including Golden Point and Overtime (including
alternatives)/Total Points 2-Way Including Golden Point and Overtime (including alternatives)/Team Total
Points Including Golden Point and Overtime/Total Tries Golden Point and Overtime (including
alternatives)Team Total Tries Including Golden Point and Overtime/2nd Half Winner Including Golden Point
and Overtime
To Win in Overtime/To Qualify/To Lift Trophy
Where offered, all markets will be settled including all periods of Overtime if played.
In-Play Half Betting
For In-Play half betting, the designated half must be completed for bets to stand (unless the outcome of the
specific market is already determined). In-Play half bets exclude overtime if played, and in the event of
2-Way half markets finishing in a draw then bets will be settled as a Push; with the exception of any half
markets listed in the above In-Play 2-Way Market Betting Including Golden Point/Overtime section.
In-Play 10 Minute Betting
For In-Play 10 minute betting, the designated 10 minute period must be completed for bets to stand (unless
the outcome of the specific market is already determined). Events must happen between 0:00 and 09:59 to be
classed e.g. in the first 10 minutes.
First Tryscorer (Including Home and Away Team Scorer Markets)/Last Tryscorer (Including Home and Away Team
Scorer Markets)/2nd Half First Tryscorer
Bets on players taking no part in the match will be void. If your player takes the field after a try has
been scored, then first tryscorer bets will be made void. If your player has taken the field at any time
prior to the first try being scored, then your bet stands. For 2nd Half First Tryscorer market, if your
player takes the field after the first try of the 2nd half has been scored, then 2nd Half First Tryscorer
bets will be made void. If your player has taken the field at any time prior to the 2nd half first try
being scored, then your bet stands.
Each-way bets on tryscorers who have taken no part of the game when the 1st try is scored will be void
regardless whether or not they score later in the game. If there are less tries scored than the Each-way
number of places offered then bets on players who have not scored will be settled as losers. No extra
payments will be made where an individual player scores more than one of the first four tries.
If a try is a penalty try the player who is awarded the try by match officials will be deemed the winner for
settlement purposes.
Bets will stand on players that take any part in a match for last tryscorer purposes.
If the last try is a penalty try bets will be settled on the previous tryscorer.
Player to Score a Try at Any Time/Player to Score 2 or More Tries/Player to Score 3 or More Tries
Bets will stand on players that take any part in a match.
Bets on players in a match that is not completed will be void except for those bets the outcome of which is
already determined.
Tryscorer Shirt Numbers
A penalty try counts as 6.
Time of First Team-Match Try/First 2nd Half Try
Try includes penalty try. If no 1st or 2nd half try scored then bets will be settled as after.
Player Match-Ups
Predict the player who will score most points. Both players must start the match or bets void. In the event
of a tie all stakes will be refunded. Bets stand on regulation time only.
Player Performances/Points
Player must start the match or bets void. Bets stand on regulation time only.
Will There Be a Sin-Binning/Drop Goal/40-20/Will the 1st Try Be Converted
Will be settled using regulation time only. For settlement purposes drop goal and 40/20 must be successful.
Number of Tries - Team Tries/To Score a Try/Team to Score 1st Try
Penalty tries count. Bets stand on regulation time only.
Highest Scoring Team - Handicap
All scheduled games must be completed for bets to stand. Settlement will include the handicap added to the
selected team's score. Dead-heat rules apply.
Total Team Tries
Penalty tries count. Bets stand on regulation time only.
Team to Win Both Halves/To Win Both Halves/Team to Win Either Half
Both halves must be completed for bets to stand.
Will Either Team Score 3 Unanswered Tries?
Either team must score 3 tries in the game without the opposition scoring a try in between. Penalty tries
count.
Team to Trail in Match
Predict whether the named team will trail on points at any time during a specified match.
Team with Most Converted Tries
In the event of no tries being scored, or no tries being successfully converted, then bets will be settled
as a Tie.
Highest/Lowest Scoring Team
Only highlighted teams count. Dead-heat rules apply.
10 Minute Betting
The designated 10 minute period must be completed for bets to stand, unless the specific market outcome is
already determined.
10 Minute Total Points Odd/Even 2-Way - Zero counts as Even for settlement purposes.
1st Video Referee Decision
Settlement will be based on the 1st decision made by the Video Referee relating to a try. In the event of a
match having no Video Referee Decision relating to a try, bets will be void.
Scorecast/1st Half Scorecast and Wincast/1st Half Wincast
All bets 80 minutes play (normal time) only. Bets exclude extra-time if played. If your player takes the
field after a try has been scored, or does not take part in the game prior to a try being scored, then bets
will be made void. If a match is abandoned after a try has been scored then all bets will be settled as
singles on the first tryscorer at the appropriate odds. If the first try is a penalty try then the player
who is awarded the try by match officials will be deemed the winner for the purposes of the tryscorer part
of the bet. If there is no tryscorer in the match/half, then all bets will be settled as lost.
Anytime Scorecast
Bets will stand on players that take any part in a match. If a match is abandoned after a try/tries have
been scored, then relevant bets will be settled as singles on the Anytime tryscorer at the appropriate
odds. If a penalty try/tries are scored, then the player(s) awarded the try/tries by the relevant governing
body will be deemed winners for the purposes of the Anytime tryscorer part of the bet. If there is no
tryscorer in the match, then all bets will be settled as lost.
Man of the Match
For the following competitions specifically, the winner will be deemed the player publicly declared the Man
of the Match as chosen by a Panel selected by the Australian Rugby League Commission (ARLC):
- NRL Grand Final
- State of Origin
- Australian Test Matches
For all other competitions, the winner will be deemed the player receiving the Man of the Match award chosen
during the live broadcast or on the broadcaster’s official Website.
If no announcement is made during the live broadcast on the relevant channel or on the broadcaster's
official Website within 24 hours of the result then all bets on this market will be void.
Outright Betting
Regular season only unless otherwise stated. The finishing position of teams at the end of the scheduled
programme of matches will determine placings with no allowance for playoffs or subsequent enquiries (and
potential point deductions) by the respective leagues.
To Finish Bottom - Will be settled on the team who finish in the bottom position of the stipulated league
upon the completion of the regular season.
To Be Relegated - Where market is offered settlement is based upon the rules of the specified league. E.g.
for Super League relegation purposes one team is relegated upon completion of the regular season.
Season Betting
Top Tryscorer - Settled on regular season only (playoffs do not count).
To Finish Bottom - Settled on team finishing bottom of table (regardless of whether they are relegated or
not).
Season Points Handicap Match-Ups - For the purpose of this market any Points Deductions do not count.
Regular Season Handicap - For the purpose of this market any points deductions do not count.
Team Season Points - For the purpose of this market any points deductions do not count.
Most Losses (Regular Season) NRL - Settled on the team recording the most losses during the regular season.
In the event of two or more teams recording the same number of losses, the winner will be determined as the
team with the worst for and against differential. Regular Season must be completed for bets to stand.
Top NSW Team/Top Non NSW Team - Settlement will be based on the highest placed team according to the
official NRL ladder at the end of the regular season. In the event of a tie, the winner will be determined
as the team with the greatest for and against differential.
NRL Finals Series Markets
The Finals Series is defined as all Elimination Finals, Qualifying Finals, Semi Finals, Preliminary Finals
and the Grand Final. For statistics-based markets including, but not limited to, Tryscorer and Point Scorer
markets, settlement will be based on statistics from the official NRL website www.nrl.com.
Finals Series ‘Week’ Specific markets will be settled based on the official Finals Series format as
published on the NRL website. In the event of the entire designated ‘Week’ of matches not being completed
in full, stakes will be refunded.
Settlement of Wagers
Statistics provided by the official score(s) provider or the official website of the relevant competition or
fixture will be used to settle wagers. Where statistics from an official score(s) provider or official
website are not available or there is significant evidence that the official score(s) provider or official
website is incorrect, we will use independent evidence to support bet settlement.
In the absence of consistent, independent evidence or in the presence of significant conflicting evidence,
bets will be settled based on our own statistics.
Rugby Union
General Rules
Unless otherwise stated all Rugby bets are settled on 80 minutes play. The term 80 minutes play includes any
stoppage time.
Unless otherwise stated Rugby Sevens and Tens match bets are settled on the specific tournament regulation
play and exclude extra-time if played.
Also for Sevens & Tens Rugby Union, Regular 14 / 20 Minutes: Markets are based on the result at the end
of a scheduled 14 / 20 minutes play unless otherwise stated. This includes any added injury or stoppage
time but does not include extra-time, time allocated for a penalty shootout or sudden death.
If a venue is changed from the one advertised then all bets on that match are void.
In the event of a change of opponent from the one advertised then all bets for that match are void.
Abandoned Matches
All bets are void apart from markets where the outcome is already determined.
Match Betting (Regulation Time only)
Handicap Betting/Alternative/Additional Handicap Betting (Including In-Play)/Match and Team
Totals/Alternative Totals (Including In-Play) - In 2-Way markets Push rules apply.
Total Points Odd/Even and Team Total Points Odd Even - Zero counts as Even for settlement purposes.
Draw-No-Bet - If the game finishes in a draw then bets will be settled as a Push.
1st/2nd Half Draw-No-Bet - If the 1st/2nd half of a specified match finishes in a draw then bets will be
settled as a Push.
Next Try 2-Way - Where there is no next try scored then bets will be void.
Total Tries/Team Total Tries/Most Tries markets (including alternatives)- In 2-Way markets where scores are
level with the quote taken then bets will be void. For these markets try includes penalty try.
Total Penalties Scored - Settlement is based on total successfully converted penalties, not total penalties
awarded.
Team Totals Odd/Even 2-Way - Zero counts as an Even number for settlement purposes.
First Scoring Play/Team First Scoring Play/First Scoring Play 2nd Half/Score First (2nd Half)/Team to Score
First/Team to Score First Try/Last Scoring Play of First Half/Last Scoring Play of Match/Team to Score
Last/Team to Score Last Try - For all these markets try includes penalty try. For all scoring play markets
conversions do not count.
4-Way First Scoring Play - For this market try includes penalty try.
More Tries or Penalties - The Tie is an option. For this market try includes penalty try.
Team Scoring First to Win - Includes extra-time if played.
Score 1st Try/1st Half Result - Predict the Team to score 1st try, combined with the 1st Half Result. A
price is quoted for No Tryscorer. For this market try includes penalty try.
Score 1st Try/Match Result - Predict the Team to score 1st try, combined with the Full Time Result,
excluding extra-time if played. A price is quoted for No Tryscorer. For this market try includes penalty
try.
Team to Score 1st and Match Result - Predict the team to score 1st combined with the match result, excluding
extra-time if played.
Half Time/Full Time Winning Margin Double - Predict the team and winning margin combinations at half time
and full time excluding extra-time if played. In the event of the half or full time result ending in a Tie,
then bets will be settled on Any Other option.
Score 1st, Lead at Half Time and Win at Full time - Predict the outcome of all three. In the event of the
combination not being offered then bets will be settled on Any Other option.
Highest Scoring Half/Team with Highest Scoring Half - The second half total excludes extra-time if played.
The Tie is an option.
Double Result - Predict the outcome of the specified match at half-time and full-time.
Winning Margin inc. Exact and Alternative - For settlement purposes the margin at full-time is used (Tie
option is available).
Race to Markets - Predict the team to reach a specified point total first (Neither option is available).
Half Betting - 1st half markets are settled at the end of the 1st half. 2nd half markets are settled at the
end of regulation time and exclude extra-time if played. The relevant half must be completed for bets to
have action, unless the specific market outcome is already determined.
Match Outcome (4-Way)/Win in Extra-Time/To Lift Trophy/To Qualify/Match to Go to Overtime - Settlement will
include extra-time/sudden death and kicking competition if played.
Tribet - If the match ends in a Tie, bets will be settled as Any Other Result option.
First (including home and away team scorer markets)/Last (including home and away team scorer markets)/2nd
Half First Tryscorer
Bets on players taking no part in the match will be void. If your player takes the field after a try has
been scored then first tryscorer bets will be made void. If your player has taken the field at any time
prior to the first try being scored then your bet stands. For 2nd Half First Tryscorer market, if your
player takes the field after the first try of the 2nd half has been scored then 2nd Half First Tryscorer
bets will be made void. If your player has taken the field at any time prior to the 2nd half first try
being scored then your bet stands.
Each-way bets on tryscorers who have taken no part of the game when the 1st try is scored will be void
regardless whether or not they score later in the game. If there are less tries scored than the Each-way
number of places offered then bets on players who have not scored will be settled as losers. No extra
payments will be made where an individual player scores more than one of the first four tries.
If the first try is a penalty try then the scorer of the second try will be deemed the winner for settlement
purposes.
Bets will stand on players that take any part in a match for last tryscorer purposes.
If the last try is a penalty try bets will be settled on the previous tryscorer.
