Rivalry Betting Rules

The general settlement rules set out here are subject to modification at any time at our sole discretion.

Final Authority

Rivalry records shall be the final authority in determining the validity and terms of any tickets accepted and the circumstances in which they were made.

Betting Deadlines

Pre-match tickets can be accepted up to the time indicated, which may not correspond to the start time of the event. Rivalry reserves the right to void any ticket placed after the deadline indicated, including owing to content timing errors or revised start times.

If a ticket, for whatever reasons, is accepted after the start of a betting event meaning the ticket is not placed in good faith then Rivalry reserves the right to void. Rivalry will endeavour to inform users of any specific tickets that are voided.

Data Errors

Rivalry reserves the right to refuse to accept any ticket without notification, justification or compensation. Rivalry shall in no way be held liable for typing, transmission, display, publishing, betting information or odds errors. If any pre-match ticket is accepted in error, Rivalry reserves the right to void that bet where there were obvious errors concerning the entry of odds and/or results, e.g. a mistaken inversion of teams, odds, results, etc.

Technical Errors

Rivalry reserves the right to suspend odds during an event due to failed transmission or other technical related issues or if fraud is suspected. Rivalry reserves the right to cancel tickets even subsequently if any such ticket was won by the customer as a result of a technical fault or error, inclusive of but not limited to an error or fault in transmission. In any such case tickets will be voided. Nevertheless, Rivalry reserves the right to hold a customer liable for any damage caused to or suffered by us as a result of such customer knowingly taking advantage of a technical or administrative error when making and/or receiving payments.

General Rules

  1. The listed dates and times of fixtures are purely informational. Rivalry cannot guarantee accuracy. An incorrectly posted date and/or time is not grounds for voiding bets.
  2. If a fixture isn’t completed within 30 hours of its officially planned starting time, then all bets on that fixture will be void. The exceptions to this rule are:

    • Fixtures which in their normal course can take longer than 30 hours, such as Golf tournaments. 
    • Esport/Sport-specific exceptions laid out in the Rules section for each Esport/Sport.
    • Bets on any “First Team to Score” market have action as soon as there is a score, regardless of if the fixture is completed. This includes First blood/First kill, First tower, etc.
  3. The result of a fixture will be the final determination by the fixture’s governing body on the date of the fixture’s completion. Rivalry does not recognise protested or overturned decisions. The result of bets on a fixture suspended after the start of competition will be decided according to the betting rules specified for that Esport/Sport. If nothing is specified in the Esport/Sport’s Rules then General Rule #2 applies. In any case where there is ambiguity regarding the outcome the bookmakers decision will be final.
  4. Unless otherwise specified in a particular Esport/Sport’s rules, all bets on a fixture will be void if the venue is changed.
  5. Rivalry aims to display to bettors live match information via a scoreboard, which is provided by a third party. Rivalry cannot guarantee the accuracy of the information displayed on this scoreboard. Any incorrect scores or stats displayed on the scoreboard are not grounds for bets to be voided. In-Play bets are placed using the score, corner or booking information displayed on the market offering and/or Bet Slip at time of placement and only information displayed incorrectly in these locations gives grounds for bets to be voided.
  6. Bets on a specific map/period count only the scoring in that map/period, and are unaffected by what happens in prior or subsequent maps/periods. If for any reason a fixture is not completed within the time specified in our rules, bets on the full fixture will be void. Any maps/periods that have been fully completed will have action. 
  7. If a “Draw” price is offered in a Money Line market, and the draw happens, then bets on each team lose. If a draw is not offered and a draw happens, then bets on both teams are void. 
  8. In any fixture involving a forfeit, walkover, or any other event where the fixture is considered complete without having been played all bets will be void, regardless of how the governing body of its league scores it. 
  9. If a market includes exactly one or two names of competitors, then all listed competitors must participate in the fixture for the bet to have action.
  10. Misspellings, typographical errors and teams changing names are not grounds for bets to be void as long as it is clear based on the context what the intended fixture was.
  11. If a fixture is offered with an incorrect number of Maps, Rounds or Periods or with a nonstandard duration for the Esport/Sport without it being indicated, all bets on that fixture will be void.
  12. For aggregate Home/Away score markets of a league on a Day (or Week in the case of American Football), if all fixtures on that Day/Week are not played to completion all bets on the market are void.
  13. Multi-way betting is "ALL-IN", meaning bets always have action unless a stipulation is added to the market that a certain competitor must start for action. If such a stipulation is included, then all bets on all competitors will be void if the stipulated competitor does not start in that specific event. 
  14. All winning bets on Multi-Way markets are paid out at full odds, regardless of the number of winners. 
  15. If a market is offered with “The Field” as a betting option, the named team or competitor must beat every other competitor for a bet on that competitor to win. If the listed competitor ties for a win bets on the matchup will be void.
  16. All settled markets are final after 72 hours and no queries will be entertained after that period in time. Within 72 hours after markets are settled, Rivalry will only reset/correct the results due to human error, system error or mistakes made by the referring results source. 
  17. Rivalry reserves the right to void any bet at any time if it deems the bet to have been made in a fraudulent manner. 
  18. All bets will be accepted or rejected purely at Rivalry's discretion. In-play bets may be subject to a delay before they are accepted and/or they will be kept pending during dangerous situations at Rivalry’s discretion.
  19. If there is an obvious error in the odds, limit, or scheduled time of a market, bets on that market may be void.
  20. In case of any contradictions: Market Rules take precedence over Esport/Sport Rules; which take precedence over General Rules. In any case where there is ambiguity regarding the outcome the bookmakers decision will be final.

Same Game Combos Game Rules

Same Game Combos gives users the ability to create combos on a single match. These will only be offered to specific Esports and Sports matches and will be indicated by a brain icon in the Bet Center.

To create a SGC, users will have to activate SGC mode on the match page, where there will be a specific selection of markets available that can be used to create a Same Game Combo (non-SGC markets cannot be parlayed with SGC markets). Users will only be able to build a SGC pre-match and will only be able to combine markets within a map/round. These can be placed with regular or bonus funds.

As users select a market within SGC mode, markets that cannot be winnable in tangent with the selected leg will be locked (ie. Selecting Match Winner as 100 Thieves, you cannot also select Sentinels to win rounds 3-2). To place SGC bets, there must be at least two legs selected. 

Overall odds of a SGC are priced on the value of the entirety of the ticket, which is the overall likelihood of outcome of the selected legs. 

For users to win, all legs of the Same Game Combo must Win. If any of the legs lose, the bet will settle as a Loss. 

If the match is canceled, the stake will be returned to the user. 

If there are any errors with the bet, corrections will be made and may result in voiding the bet. 

Esports Same Game Combos

For Esports Same Game Combos, if any of the legs are canceled and the result of the remaining legs is a loss, the bet will settle as a Loss. If any of the legs are canceled and the result of the remaining legs is a win, the bet will be Canceled.

Supported Esports titles are Counterstrike, League of Legends, Dota 2, Valorant

Sports Same Game Combos

For all Sports Same Game Combos, if any of the legs are canceled and the result of the remaining legs is a loss, the bet will settle as a Loss. If any of the legs are canceled and the result of the remaining legs is a win, the bet will be repriced and settled as a Win with the payout reflecting the updated odds.

Supported Sports titles are Basketball, Baseball, Football (Soccer), American Football

Quick Combo Bet Rules

Quick combos are pre-selected special or featured combo bets, built by Rivalry. 

We will put together combo bets that will be available in the Bet Center and can be added to the bet slip with one click. Once the bet is in the bet slip legs may be added or removed at the users discretion and the bet will still have action.

Quick Combos have identical rules to regular combos (parlays):

  • If all legs are graded as a win, the bet will be settled as a win and paid out based on the odds at the time the bet was accepted.
  • If any legs are graded as a loss, the entire bet will be settled as a loss.
  • If any of the legs are canceled and the result of any of the remaining legs is a loss, the bet will be settled as a loss. 
  • If any of the legs are canceled and the result of the remaining legs is a win, the odds of the bet will be recalculated using the remaining eligible legs and the bet will settle as a win.
  • If all the legs are canceled the stake will be refunded
  • If there are any errors with the bet, corrections may be made and will result in voiding the entire bet, or voiding individual legs and repricing the bet using the remaining eligible legs.

Boosted Combos Bet Rules

Rivalry will at times create ‘Boosted Combos’ for players to bet on. These bets will take Quick Combos and apply an ‘Odds Boost’ - a bonus multiplier on the odds for the existing bet. For example, a Quick Combo with 10.0 odds that receives a 20% odds boost, will now have odds of 12.0. 

These bets can be found in the Quick Combos section of the Bet Center and will be indicated with a special boost icon. The original odds will be deactivated and displayed in grey, and the new, boosted odds will display beside the previous odds. 