Player to Score a Try at Any Time/Player to Score Two or More Tries/Player to Score Three or More Tries
Bets will stand on players that take any part in a match.
Bets on players in a match that is not completed will be void except for those bets the outcome of which is
already determined.
In-Play Next and Team Next Tryscorer
Bets on players taking no part in the match will be void. If your player takes the field after a specified
try (e.g. 1st)has been scored, then bets on that specified try number will be made void. If your player has
taken the field at any time prior to the specified try being scored, then your bet stands.
If the specified try is a penalty try, then the scorer of the next try will be deemed the winner for
settlement purposes.
10 Minute Betting
The designated 10 minute period must be completed for bets to stand, unless the specific market outcome is
already determined.
10 Minute Total Points Odd/Even 2-Way - Zero counts as Even for settlement purposes.
Team to Reach Markets
Predict the team to reach a specified point total. The designated time period must be completed for bets to
stand, unless the specific market outcome is already determined.
Team to Lead After ‘X’ Minutes
The designated time period must be completed for bets to stand. Tie is an option.
A Red/Yellow Card in the Game
Settlement is based on the designated card being awarded to any player.
Total Successful Drop Goals
Settlement will be based on the number of successful drop goals made.
2-Way Market Betting (Incl. OT)
Where offered, all markets which state ‘Incl. OT’ specifically in the market title, will include all periods
of extra-time if played, for settlement purposes. The markets are:
Handicap 2-Way (Incl. OT) (including alternatives)/Total Points (Incl. OT) (including alternatives)/Team
Total Points (Incl. OT)/Total Tries (Incl. OT)/Team Total Tries (Incl. OT)
Specifically for the markets listed below settlement will include all periods of extra-time/sudden death and
kicking competition if played:
Money Line (Incl. OT)/2nd Half Winner (Incl. OT)
In-Play Half Betting
For In-Play half betting, the designated half must be completed for bets to stand (unless the outcome of the
specific market is already determined). In-Play half bets exclude overtime if played.
In-Play 10 Minute Betting
10 Minute Betting - The designated 10 minute period must be completed for bets to stand, unless the specific
market outcome is already determined.
10 Minute Total Points Odd/Even 2-Way - Zero counts as Even for settlement purposes.
Tryscorer Shirt Numbers
A penalty try counts as 8.
Time of First Team-Match Try/First 2nd Half Try/Last Try
Try includes penalty try. If no 1st or 2nd half try scored then bets will be settled as after.
Time of 1st Converted Penalty/Time of 1st Team Converted Penalty
If no converted penalty then bets will be settled as after.
Time of 1st Try/Team Time of 1st Try
Penalty tries count. If no try then bets will be settled as after.
Team to Score First Try
Market includes No Try Scored option.
Player Match-Ups
Predict the player who will score most points. Both players must start the match or bets void. In the event
of a tie all stakes will be refunded. Bets stand on regulation time only.
Player Performances/Points
Player must start the match or bets void. Bets stand on regulation time only.
Will There Be a Sin-Binning/Drop Goal
Will be settled on regulation time only. For settlement purposes drop goal must be successful.
Number of Tries - Team Tries/To Score a Try/Team To Score 1st Try
Penalty tries count. Bets stand on regulation time only.
Total Team Tries (including Alternatives)
Penalty tries count. Bets stand on regulation time only.
More Tries or Converted Penalties/Team to Score More Tries or Penalties
Penalty tries count. Penalties must be successfully converted.
Team to Win Both Halves/To Win Both Halves/Team to Win Either Half
Both halves must be completed for bets to stand.
Will Home Team/Away Team Score 3 Unanswered Tries
Either team must score 3 tries in the game without the opposition scoring a try in between. Penalty tries
count.
Team to Trail in Match
Predict whether the named team will trail on points at any time during a specified match.
Team to Score Last
Includes extra-time if played.
Highest/Lowest Scoring Team
Only highlighted teams count. Dead-heat rules apply.
Either Team to Win to Nil
Predict whether or not a match ends with either team failing to register a point.
1st Try Converted
Predict whether or not the first try of the match will be successfully converted. Penalty tries count.
Specifically for Welsh Premiership matches, if the 1st Try of the match is a Penalty Try, bets on this
market will be void.
1st Video Referee Decision
Settlement based on the 1st decision made by the Video Referee relating to a try. In the event of a match
having no Video Ref Decision relating to a try bets will be void.
1st Stoppage
The incident that produces the first referee designated stoppage will be used for settlement purposes.
Scorecast/1st Half Scorecast and Wincast/1st Half Wincast
If your player takes the field after a try has been scored, or does not take part in the game prior to a try
being scored, then bets will be made void. If a match is abandoned after a try has been scored then all
bets will be settled as singles on the first tryscorer at the appropriate odds. If the first try is a
penalty try then the player who is awarded the try by the relevant governing body will be deemed the winner
for the purposes of the tryscorer part of the bet. If there is no tryscorer in the match/half, then all
bets will be settled as lost.
Anytime Scorecast
Bets will stand on players that take any part in a match. If a match is abandoned after a try/tries have
been scored then relevant bets will be settled as singles on the Anytime tryscorer at the appropriate odds.
If a penalty try/tries are scored then the player(s) awarded the try/tries by the relevant governing body
will be deemed winners for the purposes of the Anytime tryscorer part of the bet. If there is no tryscorer
in the match, then all bets will be settled as lost.
Man of the Match
If no announcement is made during the live broadcast on the relevant channel or on the broadcaster's
official Website within 24 hours of the result then all bets on this market will be void.
Outright Betting
Regular season only unless otherwise stated. The finishing position of teams at the end of the scheduled
programme of matches will determine placings with no allowance for playoffs or subsequent enquiries (and
potential point deductions) by the respective leagues.
To Finish Bottom - Will be settled on the team who finish in the bottom position of the stipulated league
upon the completion of the regular season.
Wooden Spoon - Offered for the Six Nations, will be settled on the team who finish in the bottom position of
the table, upon completion of the specified Six Nations tournament.
To Be Relegated - Where market is offered settlement is based upon the rules of the specified league.
Season Betting
Top Tryscorer - Settled on regular season only (playoffs do not count).
To Finish Bottom - Settled on team finishing bottom of table (regardless of whether they are relegated or
not).
Most Losses (Regular Season) - Settled on the team recording the most losses during the regular season. In
the event of two or more teams recording the same number of losses, the winner will be determined as the
team with the worst for and against differential. Regular Season must be completed for bets to stand.
World Cup Specials
Top Rugby Championship Team and Top Six Nations Team - Bets will be settled on the furthest progressing team
in the competition. In the event of two or more teams reaching the same stage of the competition then
dead-heat rules will apply.
The below markets include extra-time (if played in any games) for settlement purposes e.g. If a red card is
awarded in extra-time in a tournament fixture, this will count towards the total tournament tally.
For ‘try’ related markets, penalty tries count for settlement purposes.
Total Tournament Red Cards/Total Tournament Tries/Total Tournament Yellow Cards/Total Tournament
Points/Total Tournament Successful Drop Goals/Total Team Tournament Points/Total Team Tournament Tries.
Six Nations Specials
To Win the Triple Crown - Any of the home nations (England, Ireland, Scotland or Wales) must win all three
games against the others.
To Win the Grand Slam - Any participant must win all their five matches.
To Win the Six Nations Outright - If two teams finish joint top of the Six Nations league on the same number
of points then official competition rules will determine the winner for settlement purposes. All matches
must be completed otherwise bets are void.
Total Team Points and Total Tries - Team must complete all 5 Six Nations matches for bets to stand, unless
the outcome is already determined. If any match is postponed or abandoned then bets are void, unless the
outcome is already determined.
Tournament Top Tryscorer - All-in, play or not. Dead-heat rules apply.
Team Total Wins and Team Total Wins 2-Way - Team must complete all 5 Six Nations matches for bets to stand,
unless the outcome is already determined.
Settlement of Wagers
Statistics provided by the official score(s) provider or the official website of the relevant competition or
fixture will be used to settle wagers. Where statistics from an official score(s) provider or official
website are not available or there is significant evidence that the official score(s) provider or official
website is incorrect, we will use independent evidence to support bet settlement.
In the absence of consistent, independent evidence or in the presence of significant conflicting evidence,
bets will be settled based on our own statistics.
Rugby League/Union Australian Betting Rules
Betting Payouts on official declared result. Where a draw option is offered, the bet is decided on the
result at normal time, no extra time included.
All Matches (General Rules for All Forms of Cricket)
Matches not Played as Listed
If a match venue is changed then bets already placed will stand providing the home team is still designated
as such. If the home and away team for a listed match are reversed then bets placed based on the original
listing will be void.
Batsman Matches
Note that in test and county championship matches only the first innings counts. Bets will stand after
batsman has faced one ball or is given out before first ball is faced. In the event of two or more players
ending on an equal number of runs then bets void.
Batsman Match Runs
The following minimum number of overs must be scheduled, and there must be an official result
(Duckworth-Lewis counts) otherwise all bets are void, unless settlement of bets is already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Test and County Championship Matches - The whole match counts. In drawn matches there must be a minimum of
200 overs bowled.
Batsman Runs (In-Play)
Over/Under runs bets will stand after batsman has faced one ball or is given out before first ball is faced.
Score counts if batsman is Not-Out including if innings is declared.
Test Matches and First Class Matches - Subject to the above all bets will stand irrespective of delays
caused by rain or for any other reason.
One Day Matches - Bets will be void if the intervention of rain or any other delay results in the number of
overs being reduced by 5 overs or more than that scheduled when the bets were struck unless settlement of
bets is already determined.
Twenty20 Cup Matches - Bets will be void if the intervention of rain or any other delay results in the
number of overs being reduced by 3 overs or more than that scheduled when the bets were struck unless
settlement of bets is already determined.
Players that retire hurt will have their scores graded as action at the end of the current batting inning or
if they are dismissed upon return
To Score 50/100/150/200/250/300/350/400
Bets will stand after batsman has faced one ball or is given out before first ball is faced. Score counts if
batsman is Not-Out including if innings is declared.
Test Matches and First Class Matches - Subject to the above all bets will stand irrespective of delays
caused by rain or for any other reason.
One Day Matches - Bets will be void if the intervention of rain or any other delay results in the number of
overs being reduced by 5 overs or more than that scheduled when the bets were struck unless settlement of
bets is already determined.
Twenty20 Cup Matches - Bets will be void if the intervention of rain or any other delay results in the
number of overs being reduced by 3 overs or more than that scheduled when the bets were struck unless
settlement of bets is already determined.
To Score Most Runs - Group
Quoted players must reach the crease for bets to stand. Settlement is based on the official score(s) of the
specified batsman. Dead-heat rules apply. Players must face at least one delivery from the striking end
Player Performance
These markets use a points based scoring system to determine their outcome. The point schedule is as
follows:
1 point per run, 20 points per wicket, 10 points per catch, 25 points per stumping. Stakes refunded on
non-selected players.
In One Day matches both teams must face at least 45 overs each, otherwise bets void, unless settlement of
bets is already determined. In Test and First Class matches, the whole match counts. In drawn games a
minimum of 200 overs must be bowled, otherwise bets void, unless settlement of bets is already determined.
In Twenty20 matches the match must be scheduled for the full 20 overs and there must be an official result
unless settlement of bets is already determined.
1st Over Total Runs
Prices will be offered for the total runs scored during the 1st over of the match. Extras and penalty runs
will be included. The over must be completed for bets to stand unless settlement is already determined.
Team Batsman to Score a Fifty in the Match
The following minimum number of overs must be scheduled, and there must be an official result (Duckworth -
Lewis counts) otherwise all bets are void, unless settlement is already determined. For settlement purposes
any batsman’s score of 50 or above will count.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Test and First Class Matches - The whole match counts. In drawn matches there must be a minimum of 200 overs
bowled.
A Hundred to Be Scored in the Match
The following minimum number of overs must be scheduled, and there must be an official result (Duckworth -
Lewis counts) otherwise all bets are void, unless settlement is already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Test and First Class Matches - The whole match counts. In drawn matches there must be a minimum of 200 overs
bowled.
Team Batsman to Score a Hundred in the Match
The following minimum number of overs must be scheduled, and there must be an official result (Duckworth -
Lewis counts) otherwise all bets are void, unless settlement is already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Test and First Class Matches - The whole match counts. In drawn matches there must be a minimum of 200 overs
bowled.
1st Wicket Method
The options available are:- Caught, Bowled, LBW, Run Out, Stumped and Any Other. Bets will be settled on the
1st wicket to fall in the match. If no wicket falls during the match then all bets will be void.
Runs at Fall of 1st Wicket
At least one delivery must be bowled, if no wickets fall bets will be void unless settlement is already
determined.
Most Run Outs 3-Way
Prices will be offered on which team creates the most run-outs whilst fielding. If a match is abandoned due
to outside interference then all bets will be void unless settlement is already determined. If a match is
reduced in overs and a match result is reached then the team who effected most run-outs whilst fielding
regardless of the amount of overs bowled will be the winners. In matches determined by a Super-Over any run
out during the Super-Over will not count for settlement purposes. In Test and First Class Matches all
innings of the match will count.
1st Innings Score
Prices will be offered for the number of runs scored during the 1st innings of the match, regardless of
which team bats first. The following minimum number of overs must be scheduled otherwise all bets are void,
unless settlement is already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Test and First Class Matches - Declarations will be considered the end of an innings for settlement
purposes. In the event of the 1st innings being forfeited all bets will be void. In the event of an innings
not being completed due to outside interference or inclement weather all bets will be void unless
settlement is already determined.
Man of the Match
Bets will be settled on the officially declared man of the match. Dead-heat rules apply.
Highest 1st Innings Opening Partnership / Highest Opening Partnership
Bets stand once 1 ball has been bowled in each team's 1st innings. Settlement is based on the 1st innings
only. In the event of a Tie, where the market offered is a two-way option dead-heat rules apply.
Most Match Sixes/Total Match Sixes
If a match is abandoned due to outside interference then all bets will be void unless settlement is already
determined.
In One Day matches both teams must face at least 40 overs each, otherwise bets void, unless settlement of
bets is already determined. In Test and County Championship matches, the whole match counts. In drawn games
a minimum of 200 overs must be bowled, otherwise bets void, unless settlement of bets is already
determined. In Twenty20 matches the match must be scheduled for the full 20 overs and there must be an
official result unless settlement of bets is already determined. For settlement purposes this is all
deliveries from which a batsman is credited with exactly six runs (including All-run/Overthrows). In
matches decided by a Super-Over, sixes hit during the Super-Over will not count for settlement purposes.
Outside interference does not include weather events.
Team to make Highest 1st 6/10/15 Overs Score
If both teams do not complete the stated number of overs due to external factors or adverse weather then
bets will be void, unless settlement is already determined. In the event of a tie, bets will be void.
Next Man Out/Next Batsman Out
If either batsman retires hurt or batsman at the crease is different from those quoted then all bets placed
on both batsmen will be made void and stakes returned. In the event of no further wickets falling then all
bets will be void and stakes returned.
Method of Dismissal (6-Way)/Method Of Next Batsman Out 6-Way
The options available are: Caught, Bowled, LBW, Run Out, Stumped or Any Other. If no further wickets fall,
all bets will be void.
Method of Dismissal (2-Way)
The options available are: Caught and Not Caught. If no further wickets fall all bets will be void.
Will Team Win By An Innings
Bets will stand on the official result. A minimum of 200 overs must be bowled in the match unless settlement
is already determined, otherwise bets will be void.
Current/Next Innings Runs Odd/Even
Extras and Penalty runs will be included for settlement purposes.
Next Over Runs / Next Over Runs Odd/Even
Extras and penalty runs will be included. The over must be completed for bets to stand unless result already
determined. If an innings ends during an over then that over will be deemed to be complete unless the
innings is ended due to inclement weather in which case all bets will be void. Zero will be deemed to be an
even number.
Next Over Total Runs Odd/Even
Extras and penalty runs will be included. If an innings ends during an over then that over will be deemed to
be complete unless the innings is ended due to inclement weather in which case all bets will be void. Bets
will be void if the run count is Zero for a specified Over.
Wickets in Next Over
The over must be completed for bets to stand unless result already determined. If an innings ends during an
over then that over will be deemed to be complete unless the innings is ended due to inclement weather in
which case all bets will be void.
To Score Most Runs
Both players must reach the crease for bets to stand. Settlement is based on the official score(s) of the
specified batsman.
Session Runs
Extras and penalty runs will be included. 20 overs must be complete for bets to stand.
1st Innings Run Handicap
Both team's 1st Innings must be completed (including declarations) for bets to stand.
Wickets Lost
One ball must be bowled for bets to stand.
Player of the Series
Any quoted player, who takes no part in the specified series, will be void (market may be subject to a Rule
4 (Deduction)). Winner as declared by the ICC. Dead-heat rules apply.
Series Correct Score
Bets void if the designated number of matches are not completed.
Top Series Batsman/Bowler
Any quoted player, who takes no part in the specified series, will be void (market may be subject to a Rule
4 (Deduction)). In the event of two or more players ending on an equal number of wickets, then the bowler
with the least number of runs conceded will be the winner. Dead-heat rules apply.
Bowler Matches (Series)
In the event of both bowlers taking an equal number of wickets then the bowler with the least number of runs
conceded will be deemed the winner.
Batsman Matches (Series)
In Test Series, runs scored in both innings will count. In the event of two or more players ending on an
equal number of runs then bets void.
Most Sixes (Series)
In the event of two or more players ending on an equal number of sixes then bets void.
Top Team Spinner (Series)
In the event of two or more spinners taking an equal number of wickets then the spinner with the least
number of runs conceded will be deemed the winner.
Specific Rules for Type of Format of Matches
One Day/Twenty20 Matches
Match Betting
In matches affected by adverse weather bets will be governed by the official competition rules with the
following exception: if a match is decided on either a bowl out or the toss of a coin then all bets will be
void.
Where no price is quoted for the tie and the official competition rules determine a winner/progressing side,
bets will be settled on the official result.
Where no price is quoted for the tie and the official competition rules do not determine a winner then
Dead-Heat rules will apply, in competitions where a bowl out or super over determines a winner then bets
will be settled on the official result.
The result of a match is a tie when the scores are equal at the conclusion of play, but only if the side
batting last has completed its innings (i.e. all innings are completed, or, in limited-overs cricket, the
set number of overs has been played or play is terminally stopped by weather or bad light).
If a match is abandoned due to outside interference then bets will be void unless a winner is declared based
on the official competition rules. In the event of a change of opponent from the one advertised then all
bets for that match are void.
Outside interference does not include weather events.
If a match is cancelled then all bets will be void if it is not replayed within 48 hours of its advertised
start time.
Series Betting
Bets void if the designated number of matches changes, unless settlement of bets is already determined. If a
series is drawn and no draw option is offered, bets will be Push/cancel.
Race to 10 Runs
Bets stand unless either of the listed players do not open the batting, then all bets are void. Bets stand,
regardless of which of the listed players faces the 1st ball. If neither player reaches 10 runs then the
option Neither is the winner.
In weather affected matches, if neither of the batsmen reaches 10 runs and either are Not-Out then bets
void. If neither of the batsmen reaches 10 runs and both are Out then Neither is the winning option.
Match Handicap
The handicap is added at the end of the match. If the team batting first wins or ties the match then Runs
Handicap will be used for settlement purposes.
The result of a match is a tie when the scores are equal at the conclusion of play, but only if the side
batting last has completed its innings (i.e. all innings are completed, or, in limited-overs cricket, the
set number of overs has been played or play is terminally stopped by weather or bad light).
If team batting second wins the match then Wickets Handicap will be used for settlement purposes. If a match
is abandoned due to outside interference then bets will be void. If the match is affected by weather or any
other delay and overs are reduced in either innings then all bets will be void.
Outside interference does not include weather events.
Top Batsman/Bowler
Bets placed on any player not in the starting 11 or nominated as the designated substitute 12th man are
void. Bets on players who are selected but do not bat or field will be settled as losers. Dead-heat rules
apply.
The following number of minimum overs must be bowled unless All Out or match has been completed, otherwise
bets void.
One Day Internationals - 20 overs
All Domestic 40 Over Competitions - 10 overs
All Domestic 50 Over competitions - 20 overs
All Twenty20 Cup - 6 overs
In event of two or more players ending on an equal number of wickets then the bowler with the least number
of runs conceded will be deemed the winner. Dead-heat rules apply. If no bowler takes a wicket, all bets
will be void.
Innings Runs (Including Alternative Quotes)/Innings Sixes
In One Day matches Over/Under Innings Runs and Innings Sixes bets will be void if the intervention of rain
or any other delay results in the number of overs being reduced by 5 or more from that scheduled when the
bets were struck unless settlement of bets is already determined.
Twenty20 Cup matches bets will be void if the number of overs is reduced by 3 or more from that scheduled
when the bets were struck unless settlement of bets is already determined. In matches of 10 overs or less,
bets will be void if the entire innings is not completed, unless settlement of bets is already determined.
For Innings Sixes specifically, for settlement purposes the outcome is based on all deliveries from which a
batsman is credited with exactly six runs (including All-run/Overthrows).
For this market only please note that any penalty runs added to a team total because of a slow over rate by
the bowling team will not count for settlement purposes.
Team with Lowest Innings Score
Predict the team which will make the lowest score. A team must be all out or complete all 50 overs for the
score to count.
Runs at Fall of Next Wicket
The total innings runs scored by a team before the fall of the specified wicket determines the result of the
market. If a team declares or reaches their target then the total amassed will be the result of the market.
Bets will be void should no more play take place following the intervention of rain, or any other delay, as
the ability to reach previous quotes offered will have been removed. If settlement of bets can be
determined they will be settled accordingly. e.g. Should a team leave the field due to an intervention on a
total of 135 then previous quotes equal to, or less than, this total will be settled. However, quotes
higher than this will be void.
Over at Fall of Next Wicket
The over number in which the fall of the specified wicket occurs determines the result of the market. If a
team declares or reaches their target then the over number at that time will be the result of the market.
For example if a wicket falls after 46.2 overs, we settle on 47th over.
For betting purposes quotes using Under/Over Half Overs e.g. 10.5; the .5 represents the half, as opposed to
specifying balls bowled in an over.
Bets will be void should no more play take place following the intervention of rain, or any other delay, as
the ability to reach previous quotes offered will have been removed. If settlement of bets can be
determined they will be settled accordingly. e.g. Should a team leave the field due to an intervention
during over 17 then previous quotes less than this total will be settled. However, quotes higher than this
will be void.
Runs Off Delivery (Including Alternative Quotes)
For settlement purposes all extras do not count as deliveries. For example, if an over starts: Wide - No
Ball - Four, then the Four is deemed to be the 1st legal delivery of the over and be counted as 6 runs as
to include the runs scored from the previous ‘extras’.
In-Play Runs in First 'X' Overs (including alternative quotes)
If the selected number of overs is not complete due to external factors then bets will be void, unless
settlement of bet is already determined.
If the natural length of the innings is less than the selected number of overs (e.g. a team is all out in
less than the selected overs or reaches their target) then bets will stand.
Wickets Lost by 'X' Runs
Settlement is determined by the number of wickets lost by the time a specific score is reached. If a team
declares or reaches their target then the wickets lost at that time will be the result of the market.
A Fifty to Be scored in the Match
The following minimum number of overs must be scheduled, and there must be an official result (Duckworth -
Lewis counts) otherwise all bets are void, unless settlement is already determined. For settlement purposes
any batsman’s score of 50 or above will count.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Total Runs in Match
The following minimum number of overs must be scheduled otherwise all bets are void, unless settlement is
already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Player to Score Most Sixes
Bets placed on any player not in the starting 11 or nominated as the designated substitute 12th man are
void. The following minimum number of overs must be scheduled otherwise all bets are void, unless
settlement is already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Bets on players who are selected but do not bat will be settled as losers. Dead-heat rules apply.
In matches decided by a Super-Over, sixes hit during the Super-Over will not count for settlement purposes.
Highest Individual Score
The following minimum number of overs must be scheduled otherwise all bets are void, unless settlement is
already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Batsman Groups
The following minimum number of overs must be scheduled otherwise all bets are void, unless settlement is
already determined.
Twenty20 Matches - The full 20 overs for each team.
One Day Matches - At least 45 overs for each team.
Quoted players must reach the crease for bets to stand otherwise bets are void.
Settlement is based on the official score(s) of the specified batsman. Dead-heat rules apply.
TEST MATCHES (Five Day Matches)
Match Betting/Draw-No-Bet/Double Chance
Bets will stand on the official result provided at least one ball has been bowled. In the event of a tie
then dead-heat rules will apply and bets on the draw will be losers.
The result of a match is a tie when the scores are equal at the conclusion of play, but only if the side
batting last has completed its innings (i.e. all innings are completed, or, in limited-overs cricket, the
set number of overs has been played or play is terminally stopped by weather or bad light).
If a match is abandoned due to outside interference then bets will be made void.
Outside interference does not include weather events.
Top Batsman/Bowler
Only the first inning counts.
Bets placed on any player not in the starting 11 are void. Bets on players who are selected but do not bat
or do not bowl will be settled as losers.
A minimum of 50 overs must be bowled unless All Out. Otherwise bets are void.
In the event of two or more players ending on an equal number of wickets then the bowler with the least
number of runs conceded will be deemed the winner.