Once a Boosted Combo is added to the bet slip, the odds and payout shown will be reflective of the boosted odds and payout. The payout in the bet slip is the final amount that will be paid if the bet wins. If the bet loses the player will receive nothing. 

If any of the legs from the Boosted Combo are removed, or any additional legs are added, the boost will be void and the bet will then revert to the original, non-boosted odds and payout values. The exact combination  of legs displayed in the Boosted Quick Combo must be exactly how the bet is placed in order to receive the boost. Whether the boost is applied or not can be seen in the bet slip.

All regular rules for combos will also apply to Boosted Combos. All legs of the combo must win in order for the bet to be graded as a win, if any legs of the combo are a loss the entire ticket will be a loss. 

In the event that one of the legs of a boosted combo gets cancelled or voided, the boost will be recalculated and applied to the remaining legs of the combo. This will result in the boost amount being reduced, due to the number of legs in the bet being reduced. 

As with regular combos, if a leg is cancelled and all other legs are won, the bet will be graded as a win and paid out using the recalculated boost amount for the remaining legs. If a leg is cancelled and any of the other legs are a loss, the bet will remain a loss. 

Esports Rules

  1. If a Match isn't started 30 hours after its scheduled starting time, all bets on that Match will be deemed void.
  2. If the format of a match is changed (number of Maps, Rounds etc.) all bets will be voided unless that information was conveyed in the market or the change had no effect on a particular market (such as bets on specific Maps or First Blood etc.).
  3. If a Match or Map is replayed to 00:00, unsettled pre-match bets will have action based on the replay. Settlement of the pre-match contests that have already been played to completion before the replay will not change. All live bets placed during an invalidated period or on a voided Map will be deemed void, unless the outcome is already determined. All other live bets will have action, and the replayed match or Map will be treated as a separate entity.
  4. In a match where one team or competitor has an advantage of one or more maps awarded as part of the tournament format (for example due to one team coming from the upper bracket in a double elimination format), Rivalry’s match line will include the given advantage. If there is a 1-0 advantage, Rivalry’s map offering will start with map 2, if there is a 2-0 advantage, Rivalry’s map offering will start with map 3 etc. If the advantage comes from a walkover/default win that was awarded by admin decision for example due to one team showing up late to their match this does not apply.
  5. “Kill” markets will be resulted using the Match summary. In the event that no match summary is available, then the in-game scoreboard will be used for resulting purposes unless advised otherwise in the Sub-Sport Rules for the game.
  6. Match-period Handicap, Money Line and Over/Under markets use Maps won as scoring units. 
  7. Any overtime or other tiebreaker method used is considered valid in determining results.
  8. If a Map is void due to retirement, disconnection, disqualification, walkover or other admin decision, all bets on the Match-period will be deemed void. Bets on any individual Maps that are played to completion will have action. An event which finished with an official result will have action, regardless of the number of replacement players or stand-in players.

Individual Esport Rules


CS:GO

  • If at least 5 rounds of a Map are played with fewer than 10 competitors, all bets on the Map will be void.
  • If a team retires, receives a win by admin decision or is disqualified before all scheduled rounds of a Map are played, all bets on that Map will be void.
  • Rounds 1-15 constitute the first half of CS:GO Maps.
  • If a Map is rewound by “Match Medic” to a round other than Round 1, all markets will be settled based on the result after the round the Map was reverted to. Markets that are invalidated by the “Match Medic” will not count (e.g. Total Player Kills, Total Rounds Odd/Even) for settlement purposes.
  • If any Map is switched to CS2, all Match and Map markets that are affected by the change from the Max Rounds 15 Format to the Max Rounds 12 Format will be voided.

DotA 2

  • If a Map starts with fewer than 10 competitors all bets on the Map will be void.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be void and the Map is considered voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be void. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.
  • Dota 2 Kills: The following will be counted as a kill in Dota 2:
    - Player kills
    - Tower kills of the opposing team
    - Creep kills of the opposing team
    The following will not be counted as a kill in Dota 2:
    - A teammate deny
    - Suicide
    - Death from neutral creeps
    - Death from the Roshan
  • Valorant
  • If at least four rounds of a Map are played with fewer than 10 competitors, all bets on the Map will be voided.
  • If a team retires, receives a win by admin decision, or is disqualified before all scheduled rounds of a Map are played, all bets on that Map will be voided.
  • Rounds 1-12 constitute the first half of Valorant Maps.
  • If a Map is rewound by “Match Medic” to a round other than Round 1, all markets will be settled based on the result after the round the Map was reverted to. Markets that are invalidated by the “Match Medic” will not count (e.g. Total Player Kills, Total Rounds Odd/Even) for settlement purposes.