A Fifty to Be Scored in the 1st Innings
Bets are struck on the 1st innings of the match the settlement of which is determined by the team batting
1st (as opposed to both teams). The innings must be completed (declarations count) otherwise bets are void
unless settlement is already determined. For settlement purposes any batsman’s score of 50 or above will
count.
A Hundred to Be Scored in the 1st Innings
Bets are struck on the 1st innings of the match the settlement of which is determined by the team batting
1st (as opposed to both teams). The innings must be completed (declarations count) otherwise bets are void
unless settlement is already determined. This market is based on a century (as opposed to 100 runs) being
scored.
Team Batsman to Score a Fifty in the 1st Innings
Declarations will be considered the end of an innings for settlement purposes. In the event of the 1st
innings being forfeited all bets will be void. In the event of an innings not being completed due to
outside interference or inclement weather all bets will be void unless settlement is already determined.
For settlement purposes any batsman’s score of 50 or above will count.
Team Batsman to Score a Hundred in the 1st Innings
Declarations will be considered the end of an innings for settlement purposes. In the event of the 1st
innings being forfeited all bets will be void. In the event of an innings not being completed due to
outside interference or inclement weather all bets will be void unless settlement is already determined.
Player Match Wickets
Bets stand if player bowls 1 ball. Otherwise bets are void. Both innings count.
Innings Runs (Including Alternative Quotes)/Innings Sixes
A minimum of 50 overs must be bowled unless All Out or team declares. Otherwise bets void, unless settlement
of bets is already determined.
For Innings Sixes specifically, for settlement purposes the outcome is based on all deliveries from which a
batsman is credited with exactly six runs (including All-run/Overthrows).
In-Play Runs in First 'X' Overs (including alternative quotes)
If the selected number of overs is not complete due to external factors then bets will be void, unless
settlement of bet is already determined.
If the natural length of the innings is less than the selected number of overs (e.g. a team is all out in
less than the selected overs or reaches their target) then bets will stand.
First Innings Lead
Both teams must complete their first innings for bets to stand (including declarations). Dead-heat rules
apply.
Series Betting
Bets void if the designated number of matches are not completed. For series batsman total runs and player
matches runs scored in both innings of all the matches in the series will count. For player performance the
runs scored, wickets, catches and stumping’s taken in both innings of all matches in the series will count.
Which Player Will Score the Fastest Fifty in the Series?
This will be measured in terms of number of balls faced to reach fifty. Dead-heat rules apply.
Which Player Will Score the Fastest Hundred in the Series?
This will be measured in terms of number of balls faced to reach a hundred. Dead-heat rules apply.
Runs in 1st Over (2-Way)
Extras and penalty runs will be included. The over must be completed for bets to stand unless result already
determined.
Make a Century (Yes/No)
To make a century bets are for the whole match. Bets placed on any player not in the starting 11 are void.
Bets on players who are selected but do not bat will be settled as losers.
Top Batsman / Bowler (Both Teams)
Top batsman / bowler (both teams) bets are for the whole match. Bets placed on any player not in the
starting 11 are void. Bets on players who are selected but do not bat / bowl will be settled as losers.
Dead-heat rules apply.
Test Match Team Totals (2-Way)
For Test matches totals are settled on the1st Innings only. A minimum of 50 overs must be bowled unless All
Out or team declares. Otherwise bets void, unless settlement of bets is already determined.
Fall of 1st Wicket in Match Over/Under Runs
The total innings runs scored by a team before the fall of the 1st wicket determines the result of the
market. If a team declares or reaches their target then the total amassed will be the result of the market.
Will There Be a Run Off 1st Ball of Match
Extras and penalty runs will be included. In the event of no play bets will be void.
Opening Partnership Over/Under Innings Runs
Bets stand once 1 ball has been bowled in each team's 1st innings. Bets are void if the innings is
forfeited.
To Make a Fifty Yes/No in Either Innings
The whole match counts. Bets will stand after batsman has faced one ball or is given out before first ball
is faced. Score counts if batsman is Not-Out including if innings is declared. All bets stand irrespective
of delays caused by rain or for any other reason.
To Save Follow On
For settlement purposes this market will be determined by whether or not the team batting second reaches the
‘Follow On’ target, regardless of whether or not it is enforced. Both teams must complete their 1st Innings
(including declarations) for bets to stand, otherwise bets will be void.
Two/Three/Four Day Matches
Match Betting
Unless a price is quoted for a draw, in the event of a drawn match, bets will be void. If a match is
abandoned due to outside interference then bets will be made void. In the event of a tie Dead-Heat rules
will apply.
Outside interference does not include weather events.
The result of a match is a tie when the scores are equal at the conclusion of play, but only if the side
batting last has completed its innings (i.e. all innings are completed, or, in limited-overs cricket, the
set number of overs has been played or play is terminally stopped by weather or bad light).
Innings Runs
A minimum of 50 overs must be bowled unless All Out or team declares. Otherwise bets void, unless settlement
of bets is already determined.
Top Team Batsman/ Team Bowler
Only the first innings count.
Bets placed on any player not in the starting 11 are void. Bets on players who are selected but do not bat
or do not bowl will be settled as losers.
A minimum of 50 overs must be bowled unless All Out. Otherwise bets are void.
In the event of two or more players ending on an equal number of wickets then the bowler with the least
number of runs conceded will be deemed the winner.
First Innings Lead
Both teams must complete their first innings for bets to stand (including declarations). Dead-Heat rules
apply.
Runs at Fall of Next Wicket
The total innings runs scored by a team before the fall of the specified wicket determines the result of the
market. If a team declares or reaches their target then the total amassed will be the result of the market.
Bets will be void should no more play take place following the intervention of rain, or any other delay, as
the ability to reach previous quotes offered will have been removed. If settlement of bets can be
determined they will be settled accordingly. e.g. Should a team leave the field due to an intervention on a
total of 135 then previous quotes equal to, or less than, this total will be settled. However, quotes
higher than this will be void.
Over at Fall of Next Wicket
The over number in which the fall of the specified wicket occurs determines the result of the market. If a
team declares or reaches their target then the over number at that time will be the result of the market.
For example if a wicket falls after 46.2 overs, we settle on 47th over.
For betting purposes quotes using Under/Over Half Overs e.g. 10.5; the .5 represents the half, as opposed to
specifying balls bowled in an over.
Bets will be void should no more play take place following the intervention of rain, or any other delay, as
the ability to reach previous quotes offered will have been removed. If settlement of bets can be
determined they will be settled accordingly. e.g. Should a team leave the field due to an intervention
during over 17 then previous quotes less than this total will be settled. However, quotes higher than this
will be void.
Runs Off Delivery (Including Alternative Quotes)
For settlement purposes all extras do not count as deliveries. For example, if an over starts: Wide - No
Ball - Four, then the Four is deemed to be the 1st legal delivery of the over and be counted as 6 runs as
to include the runs scored from the previous ‘extras’.
In-Play Runs in First 'X' Overs (including alternative quotes)
If the selected number of overs is not complete due to external factors then bets will be void, unless
settlement of bet is already determined.
If the natural length of the innings is less than the selected number of overs (e.g. a team is all out in
less than the selected overs or reaches their target) then bets will stand.
Wickets Lost By 'X' Runs
Settlement is determined by the number of wickets lost by the time a specific score is reached. If a team
declares or reaches their target then the wickets lost at that time will be the result of the market.
Batsman Number of 4's
For settlement purposes this is all deliveries from which a batsman is credited with exactly four runs
(including All-run/Overthrows).
Bets will be void if the intervention of rain or any other delay results in the number of overs being
reduced by 5 or more from that scheduled when the bets were struck unless settlement of bets is already
determined. Twenty20 Cup matches bets will be void if the number of overs is reduced by 3 or more from that
scheduled when the bets were struck unless settlement of bets is already determined. In matches of 10 overs
or less, bets will be void if the entire innings is not completed, unless settlement of bets is already
determined.
Batsman Number of 6's
For settlement purposes this is all deliveries from which a batsman is credited with exactly Six runs
(including All-run/Overthrows).
Bets will be void if the intervention of rain or any other delay results in the number of overs being
reduced by 5 or more from that scheduled when the bets were struck unless settlement of bets is already
determined. Twenty20 Cup matches bets will be void if the number of overs is reduced by 3 or more from that
scheduled when the bets were struck unless settlement of bets is already determined. In matches of 10 overs
or less, bets will be void if the entire innings is not completed, unless settlement of bets is already
determined.
Team Runs Handicap
Both teams must complete the relevant innings (including declarations) unless settlement is already
determined, otherwise bets are void.
Team Wickets Handicap
Both teams must complete the relevant innings (including declarations) unless settlement is already
determined, otherwise bets are void.
To Save Follow On
For settlement purposes this market will be determined by whether or not the team batting second reaches the
‘Follow On’ target, regardless of whether or not it is enforced. Both teams must complete their 1st Innings
(including declarations) for bets to stand, otherwise bets will be void.
Cricket World Cup
Total Tournament Runs / Total Tournament Wickets
For any game which is abandoned or reduced via Duckworth Lewis, only the total number of runs and wickets
actually registered count.
Total Tournament Wides
If a bowler bowls a wide, all extra runs taken from the wide delivery count e.g. if it goes for 4 and is
scored as 5 wides; for betting purposes, the delivery will count as 5 rather than 1 wide deliveries bowled.
Total Tournament Run Outs / Total Tournament Stumpings
For settlement purposes the official total will stand regardless of any matches being abandoned or reduced
in overs.
Team to Score Most Sixes /Player to Hit Most Sixes / Total Tournament Sixes
For settlement purposes this is all deliveries from which a batsman is credited with exactly six runs
(including All-run/Overthrows). For settlement purposes the official total will stand regardless of any
matches being abandoned or reduced in overs. Dead-heat rules apply.
For the Player market specifically, batsmen must face at least one delivery, otherwise bets are void.
Team with Highest Innings Score / Team with Lowest Innings Score
Dead-heat rules apply.
Team with Highest Opening Partnership/ Team with Highest 1st 10 Overs Score
Dead-heat rules apply.
First Team Century
Should two players score a century in the same game, for settlement purposes the winner shall be deemed the
one who has reached their century first in terms of time. If no player scores a century then bets will be
void. Stakes will be returned on any player who does not participate in the tournament.
First Team 5 Wicket Haul
Should two players take five wickets in the same game, for settlement purposes the winner shall be deemed
the one who has taken their fifth wicket first in terms of time. If no player takes five wickets then bets
will be void. Stakes will be returned on any player who does not participate in the tournament.
Fastest 100 Scored
This will be measured in terms of number of balls faced to reach a hundred. Dead-heat rules apply.
Tournament Hat Trick
Bets settled as ‘Yes’, if a ‘hat-trick’ (deemed as when a bowler dismisses three batsmen with consecutive
deliveries in the same match) is officially recorded during the tournament.
Player of the Tournament
Bets will be settled on the officially declared Player of the Tournament. Dead-heat rules apply.
Settlement of Wagers
Statistics provided by the official score(s) provider or the official website of the relevant competition or
fixture will be used to settle wagers. Where statistics from an official score(s) provider or official
website are not available or there is significant evidence that the official score(s) provider or official
website is incorrect, we will use independent evidence to support bet settlement.
In the absence of consistent, independent evidence or in the presence of significant conflicting evidence,
bets will be settled based on our own statistics.
Baccarat
Although originally an Italian game, Baccarat became famous in France in the 15th century. This is
considered one of the most glamorous games in a casino.
The player's objective in Baccarat is to correctly guess which of three possible propositions will win the
round: Bank, Player, or Tie.
- How to Play
- Whichever hand is closest to nine is the winner. Two cards are dealt to the Bank hand and two cards are
dealt to the Player hand. Sometimes a third card must be dealt to either or both hands; this depends on
the outcome of the first two cards. The player needs not to worry about the third card as the dealer is
the one responsible for keeping track of the game.
- Betting
- The player may start the game by placing a bet on the field that he or she feels will win the turn
-
- Player - Pays even money.
- Banker - Pays even money minus a 5% commission which is collected on winning bets.
- Tie - Pays 8 to 1 if the Player and Banker point totals tie.
- Banker
- It is important to understand that "Banker" does not represent the house but merely a field to place a
bet on the Baccarat table. The casino house makes its money by taking 5% commission from the winnings
of the banker field, should it be the winner. The game rules slightly favor the Banker's hand.
-
Deck
- The game is usually dealt from an eight-deck shoe. It is reshuffled when the shoe reaches about 50%
- Cards Value
- Cards ACE to NINE are worth their face value of 1 to 9.
- Cards TEN to KING are worth 0 (zero).
- Cards are dealt in the following order: card to player, card to banker, card to player, card to banker.
(4 cards)
- Cards Total Value
- The TOTAL value of the cards cannot exceed 9. So, if the total value exceeds 9 then the last digit is
used. Example 8 + 9 = 17 Player has 7
Game Elements
Credits: displays the amount of money you currently have available in your casino account.
Paid: Displays the total amount paid on a winning bet.
Chip Selection: The chip denomination can be selected by clicking on the chip labeled with the amount wish
to place or a combination of clicks that will sum up the desired amount to be placed on the table.
Deal Button: Starts a new game. (This button is enabled only after a bet has been placed)
Clear Table: Clears the chips from the table.
Cashier Button: The cashier button takes you to the cashier page, where you can transfer chips to and from
the casino. It will not be enabled at all times, however it will be operational when no hand is being
played.
Exit Button: The exit button leaves the game and returns to the lobby. It will not be enabled at all times,
however it will be operational when no hand is being played.
Banker and Player Hands
PLAYER and BANKER receive a 3rd card or STAND on their first two cards as per the rules below unless one of
them has a NATURAL
- Natural
- Player has 9
- Banker has 9
- First 2 Cards Total 8 OR 9 Banker AND Player STAND - No more cards
- Player's
3rd Card
- Player Hand totaling 0-5: Player always gets 3rd card. Player Hand totaling 6-7 stands. Stands
-
Banker's 3rd Card
- Banker's Hand totaling 3: Banker gets a 3rd card UNLESS Player's 3rd card is 8 OR Banker gets a 3rd
card if Player's 2 cards total is 6 or 7
- Banker's Hand totaling 4: Banker gets a 3rd card if Player's 3rd card is 2, 3, 4, 5, 6, or 7 OR Banker
gets a 3rd card if Player's 2 cards total is 6 or 7
- Banker's Hand totaling 5: Banker gets a 3rd card if Player's 3rd card is 4, 5, 6, or 7 OR Banker gets a
3rd card if Player's 2 cards total is 6 or 7
- Banker's Hand totaling 6: Banker gets a 3rd card if Player's 3rd card is 6, or 7
- Banker's Hand totaling 7: Stands
Payouts
- Winning Player
- Player has 9
- Banker has 8
- A winning Player hand is paid off at one to one. Thus, if you bet ten dollars, you win ten dollars.
- Winning Banker
- Banker has 9
- Player has 7
- A winning Bank hand is paid off at .95 to one. This means that if you bet ten dollars, you win $9.50.
- Winning Tie
- Player has 9
- Banker has 9
The Tie hand is paid at eight to one. Thus a winning tie bet of $10 USD will return $80 USD. If you bet on either
Bank or Player and the Tie wins, you do not lose your bet. It is a push
House Edge Percentage
Edge in favor of the casino is as follows depending on where the bet is placed:
- Tie 14.1%
- Banker 1.17% (5% commission on wins)
- Player 1.36.%
The Tie bet has a 14.1 percent edge in favor of the casino. The house gets a 1.36 percent edge on the Player
bet and a 1.17 percent edge on the Bank bet when the bank charges a five percent commission.
Strategy
A predominant aspect of the baccarat games played at the local casino is the scorecard. Casinos encourage
this behavior simply because they know it has no bearing on the outcome of the game. One hand has no
bearing on the next, and is never influenced by the preceding hands.
If you were betting on the flip of a coin, and it landed heads up 9 times in a row. The chance of the coin
landing tails up on the 10th flip is exactly 50%, just as it was the first nine times. Any Baccarat
strategy that makes you change your bets based on previous hands is useless and should be completely
disregarded.
Blackjack Variations
Besides the regular Blackjack games that you are used to we also offer these exciting variations of this
popular game:
- Double Exposure
- Double exposure is a version of blackjack where both of the dealer's cards are exposed. There are of
course some rule changes to favor the dealer in order to compensate. The house edge is greater than
conventional blackjack, but still this game is one of the best bets in the casino if properly played.
Double Exposure uses the usual blackjack rules with these main exceptions:
- Both dealer cards are shown face up
- No Pushes. House wins all ties, except on a natural blackjack.
- Player blackjack pays even money
- Player may split only once
- For further information on this game and its rules, please read this article at
http://wizardofodds.com/doubleexposure
- Blackjack Switch
- Blackjack switch allows the player to trade cards between two hands. By default six decks of cards are
used. The player needs to make two bets of equal amounts and is then allowed to switch the second card
dealt to each hand. In order to compensate for this, a dealer 22 results in a push and blackjacks pay
even money. All rules are based on conventional blackjack with these exceptions:
- Dealer hits a soft 17.
- The player must make two bets of equal size.
- Cards will be dealt face up.
- Dealer will peek for blackjack with an ace or ten up. If the dealer has a blackjack all player
hands will immediately lose, except a player blackjack will push.
- The player may switch the second card dealt to each hand. The player may also switch cards to
form a blackjack.
- Player may double on 10 and 11 only.
- Player may split once.
- Winning player blackjacks pay even money.
- A dealer total of 22 will push against any player total of 21 or less. A player blackjack will
still beat a dealer 22.
- For further information on this game and its rules, please read this article at
http://wizardofodds.com/blackjackswitch
- Spanish Blackjack
- Spanish Blackjack (also refer to as Spanish 21) is yet another interesting variation of blackjack.
Depending on the rules set by the house Spanish Blackjack is probably a better bet than blackjack.
- Spanish 21 uses six decks, each deck consisting of 48 cards, the regular 52 card deck without the four
tens. To make up for the advantage that this gives to the house, this game gives the player a set of
favorable rules. The game is based on blackjack rules, including double after split, late surrender,
and re-splitting aces. In addition Spanish 21 offers the follows rule enhancements:
- A player 21 always wins.
- Player blackjack beats dealer blackjack.
- Player may double on any number of cards.
- Player may usually hit and double down after splitting aces.
- Player may surrender half of total bet after doubling down.
- A five-card 21 pays 3 to 2, a six-card 21 pays 2 to 1, a seven or more card 21 pays 3 to 1.
However the bonuses are not paid if the player doubled.
- A 6-7-8 or 7-7-7 of mixed suits pays 3:2, of the same suit pays 2:1, and of spades pays 3:1.
- Suited 7-7-7 when the dealer has a seven face up pays $1000 USD for bets of $5-$24 USD and $5000 USD for
bets of $25 USD or over.
- For further information on this game and its rules, please read this article at
http://wizardofodds.com/spanish21
NOTICE:These are default game rules. Depending on casino house rules where you play at,
some of these might differ.
Blackjack
The objective of the game is obtaining a hand value that is closest to 21 and higher than the dealer's hand
without going over. Your hand or hands, depending at which table you play in the casino, will play against
the total of the dealer's hand.
How to Play
Initially, both the dealer and the player are dealt two cards per hand. Player cards are dealt face up and
one dealer card is dealt face up. A Blackjack is when the sum of the first two totals 21. The combination
can be any Ace with any card with a value of 10.
Deck
The shoe of cards can consist of any number of decks from 1 to 8, this depends on the rules of the house.
The number of decks used at a table affect the odds of house. The more decks the better the odds are for
the house. The casino lobby indicates the number of decks used in each game.
Cards Value
In Blackjack, the cards are valued as follows: An Ace can count as either 1 or 11. Cards from 2 through 9
keep their face value. The 10, Jack, Queen, and King are all valued at 10.
The Dealer Hand
The plays that the Dealer makes are defined by a set of table rules that determine his actions. Usually
these rules are indicated on the blackjack table. The main guidelines for the Dealer hand are:
- Hit on 16 or less
- Dealer Hits on Soft 17
- Stand on Hard 17 or higher
- A soft hand is where an Ace is counted as either 1 or 11 without going over 21.
- A hard hand has no Aces or just one Ace must count as one so that the hand does not go over 21.
The Player Hand
After the cards are dealt the player must play his/her hand first. The player can make several choices once
his two initial cards are dealt. The player's action would depend on the strategy used by the player to the
two initial cards. Some tables will have rules that other tables may not have so it is a good idea for the
player to find out which tables in the casino are the ones that suit his or her gambling style. These
options are indicated in the casino lobby when choosing a game. The Players hand is over when: A Blackjack
comes up, Player chooses to stand or Player busts.
These are the choices a player has after being deal the first two cards:
- Stand
- The player chooses this option if he/she wishes to stand with the cards they have.
- Deal
- The dealer gives the player another card.
- Double
- Player can choose to take only one hit and double the amount of his/her bet. This option may vary in
how it is offered. Some tables allow a Double on any two cards and some allow it only when the
combination of the initial two cards equals 9, 10 or 11. Some tables may even offer a late double that
can be played after the player already has 3 cards. These options if available are indicated in the
casino lobby. The double option, if played correctly can be very beneficial for the player.
- Split
- If the player has two cards of equal value, he/she can choose to split the cards into two hands by
doubling the amount of the bet. In a Split blackjack is not recognized. Some tables allow players to
split multiple times. As with a Double, if played correctly Splits can increase player odds
significantly.
- Some games will not allow re-splitting Aces and a lot of games will not allow hitting after splitting
Aces. Games that allow you to re-split aces and hit after splitting aces are of big advantage for the
player.
- Insurance
- When the dealer's face up card is an Ace players have the option to purchase Insurance. Insurance
generally pays 2:1 and is indicated on the table. Insurance can be understood as a side bet on whether
the dealer has blackjack or not. If the dealer has blackjack the insurance bet is a winner.
- Even
Money
- Even Money is sometimes used when a player is dealt a Blackjack and the dealer has a face up Ace. The
player can take an Even Money payout of 1:1 instead of the usual 1.5:1 and avoid the risk of the dealer
having a blackjack which would result in a push.
- Surrender
- If the player is unsatisfied with the first 2 cards and feels the dealer has a much better chance then
the player can surrender and only lose half the bet amount. Surrender is generally a house favorable
option.
Bust
This is when the Player's or Dealer's hand total goes over 21. A Busted hand is automatically a loser.
Push
Push is when the Player's hand equals the total of the Dealer's hand. This is tie and the player receives
his/her bet amount back.
Minimum / Maximum Bet
Min bet: displays the minimum bet amount required to play a hand. Max bet: displays the maximum bet amount
allowed at the table. This is shown in the top right hand corner of the table.
Multi-Hands
Some Blackjack tables will allow a player to play multiple hands at the same time. A player can play either
one, two or three hands simultaneously. The casino lobby indicates which tables will allow a player play
multiple hands.
Stored Games
In the event the player looses internet connectivity on or closes his/her browser window in the middle of a
game, the game in progress will be stored. Once back in the casino the pending game may be restored and
finished by the player.
Craps
The objective of the game is to bet on the outcome of the dice, that you as the shooter roll. The payouts
are made based on the sum of the numbers of the dice once the roll stops. Bets can be based on these two
main things:
- The total sum of the numbers on the dice.
- That a particular total of the dice comes up before another total.
How to Play
To begin the game, you as the shooter make an initial come out roll, here you must make a Pass Line or a
Don't Pass Bar bet prior to rolling the dice. Depending on your choice for this initial bet, you will aim
to roll specific numbers in order to win.
Craps
Craps is considered any dice rolled totaling 2, 3 or 12
Pass Line
If you throw a 7 or an 11 on the first roll it is an automatic win, called a Natural. If you throw craps 2,
3 or 12 it is an automatic loss. However if you throw anything else besides 7, 11 or craps then you make a
Point. The dealer will mark the point number by placing a puck with its white face up on top of it. This
means you are now betting for the number you just rolled (The Pass) to come up again before a 7 is rolled.
If it does, you win.
Pass Line Odds
After the point has been established, you can increase your line bet by taking odds. This means you are now
betting additional money that the number you just rolled (The Point) will come up again before a 7 is
rolled. If it does, you win. This bet is placed directly behind the original line bet. Each point pays
different odds. Unlike the original pass line bet, an unresolved pass line odds bet may be removed.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
2:1 |
5 and 9 |
3:2 |
6 and 8 |
6:5 |
Don't Pass Bar
You are betting the opposite of Pass Line. If you throw a 7 or an 11 on the first roll it's an automatic
loss, and you win if the dice sum 3 or 12. A 2 is called a Stand Off or Tie and you neither win nor lose*.
However if you roll anything else besides 7, 11 or "Craps" then you make a "Point". If this happens, then
it's the exact opposite of Pass Line. This means you are now betting to win that you will throw a 7 before
the number you just rolled (The "Point").
*Depending on house rules, some casinos use the 12 as the stand off or Tie number.
Don't Pass Bar Odds
After the point has been established you can increase your line bet by taking odds. Which means you are now
betting additional money that you will throw a 7 before the number you just rolled (The "Point") comes up.
A don't pass line odds bet is placed on the right side of your original bet in the Don't Pass Bar. A
winning Don't Pass Line odds bet pays true odds. An unresolved don't pass line odds bet may be removed.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
1:2 |
5 and 9 |
2:3 |
6 and 8 |
5:6 |
Come
It is an even money bet (pays 1:1). The only real difference between the Pass Line and the Come Bet is that
you make a come bet after the point has been determined on the pass line. After you make a come bet, the
first roll of the dice will establish the come point. If a 7 or 11 rolls, you are an automatic winner. But
if you roll 2, 3, or 12 on the first roll you lose.