Honor of Kings

  • If a Map starts with fewer than 10 competitors, all bets on the Map will be voided.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be voided. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.

Arena of Valor

  • If a Map starts with fewer than 10 competitors, all bets on the Map will be voided.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be voided. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.

Heroes of the Storm

  • If a Map starts with fewer than 10 competitors, all bets on the Map will be voided.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be voided. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.

League of Legends

  • If a Map starts with fewer than 10 competitors all bets on the Map will be void.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be void. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be void. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.
  • All markets involving the slaying of Dragons (First Dragon, Total Dragon's, Next Dragon, Dragon Handicap's) DO NOT include Elder Dragon, they only include the elemental dragons.
  • If a Map is rewound to a time other than 00:00 by ‘Chronobreak’, all markets will be settled based on the result after the Map clock has been rewound. Markets that are invalidated by the “Chronobreak” will not count (e.g. Total Dragons, Total Turrets) for settlement purposes.

Overwatch

  • If a Map starts with fewer than 12 competitors, all bets on the Map will be void.

Rainbow Six

  • If a team retires, receives a win by admin decision or is disqualified before all scheduled rounds of a Map are completed, all bets on the Map will be void.

Fortnite

  • The standings will be determined according to the official tournament ranking whenever possible. If the tournament does not make clear what it considers to be the final results the following formula will be used: Bets on an individual Round will be determined based on the team or competitor that lasted longest. Bets on a day of play will be determined based on the total points (Placement Points + Kill Points) gained on that day by the team or competitors in question. Bets on the winner of an event will be determined based on the total points (Placement Points + Kill Points) gained by each team over the course of the event.

PUBG / Free Fire

  • The standings will be determined according to the official tournament ranking whenever possible. If the tournament does not make clear what it considers to be the final results the following formula will be used: Bets on an individual Round will be determined based on the team or competitor that lasted longest. Bets on a day of play will be determined based on the total points (Placement Points + Kill Points) gained on that day by the team or competitors in question. Bets on the winner of an event will be determined based on the total points (Placement Points + Kill Points) gained by each team over the course of the event.

Mobile Legends Bang Bang

1. If a Map starts with fewer than 10 competitors, all bets on the Map will be void.

2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced

for the rest of the Map, all bets on the Map will be void. If a competitor disconnects or quits

after the 10th minute of play of a Map has started, bets have action according to the official

result.

3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on

the Map will be void. If a win by admin decision is awarded after the 10th minute of play of a

Map has started, bets have action according to the official result.

Wild Rift

  • If a Map starts with fewer than 10 competitors, all bets on the Map will be voided.
  • If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all bets on the Map will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  • If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be voided. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.

CS2

  • If at least four rounds of a Map are played with fewer than 10 competitors, all bets on the Map will be voided.
  • If a team retires, receives a win by admin decision, or is disqualified before all scheduled rounds of a Map are played, all bets on that Map will be voided.
  • Rounds 1-12 constitute the first half of CS2 Maps.
  • If a Map is rewound by “Match Medic” to a round other than Round 1, all markets will be settled based on the result after the round the Map was reverted to. Markets that are invalidated by the “Match Medic” will not count (e.g. Total Player Kills, Total Rounds Odd/Even) for settlement purposes.
  • If any Map is switched to CS:GO, all Match and Map markets that are affected by the change from the Max Rounds 12 Format to the Max Rounds 15 Format will be voided.

Esports Market Rules:

  • Map Duration Over/Under: A Total Duration (in minutes) is offered. Under bets win when the Map ends in fewer than that number of minutes and Over bets win when the Map lasts longer than that number. If the Map ends with the exact time displayed (to the second, e.g. 15:00 on a 15min Over/Under line) on the Match summary, then bets will be void. Markets will be settled based on the Match summary, but in the event that no match summary is available, then the in-game scoreboard will be used for resulting purposes.
  • First Tower: Bets on the team that has one of their towers destroyed first lose, and bets on the other team win.
  • First Blood: Bets on the first team to get the first kill that is indicated on the scoreboard win, and bets on the other team lose.
  • First Inhibitor: Bets on the team that has one of their Inhibitors destroyed first lose, and bets on the other team win.
  • First Barracks: Bets on the team that has one of their Barracks destroyed first lose, and bets on the other team win.
  • First Turret: Bets on the team that has one of their Turrets destroyed first lose, and bets on the other team win.
  • Will there be an Ace: Ace is defined as a single player who kills 5 enemies in a single Round
  • Will there be a Knife Kill: A Knife Kill is defined as a player killing an enemy using a knife in an official Round.
  • To Advance: Markets on teams “To Advance” or “To Win Final” are bets on which team advances to the next round or wins a Tournament. They have action when and wherever a match or stage is completed, regardless of if it is moved, delayed or postponed.
  • Total Maps Markets: Tied Maps are not counted towards Total Maps markets.Sport Rules