Come Odds
Once the come point has been established, you can increase your line bet by taking odds. This means that you
are now betting to win that the number you just rolled will Come up again before a 7 is rolled. A come odds
bet is placed directly under your come bet within the box that corresponds to the come point: 4, 5, Six, 8,
Nine, or 10. A winning Come odds bet pays true odds. Unlike the original come bet, an unresolved come odds
bet may be removed.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
2:1 |
5 and 9 |
3:2 |
6 and 8 |
6:5 |
Don't Come
Don't Come bets are basically the same as the Don't Pass Bar bets, but are made after you
make a wager on a Don't Pass Bar, and a Point is rolled. You can then back up your bet by laying (betting
against the shooter) the odds on the Point.
Don't Come Odds
You are now betting additional money that you will roll a 7 before the "Point" number. If it does, you win.
An odds bet is placed in the tiny space directly under your Don't Come bet within the narrow, uppermost bar
over the box that corresponds to the come point: 4, 5, Six, 8, Nine, or 10. A winning Don't Come odds bet
pays true odds. An unresolved don't come odds bet may be removed.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
1:2 |
5 and 9 |
2:3 |
6 and 8 |
5:6 |
Place Bets
Place bets are made on the numbers 4, 5, 6, 8, 9 or 10 and have nothing to do with the
Point number. Place bets are turned off when they have an OFF marker on top. If a 7 is rolled before your
Place number you lose. If your Place number is rolled before a 7 you win.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
9:5 |
5 and 9 |
7:5 |
6 and 8 |
7:6 |
A Place Lose Bet
A Place Lose bet is a bet that 7 will be rolled before either 4, 5, 6, 8, 9, or 10. A place lose bet is
placed in the narrow, unlabeled bar located just above the box with the corresponding number on the craps
table: 4, 5, Six, 8, Nine, or 10. Winning Place Lose bets are paid according to these default ratios:
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
5:11 |
5 and 9 |
5:8 |
6 and 8 |
4:5 |
Buy Bets
Buy bets are made on the numbers 4, 5, 6, 8, 9 or 10 similar to Place bets but with different (true) odds.
Again you are betting that the shooter will roll your number before he/she rolls a 7. A Buy bet is
determined in the following manner.
If a 7 is rolled before your Buy number you lose. If your Buy number is rolled before a 7 you win. On Buy
bets the casino charges a five percent service charge on the value of your bet in multiples of $1 USD (a $10 USD
bet will cost you $11 USD).
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
2:1 |
5 and 9 |
3:2 |
6 and 8 |
6:5 |
Because of these payouts you must pay attention to wager the correct amounts in order to receive the correct
payout. The casino rounds down on uneven payouts.
Lay Bets
Lay bets are the opposite of Buy bets. You are betting the shooter will roll a 7 before your Lay number of
4, 5, 6, 8, 9 or 10. If your Lay number is rolled before a 7 you lose. If a 7 is rolled before your Lay
number you win.
Payouts Chart |
Point Rolled |
Payout |
4 and 10 |
1:2 |
5 and 9 |
2:3 |
6 and 8 |
7:6 |
Because of the nature of these payouts you need to pay special attention to wager the correct amounts in
order to receive the correct payout. The casino rounds down on uneven payouts. Same as with Buy bets the
casino charges a five percent service charge. However, now the charge is based on your potential winnings
in multiples of $1 USD (a $40 USD bet on the 4 would pay $20 USD, 5% of $20 USD is $1 USD, so it will cost you $41 USD).
Big Six or Big Eight
Big Six or Big Eight bets pay even money if you win. If a 7 is rolled
before a 6 or an 8 you lose. If a 6 or an 8 is rolled before a 7 you win.
Hard Four Bets or Hard Ten
Hard Four or Hard Ten bets are two different bets, but are won in a
similar manner and are paid out in the same manner. Hard Four can be rolled only one way (2, 2), and Hard
Ten only rolled one way (5, 5). You are betting that the shooter will roll a Hard Four or a Hard Ten
(whichever you have chosen) before seven, and before any other combination of four or ten. They both pay
7:1.
Hard Six or Hard Eight
Hard Six or Hard Eight bets are two different bets, but are won in a
similar manner and the payout is the same. Hard Six can be rolled only one way (3, 3), and Hard Eight only
rolled one way (4, 4). You are betting that the shooter will roll a Hard Six or a Hard Eight (whichever you
placed your bet on) before a seven, and before any other combination of six or eight. They both pay 9:1.
Proposition Bets
Proposition bets are one time bets that are won or lost depending on the outcome of the
next roll of the dice, once the bets are placed on the table.
Field Bets
Field Bets are popular because seven possible outcomes will win (2, 3, 4, 9, 10, 11 or 12),
while only four (5, 6, 7 or 8) will lose. This bet usually pays even money but depending on the house rules
sometimes a casino will pay 2:1 or 3:1 when a 2 or a 12 is rolled.
Any Seven
Any Seven bets are made when you bet that the next roll will be a 7. The payout is 4:1.
Any Craps
Any Craps bets are made when you bet that the next roll's outcome will be a 2, 3 or 12. The
payout is 7:1.
Horn Two
Horn Two bets are a one time roll bet that the shooter will roll a 2. The payout is 30:1.
Horn Twelve
Horn Twelve bets are a one time roll bet that the shooter will roll a 12. The payout is
30:1
Horn Three
Horn Three bets are a one time roll bet that the shooter will roll a 3. The payout is 15:1.
Horn Eleven
Horn Eleven bets also known as Yo-Eleven. Here you bet that the dice will
come out with a 11 on the shooter's next roll. The payout is 15:1.
Pai Gow Poker
Pai Gow originated in the 1800's during the construction of the railroad when the Chinese domino game Gai
Gow was combined with American poker. It is a more slow paced game but still offers excitement to the
player.
The object of the game is to have a higher ranked five-card and two-card Poker hand than the house.
How to Play
Pai Gow Poker is played using a single deck of standard playing cards including a Joker. You will be dealt 7
cards. These cards must be split into two Poker hands: a two-card front hand and a five-card back hand. You
can split your hand however you like but you must follow one simple rule: your back hand must be ranked
higher than your front hand. To win, your hands must rank higher than the house's front and back. If one of
your hands wins and one loses, the hand is a push.
Playing the Game
After placing your bet, click the Deal Button to deal the hand. You will be dealt seven cards. Split your
hand by dragging and dropping the cards on the card the front and back hand holders on the right of the
table. If you change your mind, you can drag back any card again. Once your hand is set, click the Done
button. The dealer will reveal the house hands. Your hands will be compared to the house hands. Remember,
you must win both your front and back hand to get paid.
Game Elements
- Jokers
- In Pai Gow Poker Jokers can be used as wild cards only to complete a straight, flush, or straight
flush, in any other combination it’s treated as an ace.
- Copies
- Anytime one of your hands is identical to one of the house's hands, the hands are said to be a copy.
The house wins all copies. *Note that two straights are not necessarily a copy. If you have a 7, 8, 9,
10, J straight and the house has a 3, 4, 5, 6, 7 straight, you win because your straight is higher than
the house's.
- Deal
- You may press the Deal button once a bet is placed on the table. You are dealt seven cards face up
which you need to split into a front hand and a back hand. To win, you must out-rank both dealer's
front and back hand.
- House Way
- Press House Way to automatically have the dealer arrange your cards. Your cards are arranged in the
most optimal fashion so that your probabilities of winning are maximized. The casino follows the card
selection process to a popular set of rules used by the Flamingo Hilton Casino in Las Vegas. After
pressing the "House Way" button you can always get back and manually rearrange one or all should you
feel that the hand is not arranged to your liking.
- Done
- Done should be pressed once you are finished arranging your front and back hands and ready to see what
the house has. The Dealer's cards will be revealed and compared with your cards. If your front and back
hands beat those of the dealer's, you win!
- Repeat Bet
- Press Repeat Bet to repeat your previous bet with the same wager amount and automatically deal your
next hand.
- Min / Max Bet
- Min bet: displays the minimum bet amount required to play a hand. Max bet: displays the maximum bet
amount allowed to play a hand. You can see this displayed on the top right hand side of your screen.
- Clear
- The "Clear" Button resets the chips being wagered to 0.
- Fast-Play
- The fast-play button allows you to play Pai Gow poker faster by skipping the animation part of the game
experience. Fast Play will in no way alter the outcome of the game. You can enable or disable this
option at any time.
- Chip Selector
- The Chip Selector bar allows you to select the denomination of the chip or chips you want to play at
the Pai Gow table.
- Credits / Paid
- Credits: displays the amount of money you currently have available in your casino account. Paid:
displays the amount you were paid on your last hand.
- Payout
- Pai Gow Poker pays even money on winning bets minus a five percent commission. So if you bet $5 USD and win
the payout is $9.75 USD.
Hand Rankings
Hand Rankings are different winning combinations in Pai Gow Poker. As most poker based games, Pai Gow uses
the common poker hands with some variations. Listed bellow are the different hands in Pai Gow starting from
highest paid to lowest rank.
- Five Aces
- This is the highest possible hand in Pai Gow Poker. Four Aces plus Joker
- Royal
Flush
- A Royal Flush consists of Ace, King, Queen, Jack and 10 of the same suit. For example: A, K, Q, J, 10.
- Straight Flush
- A Straight Flush consists of five cards in order and of the same suit; (Note that an ace can be counted
as the lowest card in the order as well as the highest) for example:
- A, K, Q, J, 10 - Highest
- A, 2, 3, 4, 5 - 2nd Highest
- 2, 3, 4, 5, 6 - Lowest
- Four of a Kind
- This hand consists of four cards of the same rank plus one other odd card. For example: Q, Q, Q, Q, 3.
- Full House
- Is a hand containing three cards of one rank plus two cards of another rank. For example: Q, Q, 7, 7,
7, or 6, 6, 6, 8, 8.
- Flush
- If all five cards in a hand belong to the same suit, you have a Flush.
- Straight
- A straight consists of five cards in order, but not of the same suit. For example:
- A, K, Q, J, 10 - Highest
- A, 2, 3, 4, 5 - 2nd Highest
- 2, 3, 4, 5, 6 - Lowest
- Three of a Kind
- Three cards of same rank.
- Two Pair
- Two sets of two cards of same rank.
- One Pair
- Two cards of same rank.
- No Pair
- No pair: Place the second and third highest cards in the front.
Roulette
Roulette is the perfect example of a game of chance with one objective: Guessing which number will be the
next to come up. The Roulette Table consists of a spinning wheel with numbered slots, a small white ball
and a betting layout that allows bets to be placed on one or more numbers at a time. There are also side
bets in the table. The wheel is spun in one direction and the ball is propelled around the outer edge of
the wheel in the opposite direction. Eventually, the ball will decrease in speed and fall toward the
spinning wheel where it will bounce around for a while until it lands in one of the numbered slots. If your
bet or bets are a "hit", the casino pays a variety of odds based on the number of numbers covered by your
bet.
How to Play
To play roulette, you place your bet or bets on numbers, rows, or corners of the inside of the table layout
or on the outside (see inside outside bets), and click spin. You may select your chip denomination by
clicking on the chip/amount of your choice.
Repeat Bet
The function of this button is to repeat the exact same layout of bet(s) as in the previous turn.
Clear Bet
This will clear any bets on the table should the player feel like removing the bets and placing new ones.
Inside Bets
Inside are bets that are placed on the numbers fields on the lines between numbers. A single inside bet can
cover from one to six numbers.
- Straight Bet o 35 to 1
- Straight Bets cover one number only. Bets are placed directly on top of the desired number.
- Split
Bet o 17 to 1
- A Split Bet covers two numbers by placing chips on the line between any two adjacent numbers.
- Street
Bet (Row) o 11 to 1
- A Street Bet covers 3 numbers by placing chips at the head of a row. Other 3-Number bets can also be
made at the intersection with zeros.
- Square Bet o 8 to 1
- A Square Bet covers 4 numbers by placing chips at the 4-corner intersection of 4 numbers. A 4-Number
bet can also be made on a European table by playing the zero line.
- 5 Number Bet
o 6 to 1 (actual 6.2 to 1)
- The 5-Number Bet can be played on American tables by placing chips at the head of the line between the
zeros and 1-3 Street.
- Double Street Bet o 5 to 1
- A Double Street Bet covers 6 numbers by placing chips at the head of the line between two rows.
Outside Bets
Outside Bets are complimentary bets that are placed on the table. These aren't bets on specific numbers but
rather side bets. Here you can bet if the ball will land on a color, odd or even, first twelve numbers and
so on.
- Dozen Bet o 2 to 1
- A Dozen Bet covers 12 numbers by placing chips on the 1st, 2nd, or 3rd dozen areas.
- Column
Bet o 2 to 1
- A Column Bet covers 12 numbers by placing chips on the "2 to 1" areas at the far side of the layout.
- Even Money Bet o 1 to 1
- An Even Money Bet covers 18 numbers by placing chips on either the "1-18", "Even", Red, Black, "Odd",
or "19-36" areas.
Strategy
Roulette is a game of chance. The outcome of a spin is not determined by prior spins. Each spin is an
independent event of chance. For example, after seven successive blacks, the chance of getting a red on the
next spin is still as likely as getting a black. You should not base your strategy on the false assumption
that a particular outcome is 'due' to happen. Some people believe you can always break even at roulette by
always betting even money, then doubling down after every loss and return to the lowest bet after a win.
This is called the Martingale system. However, in practice this is not possible because every roulette
table has a maximum imposed on the bet size.
After a couple of sequential losses it is no longer possible to double down, and you will lose. In fact
never believe anyone who claims having invented a winning roulette system. As with all games of chance,
whether you win or lose doesn't depend on the system you're using, but on luck and common sense. The
outcome of a spin is not determined by prior spins. Good Luck!
The objective of Fruity Fortune is to match the symbols of each one of the five reels to a winning
combination. This is a five reel multi-pay line slot game which has 9 pay lines. Payouts depend on what
symbols will match on a line.
How to Play
To begin playing you need to select the coin value on the machine. Then select the amount of lines from one
to nine you wish to play and press spin. The outcome of the reels will determine the payout.
Placing Bets
You need to select the coin value by clicking on the + sign to increase the bet or on the - sign to decrease
it. You also need to select at least one line in order to be able to spin the reel. Each line will
increment the amount of the bet's total. The lines can be selected by clicking on the numbers on the left
or right side of the reels.
Bet One
This button will select one line each time it is pressed, once you have the lines you wish to bet you may
press the Spin button
Bet Max
This button will select all the lines and automatically spin the reels.
Total Bet
This field indicates the total amount of money at risk during a spin.
Spinning Reels
Each time a spin is made, the five reels come to rest randomly with a selection of symbols showing in the
game window. Certain combinations of symbols results in payoffs. Consult the payout chart for reference to
the amounts paid.
Payouts
The payouts table shows the different winning combinations. You may access it anytime during your game by
clicking on the Payout Table button on the bottom left side of the slot machine's console.
Free Spins
Each time the scatter symbol comes up three times or more you will get free spins. It is important to point
out that if you win free spins in specific coin / line denomination, you will play your free spins in that
same layout. This is why you might notice that the coin values and lines selected change when you play free
spins that have accumulated.
Win
The Win box displays the amount of money you've won if you hit a winning combination.
Credits
The Credits box displays the amount of money you currently have available in your casino account. (The
amount shown actively changes as you play)
Cashier Button
The cashier button takes you to the cashier, where you can transfer chips to and from the casino. It will
not be enabled at all times; however-it will be operational when no game is being played.
Exit Game Button
The exit button leaves the game and returns to the lobby. It will not be enabled at all times, however-it
will be operational when no game is being played.
Pirate's Revenge
The objective of Pirate's Revenge is to match the symbols of each one of the five reels to a winning
combination. This is a five reel multi-pay line slot game which has 9 pay lines. Payouts depend on what
symbols will match on a line.
How to Play
To begin playing you need to select the coin value on the machine. Then select the amount of lines from one
to nine you wish to play and press spin. The outcome of the reels will determine the payout.
Placing Bets
You need to select the coin value by clicking on the + sign to increase the bet or on the - sign to decrease
it. You also need to select at least one line in order to be able to spin the reel. Each line will
increment the amount of the bet's total. The lines can be selected by clicking on the numbers on the left
or right side of the reels.
Bet One
This button will select one line each time it is pressed, once you have the lines you wish to bet you may
press the Spin button.
Bet Max
This button will select all the lines and automatically spin the reels.
Total Bet
This field indicates the total amount of money at risk during a spin.
Spinning Reels
Pirate's Revenge is a five reel slot machine. Each time a spin is made, the three reels come to rest
randomly with a selection of symbols showing in the game window. Certain combinations of symbols result in
payoffs. Consult the payout chart for reference to the amounts paid.
Payouts
The payouts table shows the different winning combinations. You may access it anytime during your game by
clicking on the Payout Table button on the bottom left side of the slot machine's console.
Bonus Round
If you match three bonus round symbols on the same line you get a chance at the bonus round. This is the
only symbol that does not need to start at the leftmost side, as long as there are three on the same line.
Every ship has a different hidden prize, you win the prize for the ship you decide to shoot at.
Win
The Win box displays the amount of money you've won if you hit a winning combination.
Credits
The Credits box displays the amount of money you currently have available in your casino account. (The
amount shown actively changes as you play).
Cashier Button
The cashier button takes you to the cashier, where you can transfer chips to and from the casino. It will
not be enabled at all times; however it will be operational when no game is being played.
Exit Game Button
The exit button leaves the game and returns to the lobby. It will not be enabled at all times, however it
will be operational when no game is being played.
Cash Out
The Cash Out button credits back your current bet, and resets it to 0.
Wild Seven's
The objective of Wild Seven's is to match the symbols of each one of the three reels to a winning
combination. Payouts depend on what symbols will match on a line.
How to Play
To begin playing Slots, you need to select the coin value on the machine, and press spin. The outcome of the
3 spinning reels will determine the payout.
Bet
This button allows you to either increase or decrease the amount of coins you wish to bet. You may click on
the + sign to increase the bet or on the - sign to decrease it.
Spinning Reels
Wild Seven's is a three reel slot machine with 9 positions per reel marked with symbols. Each time a spin is
made, the three reels come to rest randomly with a selection of symbols showing in the game window. Certain
combinations of symbols results in payoffs. Consult the payout chart for reference to the amounts paid.
Payouts
The payouts table shows the different winning combinations for each Slot machine.
Win
The Win box displays the amount of money you've won if you hit a winning combination.
Credits
The Credits box displays the amount of money you currently have available in your casino account. (The
amount shown actively changes as you play.
Cashier Button
The cashier button takes you to the cashier, where you can transfer chips to and from the casino. It will
not be enabled at all times; however-it will be operational when no game is being played.
Exit Button
The exit button leaves the game and returns to the lobby. It will not be enabled at all times, however-it
will be operational when no game is being played.
Bet One
The Bet One button places a single coin bet on the machine.
Bet Max
The Bet Max button places the maximum bet allowed on the machine; and spins the reels automatically.
Cash Out
The Cash Out button credits back your current bet, and resets it to 0.
The Game
Touchdown Fever is a single pay line slot game. The objective of this game, as any other slot machine, is to
match symbols in a line to a winning combination. There is not real strategy in slots; rather this game is
based on pure chance. Payouts differ depending on what symbols match a winning combination on a line.
How to Play
To play Slots, you must place credits into the machine, select the amount of coins to bet and press spin.
The outcome of the 3 spinning reels determines the payout.
Using the Slot Machine
The slot machine console contains the controls that you as the player will use in order to enjoy the
experience and at the same time try your luck in order to win some credits. The description of each feature
is described below.
Bet
Allows you to increase or decrease your bet by clicking on the + or - sign. By default each coin is worth
$0.25 USD.
Spinning Reels
This is a three reel slot machine with 9 positions per reel marked with symbols. Each time a spin is done;
the three reels will spin and come to rest randomly with a selection of symbols shown in the game window.
As indicated in the payouts chart some symbol combinations in the game window result in winners.
Payouts
The payouts table shows the different winning combinations that the Jurassic Fire Slot machine offers to the
player. This table indicates payouts for one, two and three coin bets.
Win
The Win box displays the total amount of money you win when you hit a winning combination. This includes
your initial bet.
Credits
The Credits box displays the amount of money you currently have available in your casino account. (The
amount showed actively changes as you play.)
Exit Button
The exit button leaves the game and returns to the lobby. It will not be enabled at all times, however it is
be operational once the spin is completed.
Bet One
The Bet One button places a single coin bet on the machine. Pressing it a few times will increase the amount
of coins "dropped" into the slot machine.
Bet Max
The Bet Max button places the maximum bet allowed on the machine and spins the reels automatically.
Cash Out
The Cash Out button clears the bet amount and credits it back to your balance.
The Game
Jurassic Fire is single pay line slot game. The objective of this game, as in any other slot machine, is to
match symbols in a line to a winning combination. There is not real strategy in slots; rather this game is
based on pure chance. Payouts differ depending on what symbols match a winning combination on a line.
How to Play
To play Slots, you must place credits into the machine, select the amount of coins to bet and press spin.
The outcome of the 3 spinning reels determines the payout.
Using the Slot Machine
The slot machine console contains the controls that you as the player will use in order to enjoy the
experience and at the same time try your luck in order to win some credits. The description of each feature
is described below.
Bet
Allows you to increase or decrease your bet by clicking on the + or - sign. By default each coin is worth
$0.25 USD.
Spinning Reels
This is a three reel slot machine with 9 positions per reel marked with symbols. Each time a spin is done;
the three reels will spin and come to rest randomly with a selection of symbols shown in the game window.
As indicated in the payouts chart some symbol combinations in the game window result in as winners.
Payouts
The payouts table shows the different winning combinations that the Jurassic Fire Slot machine offers to the
player. This table indicates payouts for one, two and three coin bets.
Win
The Win box displays the total amount of money you win when you hit a winning combination. This includes
your initial bet.
Credits
The Credits box displays the amount of money you currently have available in your casino account. (The
amount showed actively changes as you play.)
Exit Button
The exit button leaves the game and returns to the lobby. It will not be enabled at all times, however it is
operational once the spin is completed.
Bet One
The Bet One button places a single coin bet on the machine. Pressing it a few times will increase the amount
of coins "dropped" into the slot machine.
Bet Max
The Bet Max button places the maximum bet allowed on the machine and spins the reels automatically.
Cash Out
The Cash Out button clears the bet amount and credits it back to your balance.
History
This button will allow you to see the outcome of the last 30 spins of the reels.
Ojective of Stud Poker
The objective of Stud Poker, like that of most poker games, is to get the highest hand. There are several
twists to this variety, however, that provide for a different an interesting challenge.
How to Play
To begin the game, the player must place an ANTE on the table. Once the ante (which works as a straight 1:1
bet) has been placed, the cards are dealt: all of the player's cards are showing, and all of the dealer's
cards are facing down, except for one. There are no card replacements for either of the parties.
Once the cards have been dealt, the player must decide if to RAISE the bet or to FOLD it. When the player
decides to RAISE, the bet is raised automatically. The value of the RAISE bet is fixed as twice the ante
and no modifications are allowed. The dealer must have an ace and a king or higher in order to be able to
open or qualify. In other words, the lowest qualifying hand would be Ace, King, 4, 3, 2 and the highest
non-qualifying hand would be Ace, Queen, Jack, 10, 9. If the dealer is unable to open his or her hand then
the player will win even money on his ante wager and the raise will push.
The dealer then turns his cards up to compare both hands. If the dealer wins, he keeps both bet and ante. If
the player has a better hand, he/she wins the ante straight plus the bet multiplied, in accordance to
his/her hand. Refer to the payout table for complete details.
Drop a Credit
When placing the Ante, the player is allowed to Drop a Credit. This side bet can be done by placing one
credit in the slot above the betting circle. The winning customer gains an advantage on payouts and an
additional bonus for all hands ranking as a flush or higher.
Folds
When the player surrenders or Folds back, the dealer keeps the ante and reveals his cards.
Game Elements
- Bet Manager
- The bet manager not only lets you specify the amount you wish to wager; it also helps you to keep track
of your balance, the total bet amount (this is the dropped $1 USD bonus bet + ante + raise bet) and your
winnings. Its data is constantly updated since it keeps track of every operation.
- Increasing
/ Decreasing Bets
- Click the betting circle to increase your bet. The amount that is increased by each click is determined
by the selected chip value (which appears larger and more opaque) in the bet manager. Click on a chip
in the bet manager to select a new value. Decrease the amount you bet by holding shift and clicking on
the betting circle.
- Raise Button
- The Raise button is enabled once the cards have been dealt. The player may choose to click on Raise if
the cards shown in his or her hand seem favorable to be a winning hand.
- Remember that if this button is clicked the bet is raised two times the ante amount.
- Deal
Button
- Once the bets are placed on the table by the player, clicking the Deal button will start the game.
- Re Bet Button
- The REBET button automatically places an Ante bet equal to the previous one, and then allows the game
to begin.
- Fold Button
- The Fold back button surrenders the hand and yields the ante to the casino. This action calls the game
off without placing a bet.
- Menu Button
- The menu in the top left corner allows the player to leave the game and return to the lobby, optionally
use the cashier to transfer funds between accounts (where applicable) and to access the help section of
casino. It is not operational at all times.