American Football 

  1. If a game is suspended with fewer than 55 minutes completed all bets on the Game-period will be void and bets on completed periods will have action. If a game is suspended after 55 minutes of play and not resumed within 6 hours of suspension, then regardless of whether the game is completed at a later date, the score when the game is suspended will determine the betting results.
  2. If a game is delayed and not started within 12 hours of its originally scheduled time all bets will be void. 
  3. Bets on the Game and 2nd Half-periods include points scored in overtime.

American Football Market Rules:

Team to Score Next: Extra Points and 2 Point Conversions are not considered a score. The point after try is considered part of scoring the Touchdown.

Passing Statistics: Bets are void if a named Quarterback doesn’t attempt at least one pass.

Rushing Statistics Over/Under: If the named competitor plays but has no rushing attempts, their total and first attempted rushing yardage is considered to be 0.

Receiving Statistics Over/Under: If a named Receiver plays, but does not have a catch, their total and first attempted receiving yardage will be considered to be 0.

Time of Score: Seconds listed in the market are inclusive, so events that happen on that second of game time are counted.

First 1st Down: 1st downs gained on penalties and changes of possession are not counted. 

Unanswered Scores: Extra Points and 2 Point Conversions are counted as part of the Touchdown and not considered consecutive scoring events. Any return by the opposition on an Extra Point or 2 Point Conversion attempt also does not count towards these markets.

Longest Touchdown: If there are no Touchdowns, these markets will be void.

Team Quarterback Statistics: Only statistics achieved by competitors listed as Quarterbacks on the team’s roster will be counted. For example, if a Running Back throws a Touchdown pass, that would not be counted as an attempt, completion or Touchdown pass for that team’s Quarterbacks.

Special Teams and Defensive Touchdowns: The only Touchdowns considered to be Special Teams Touchdowns are on plays where the ball is actually kicked or punted (these include: kickoff returns, punt returns, returns of a fumbled kick return, returns of a fumbled punt return, blocked field goal returns, or blocked punt returns). A fake Field Goal or fake Punt which results in a Touchdown by the team that snapped the ball is considered an offensive Touchdown.

Competitor to Score a Touchdown: Passing for a Touchdown is not considered scoring a Touchdown. Only the competitor who has possession of the ball in the End Zone is considered to have scored the Touchdown.

Pass Interference Penalties: Both offensive and defensive Interference counts, however the penalty must be accepted and enforced on the play to be considered valid. If the penalty is declined or if there are offsetting penalties negating enforcement of Interference, then the winner will be determined on the next Interference penalty.

Holding Penalties: Both offensive and defensive Holding counts, however the penalty must be accepted and enforced on the play to be considered valid. If the penalty is declined or if there are offsetting penalties negating enforcement of Holding, then the winner will be determined on the next Holding penalty.

Longest Kickoff Return: Bets are void if both teams don’t have at least one Kickoff Return.

Longest Punt Return: Bets are void if both teams don’t have at least one Punt Return.

Number of Different Players to Score: All scoring plays except Safeties are counted.

First Touchdown Pass Distance Over/Under: Bets are void if the named Quarterback doesn’t complete at least one Touchdown Pass.

AFC/NFC Champion Futures: The champion of each Conference is the team that reaches the Superbowl.

Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play all of their scheduled games or cannot possibly exceed their win total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt as to whether or not a team will play a complete season, their Season Wins won’t be settled until they do. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.

NCAA Football Season Wins: Bowl Games and Conference Championship Games are not counted towards Regular Season Wins totals. Teams must play every scheduled regular season game for action.

NCAA Football Conference Championship Futures: If the conference has an official championship game, the winner of that game is considered to have won that conference. For Divisional Odds within the conferences, the team participating in the Conference Championship game is considered to have won that division.

NFL Weekly Markets: If any game in the listed week is cancelled or postponed, and not completed within 96 hours of its scheduled start time, all weekly markets will be void, regardless of the outcome of any specific game.

Heisman Trophy Winner Yes/No: Bets made before the competitor’s team’s first scheduled game will be void if the competitor does not play in that game.

Tied After First Score: “Yes” will be considered the winner if the game is tied any time after the first score, including if it is tied following a Touchdown, before the Extra Point or 2 Point Conversion attempt.

Kickoff/Punt Return Match-ups: Both listed competitors must have at least one kick/punt return for action.

Last Score Markets: Only Touchdowns, Field Goals and Safeties will be counted. Extra Points and 2 Point Conversions following Touchdowns will not.

Punt Markets: A blocked Punt will count as a Punt for Team Punt markets, but not count towards markets for a competitor’s number of Punts.

Punter Markets: In all markets with an individual Punter named except “Total Punts by a Punter Over/Under” that punter must have at least one Punt for action.

Longest Field Goal: Bets will be void if there are no successful Field Goals.

Baseball

  1. Game-period Money Line bets have three options with regards to Starting Pitchers:
     
    • "Action": The bet is team against team, regardless of who the Starting Pitcher is for either team. If there is a pitching change, the odds for Action bets will be adjusted to the first odds offered after the new pitcher is announced.
    • "Listed Pitchers": Requires that both of the pitchers selected on the bet must start the game for their respective teams. If either selected pitcher does not start the game, then these bets will be void.
    • "One Listed Pitcher”: If the selected pitcher does not start, the bet is void. If the other pitcher does not start the game the odds for the bet are adjusted to the first odds offered after the new pitcher is announced.
  2. Unless otherwise stated, all Full Game bets include extra innings.
  3. All other markets that include both Starting Pitchers names will be void if either of those pitchers do not start the game.
  4. A Pitcher is considered to have Started a game once they have thrown the first pitch for their team. A non-Pitcher is considered to have Started the game once they have made their first plate appearance.
  5. If a market other than the Game-period Money Line includes exactly one or two names of competitors, then all listed competitors must start the game for the bet to have action. The exception to this rule is markets for competitor “Save” statistics which will have action regardless of whether or not the competitor plays in the game.
  6. Bets made before the start of the game on the Game-period Money Line market have action as long as at least 5 innings (or 4.5 innings if the Home team is winning) are completed. If a game is called before 9 innings (or 8.5 innings if the Home team wins) are complete, the score at the end of the last completed inning will be considered final, unless the game is called during the bottom half of one of these innings and the Home team has taken the lead. In this specific case, the actual score of the game will be used to grade the Game-period money line for pregame wagers. All Game-period markets, other than the Money Line, have action only once 9 innings (or 8.5 if Home team wins) are completed. Periods that have been played to completion will have action even if the game is not completed.
  7. All Game-period In-Play markets require that the game be played to completion with 9 innings (or 8.5 if Home team wins) to have action. Periods that have been played to completion will have action even if the game is not played to completion.
  8. A Baseball game is considered to have been played to completion when at least 9 innings (or 8.5 innings if Home wins) have been completed and a final result has been determined. In games where a “Mercy Rule” is expressly part of the rules, a game is considered to have been played to completion when a Mercy Rule is invoked. If a game is declared Official by its governing body, it has no bearing on how bets are settled if sufficient innings have not been played.
  9. Bets on the 1st Half-period of Baseball games are based on the results at the conclusion of 5 innings of play. Bets made before the game on the 1st Half-period Handicap and Money Line markets have action once 5 innings are played or 4.5 innings if the game is called at 4.5 innings and the Home team is declared the winner. All other 1st Half markets (including the In-Play 1st Half Handicap and Money Line markets) require at least 5 innings to be played for action. 
  10. If a game is suspended in order to be resumed at a later date, all bets on the Game-period markets are void, and bets on completed periods have action. With the exception of MLB Playoff games, which will have action whenever the game is completed.
  11. In circumstances when the “Home” team is not playing at their home stadium, the team whose starting pitcher throws the very first pitch of the game is considered the Home team. 
  12. 7 Inning Doubleheader Rules: 
  • Bets made before the start of the game on the Game-period Money Line market have action as long as at least 5 innings (or 4.5 innings if the Home team is winning) are completed. If a game is called before 9 innings (or 8.5 innings if the Home team wins) are complete, the score at the end of the last completed inning will be considered final, unless the game is called during the bottom half of one of these innings and the Home team has taken the lead. In this specific case, the actual score of the game will be used to grade the Game-period money line for pregame wagers. All Game-period markets, other than the Money Line, have action only once 9 innings (or 8.5 if Home team wins) are completed. Periods that have been played to completion will have action even if the game is not completed.
  • All Game-period In-Play markets require that the game be played to completion with 7 innings (or 6.5 if Home team wins) to have action. Periods that have been played to completion will have action even if the game is not played to completion.
  • All bets on 7 inning Doubleheader games will be void if it is not indicated that it is a 7 inning game. 