- Payouts Table
- The Payout table may be accessed in the bottom right hand side corner of the table, it will display the
chart for the payouts on the regular poker hands plus the amounts paid if the dropped credit bet was
placed.
How to Play
TA 3-Card Poker game consists of two hands that are made with three cards, one that is the player's and the
other the dealer's hand. 3 Card Poker has two ways to bet and win:
- 1. ANTE + PLAY: To win, you must have a higher hand than the dealer.
- 2. PAIR PLUS: To win, you must have at least a pair or higher hand. Flushes or better receive higher
payouts than 1:1.
To begin play, place a wager on the ANTE, the PAIR PLUS, or both, depending on your betting strategy. The
dealer and player are dealt three cards. Dealer must have a Queen or higher to qualify. If dealer
qualifies, the highest hand wins the ANTE + PLAY bet. If player has a pair or higher, the PAIR PLUS wins
regardless of the dealer's hand.
Ante and Play
To PLAY your hand, a wager equal to the ANTE is required. You are wagering that your hand beats the dealer's
or that the dealer will not qualify. If your hand is higher than the dealer's qualifying hand, you win both
ANTE and PLAY bets, otherwise you lose both. If the dealer does not qualify, you win the ANTE bet and the
PLAY pushes. If you fold, all wagers including PAIR PLUS are forfeited.
Pair Plus
If you bet on PAIR PLUS, you are wagering that you'll receive at least a pair or something higher in your
hand. Any hand that is a pair or higher pays according to the Payouts Chart regardless of what the dealer's
hand has. If only Pair Plus is played then the dealer's hand is not played as there is no RAISE or FOLD.
There is no skill requirement to this bet as it only consists on the outcome of the three cards.
Anything less than a pair does not win. If you ANTE and do not PLAY, this wager is forfeited.
Ante Bet Bonus
If you hit PLAY with a straight or higher (straight, 3 of a kind, or straight flush), the ANTE receives a
bonus in accordance to the Payouts Chart, no matter of the outcome of the dealer's hand. If you place your
mouse over the Payouts Chart you will get complete details on the payout scenarios for this game.
Payouts
The payouts table shows the different winning combinations that the Jurassic Fire Slot machine offers to the
player. This table indicates payouts for one, two and three coin bets.
Deal
Press Deal once a bet is placed and you are ready to begin the game. You are dealt three cards face up. To
win, you must out-rank the dealer's hand.
Play
Press Play if you think your hand is high enough to beat the dealer's hand or if you have a Pair Plus; which
will automatically place a wager equal to your ANTE wager, play your hand against the dealer's, and (or)
play your Pair Plus bet.
Fold
If after viewing your three cards, you don't like your chances of "out ranking" the dealer or don't have a
Pair Plus, you can "Fold" your cards and not risk losing a PLAY wager.
Re-Bet
Press Re-Bet to repeat your previous wager (same bet amount) and automatically deal your next hand.
Clear
The Clear Button resets the coins being wagered to 0.
Payouts
The payouts chart shows the different winning combinations. Placing your mouse over the button on the bottom
right will reveal the chart.
Menu / Exit
The exit button closes the game. It will not be enabled at all times, however it will be operational when no
hand is being played.
Min/Max Bet
Min bet: displays the minimum bet amount required to play a hand. Max bet: displays the maximum bet amount
allowed to play a hand. These bet limits are indicated on the top right hand side of the table.
Fast-Play
The fast-play button allows you to play 3 Card Poker in a much faster way, all that is skipped with this
feature turned on is the animation of the cards being dealt. Skipping the animation will not alter the
outcome of the game. You can enable or disable this option at any time.
Chip Selector
The "Chips Selector" allows you to select the chip denomination you wish to play on the table.
Credits
Displays the amount of money you currently have available in your casino account.
Paid
Paid displays the amount you were paid on your last hand assuming your hand had a winning combination.
Hand Rankings in 3 Card Poker
Hand rankings are different winning combinations in 3 Card Poker. The ranking of the hands in 3 Card Poker
differs from traditional poker hands. In 3 Card Poker, a STRAIGHT beats a FLUSH. Cards are ranked from
highest to lowest in the following order:
- 1. STRAIGHT
- 2. FLUSH
- 3. THREE OF A KIND
- 4. PAIR
- 5. High Card
- Straight Flush
- A Straight Flush consists of three cards in order and of the same suit; (note that an ace can usually
be counted as the lowest card in the order) for example: A, K, Q, - Highest A, 2, 3, - 2nd Highest 2,
3, 4, - Lowest
- Three of a Kind
- Three cards of same rank For example: A, A, A, - Highest 2, 2, 2, - Lowest
- Straight
- A straight consists of three cards in order, but not of the same suit. For example: A, K, Q, - Highest
A, 2, 3, - 2nd Highest 2, 3, 4, - Lowest
- Flush
- If all three cards in a hand belong to the same suit, you have a Flush.
- Pair
- Two cards of same rank For example: A, A, - Highest 2, 2, - Lowest
- High Card
- If neither dealer nor player has a pair or better, the highest card wins. If equal, the next highest
cards are matched. If all three cards are equal then player wins.
Objective of the Game
The objective of the game is to get a winning combination of poker hands, the higher the rank of the final
hand, the better the payout to the player. Video Poker is a game of draw poker, in which the player is
dealt 5 cards face up. The player decides which cards to hold and which cards to discard for the second and
final draw.
The strategy and preference for the different variations of this game is really up to the player since each
game has its own set of rules and advantages both to the player and the house. Each game is explained in
detail in this section.
Playing the Game
Once you have credits in the machine you may wager. You can change the coin value and amount of coins you'll
bet per turn. The bet must be placed before you Draw cards, and can't be changed during play. Once you are
ready you may press Draw for the initial five cards to come up.
Deal/Draw
Press the Draw/Deal after a bet is placed to begin the game; or press Draw/Deal to obtain new cards for
those cards not held. Your final hand determines whether you win or lose the game.
Hold
Once with the cards dealt you as the player decide if you wish to keep any of the cards in your hand. To
hold cards push the Hold button under the card(s) you wish to keep or click on the card itself. If you
change your mind and no longer wish to keep a selected card push the "Hold" button a second time to cancel.
The word "Hold" appears on the cards you've selected.
Bet One
Press the Bet One button to play 1 coin on the hand; you may press it multiple times until you get the
desired amount of coins. Video poker will allow you to bet from one to five coins per turn.
Bet Max
Press the Bet Max button to bet 5 coins on the hand.
Coin Value
This is the coin denomination you wish to play with. The selected coin value being played can be changed
anytime between hands or when a play has been concluded.
Game Elements
- Coins: displays the amount of coins currently being played.
- Balance: shows the amount of money you currently have available in your account.
- Paid: displays the amount you were paid on your last hand.
- Bet Amount: displays the amount of money currently being played.
Exit Game Button
The exit button closes the game window and returns the player to the lobby. It will not be enabled during a
game; however it will be operational when there is no pending action from the player.
Fast Play Button
The fast-play button allows you to play video poker faster, by skipping the animation part of the game
experience. Fast Play will in no way alter the outcome of the game. You can enable or disable this option
at any time.
History Button
This is a report that will display detailed plays made by the player in case any doubt or reference should
be made.
Winning Combinations
The winning combinations and payout schedules are listed on the payout table attached to the machine on the
game screen. (Payout Table shown) The winning combinations are based on poker hands, with some variations
depending which video poker machine is used:
- Natural Royal
- Five cards of the same Suit in consecutive order where the Ace is the highest, (10, Jack, Queen, King,
Ace), pays 250 times if you bet from 1 to 4 coins and 4000 times if you make a five coin bet. No wild
card can be used here.
- Four Deuces
- A hand with Four Deuces pays 200:1 times your stake.
- Deuces Royal
- Five cards of the same suit in consecutive order where the Ace must be the highest, Containing One or
more Two's as wild cards: (10, Jack, Two, King, Ace for instance), pays 25 times your bet amount.
- Five of a Kind
- Five cards of the same face value including one wild card or more.
- Straight
Flush
- Five cards of the same Suit in consecutive order (8, 9, 10, Jack, Queen of Spades).
- Four
of a Kind
- Four cards of the same face value may include one or more Deuces.
- Full House
- A Full house is when a matching 3-2 card face combination is achieved. For example, two 4's and three
7's.
- Flush
- This is when all five cards have the same suit. No need to have a consecutive order in numbers.
- Straight
- Five consecutive cards but not from the same Suit (8, 9, 10, Jack, Queen).
- Three
of a Kind
- Three cards of the same value (Three 9's for instance).
Video Poker Variations and Payouts
- Aces and Eights
- In this variation the aim of the player is to get the usual winning poker hands. Also the game offers
attractive payouts on four Aces or Eights as well as on four Sevens which are unique to this game. A
complete payout scheme is illustrated below.
Payouts Chart |
Coins |
1 |
2 |
3 |
4 |
5 |
Royal Flush |
250 |
500 |
750 |
1000 |
4000 |
4 Aces or 4 Eights |
80 |
160 |
240 |
230 |
400 |
Straight Flush |
50 |
100 |
150 |
200 |
250 |
Four Sevens |
50 |
100 |
150 |
200 |
250 |
Four of a Kind |
25 |
50 |
75 |
100 |
125 |
Full House |
80 |
16 |
24 |
32 |
40 |
Flush |
5 |
10 |
15 |
20 |
25 |
Straight |
4 |
8 |
12 |
16 |
20 |
Three of a Kind |
3 |
6 |
9 |
12 |
15 |
Two Pairs |
2 |
4 |
6 |
8 |
10 |
Jacks or Better |
1 |
2 |
3 |
4 |
5 |
- Deuces Wild
- In Deuces Wild you as the player have a big advantage since any Two can be used as a wild card, thus
the name of the game Deuces Wild. You can use the Two's to substitute any card or cards you want to in
order to pursuit a winning poker hand. Since the player's odds are slightly higher in Deuces Wild, the
lowest paying winning hand is a Three of a Kind. The payouts are shown in the table below.
Payouts Chart |
Coins |
1 |
2 |
3 |
4 |
5 |
Natural Royal |
250 |
500 |
750 |
1000 |
4000 |
Four Deuces |
200 |
400 |
600 |
800 |
1000 |
Deuces Royal |
25 |
20 |
75 |
100 |
125 |
Five of a Kind |
16 |
32 |
48 |
64 |
80 |
Straight Flush |
13 |
26 |
39 |
52 |
65 |
Four of a Kind |
4 |
8 |
12 |
16 |
20 |
Full House |
3 |
6 |
9 |
12 |
15 |
Flush |
2 |
4 |
6 |
8 |
10 |
Straight |
2 |
4 |
6 |
8 |
10 |
Three of a Kind |
1 |
2 |
3 |
4 |
5 |
- Jacks or Better
- This version of video poker uses a standard 52 card deck and uses no wild cards. The lowest ranking
hand that pays out is a pair of face valued cards (Jacks, Queens, Kings or Aces), thus the name Jacks
or Better.
Payouts Chart |
Coins |
1 |
2 |
3 |
4 |
5 |
Royal Flush |
250 |
500 |
750 |
1000 |
4000 |
Straight Flush |
50 |
100 |
150 |
200 |
250 |
Four of a Kind |
25 |
50 |
75 |
100 |
125 |
Full House |
9 |
18 |
27 |
36 |
45 |
Flush |
6 |
12 |
18 |
24 |
30 |
Straight |
4 |
8 |
12 |
16 |
20 |
Three of a Kind |
3 |
6 |
9 |
12 |
15 |
Two Pairs |
2 |
4 |
6 |
8 |
10 |
Jacks or Better |
1 |
2 |
3 |
4 |
5 |
- Jokers Wild
- Here a 52 card deck is used plus one Joker that is used as a wild card for any combination. It should
be pointed out that in this game a five of a kind pays higher than a Royal Flush using the wild card
(Jokers Royal).
Payouts Chart |
Coins |
1 |
2 |
3 |
4 |
5 |
Natural Royal |
250 |
500 |
750 |
1000 |
4000 |
Five of a Kind |
200 |
400 |
600 |
800 |
1000 |
Jokers Royal |
100 |
200 |
300 |
400 |
500 |
Straight Flush |
50 |
100 |
150 |
200 |
250 |
Four of a Kind |
20 |
40 |
60 |
80 |
100 |
Full House |
6 |
12 |
14 |
16 |
20 |
Flush |
4 |
8 |
12 |
16 |
20 |
Straight |
3 |
6 |
9 |
12 |
15 |
Three of a Kind |
2 |
4 |
6 |
8 |
10 |
Two Pairs |
1 |
2 |
3 |
4 |
5 |
Kings or Better |
1 |
2 |
3 |
4 |
5 |
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The Casino games are administered by 3rd Party Software providers.
The Casino games and software are audited by a licensed agency that performs statistical analyses of the
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Should any casino game or software-related malfunction occur, either internally or externally, any claim of
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