Baseball Market Rules:

  • MLB Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play at least 160 games or cannot possibly exceed their win total given their number of games remaining and is expected to play at least 160 games. If there is any reasonable doubt as to whether or not a team will play at least 160 games, their Season Wins won’t be settled until they do. Any additional tiebreaker games for (such as Wildcard or Division) will not be counted towards Regular Season Wins. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
  • Total Bases: A Single is worth 1, a Double is worth 2, a Triple is worth 3, a Home Run is worth 4. No other type of play counts towards Total Bases markets.
  • Runs Allowed: Earned and Unearned Runs are counted.
  • Innings Pitched: Each Inning completed is worth 1, and each out recorded thereafter worth 0.1.
  • Division Winner: Markets are resulted based standings at the end of the season, as long as every team in the division has played at least 90% of their scheduled games. If teams are tied in terms of record, the winner will be 1) the winner of the tiebreaker game or 2) the team declared the winner by the League's tiebreaker system for seeding playoff teams.
  • Season-Long Home Run Leader: If the Home Run lead is tied, Batting Average will be used as the tiebreaker.
  • Season-Long Competitor Match-ups: If either competitor does not play in at least one of his team’s first 10 games all bets are void.
  • Hits + Runs + Errors Markets: Games must be played to completion (at least 9 innings or 8.5 innings if Home team wins) for action. If a game is called or suspended in extra innings, the results will be determined after the last completed inning, unless the home team scores to tie in the bottom half of the inning, in which case the result is determined at the time the game is called.
  • No-Hitters Markets: Individual and combined no-hitters are counted as long as the game is played to completion as defined in Baseball Rule #7.
  • Competitor Statistics Markets: Games must be played to completion (at least 9 innings or 8.5 innings if Home team wins) for action. If a game is suspended before completion and the game is resumed the following day, statistics from both days will be counted towards the results of these markets. If the game is not resumed the following day, all bets will be voided. In addition, the player listed must start for bets on his statistical markets to have action
  • Competitor Statistic Match-Up Markets: All bets have action as long as both competitors start the game and the game is played to completion as defined in Baseball Rule #7.
  • Home/Away Markets: If a game is suspended after at least 9 innings have been completed, the score after the last fully completed inning will be used for that game.

Basketball 

  1. In the NBA all bets on the Game-period are void if fewer than 43 minutes are played. In all other competitions, bets on the Game-period are void if fewer than 35 minutes are played. Bets on any periods that have been played to completion will have action.
  2. If an "Elam Ending" is used, the target score has to be reached for wagers to have action for any period that includes such an ending. All bets will be settled based on the final score once the target score is reached regardless of the actual duration of the game.
  3. Bets on the Game and Second-Half periods include all overtimes played in their result.

Basketball Market Rules:

  • Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play all of their scheduled games or cannot possibly exceed their win total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Wins won’t be settled until they do. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
  • NBA Conference Winners: For team to win the Conference Winner Futures, the winner of the respective Conference will be the team that reaches the NBA Finals.
  • Competitor Statistics: In pre-Game markets that includes exactly one or two names of competitors, then all listed competitors must start the game for the bet to have action. For In-Play markets with named competitors, the named competitors need only play in the game for action.
  • Buzzer Beater Markets: A “Buzzer Beater” is defined as a made shot that leaves absolutely no time on the game clock at the end of the game and the shot puts the shooter’s team ahead for the win when the shooter’s team immediately prior to the shot had been tied or losing.
  • NBA Division Winners: NBA Division Winner markets have action as long as all teams in the division have played more than half of their scheduled games at the conclusion of the regular season. Any ties will be broken by the NBA’s determination.
  • Double/Triple Double Markets: A “Double Double” is defined as ten or more of at least two of the following categories: Points, Rebounds, Assists, Steals or Blocks. A “Triple Double” is ten or more of three of those categories.

Boxing & MMA

  1. A fight is considered official once the first round begins, regardless of the scheduled or actual duration.
  2. If the number of scheduled rounds is changed, bets on the Money Line have action. Bets on Total Rounds Over/Under markets have action only if the newly scheduled round count is greater than the total that was bet. Other Total Rounds Over/Under bets will be void.
  3. Unless indicated otherwise, fights will be void if they do not take place within one week of the scheduled date.
  4. All Full-Fight period markets are void in the case of a technical draw. Periods that have been completed and markets that have been conclusively determined before the ending of the fight will be settled.
  5. If a fight is deemed “No Contest” all bets are void except for periods that have already been completed and markets that have already been conclusively determined.
  6. Bets have action if a venue is changed to another location within the same country. If it is changed to a different country, all bets on the fight are void.
  7. If a fight involves an extra Round or “Sudden Victory” Round, these rounds will be counted in all relevant markets.

Boxing Market Rules:

  • Inside Distance Markets: A bet on a fighter to win “Inside Distance” wins if the selected fighter wins by KO, TKO, DQ or Technical Decision.
  • “KO” Markets: A bet on a fighter to win by “KO” wins if the selected fighter wins by KO, TKO, or DQ.
  • Rounds Over/Under: For the purposes of this market, a Round is considered complete once half of its time has elapsed and the fight is ongoing. 

MMA Market Rules:

  • Rounds Over/Under Markets: For the purposes of this market, a Round is considered complete once half of its time has elapsed and the fight is ongoing. 
  • IInside Distance Markets: A bet on a fighter to win “Inside Distance” wins if the selected fighter wins by KO, TKO, DQ, Submission, Technical Submission, Technical Decision or any other form of stoppage.
  • “KO” Markets: A bet on a fighter to win by “KO” wins if the selected fighter wins by KO, TKO, or corner stoppage. A win by submission is not considered a KO/TKO in MMA.
  • Victory Method Markets: Yes/No markets for a fighter’s method of victory will be deemed “No” if the fight ends in a draw.
  • Win in Round X Markets: Fights are deemed to have finished in a Round if the fight ends during that round, or a fighter doesn’t answer the bell for the following Round.

Football/Soccer 

  1. If a match is delayed and is not started within 12 hours of the originally scheduled time, all bets on the match will be void.
  2. If a match is started and not completed within 12 hours of starting, all markets on the full match will be void. Bets on periods that have been completed will be settled. 
  3. All Match-period markets are based on two halves of 45 minutes of regulation time as well as any injury time unless indicated otherwise. If a match is finished or abandoned before the completion of 90 minutes of play all bets on the Match-period are void. The exception to this rule is if a referee ends a match with an official result after at least 85 minutes of play. If a match is void because it finished early or was abandoned, periods that were played to completion (such as 1st Half) will have action. 
  4. Own Goals do not count towards markets with named competitors.  
  5. If a Soccer match is played at a neutral pitch, whether it is indicated in the market or not, it will have action. If it is played at the pitch of the team listed second it is void.
  6. In friendly matches, if a red card is shown but play continues with the same number of competitors on the pitch, the red card score will be updated and bets will have action.
  7. In-play bets will be void if a Video Assistant Referee (VAR) decision materially affects the odds of the bets.
  8. Score, corner and red card information are considered to be part of the market for In-Play bets. If that information is incorrectly displayed on the market offering and/or Bet Slip, then bets placed while incorrect information is displayed will be deemed void.
  9. Unless a period specifies a duration of time, injury time is included.

Football/Soccer Market Rules:

  • Bookings: A Yellow Card is worth 1 and Red Card 2. Two Yellow Cards on a competitor leading to a Red Card is worth 3. Any cards shown to non-competitors (such as teammates on the bench, competitors leaving the pitch, the manager, coach or other staff) are not counted. Cards shown during the half-time break are counted towards the second-half period bookings markets. Any cards shown after the whistle that ends regulation time will not be counted towards the markets for that game.
  • To Advance: Markets on teams “To Advance” or “To Win Final” are bets on which team advances to the next round or wins a Cup or Tournament. They have action when and wherever a match or stage is completed, regardless of if it is moved, delayed or postponed.
  • Season Points: Will be settled when a team exceeds their points total and is expected to play all of their scheduled games or cannot possibly exceed their points total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Points won’t be settled until they do. Once Season Points markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
  • League Winner & Relegation Markets: Will have action based on the official results of the League regardless of how many games each team plays.
  • Home vs. Away Markets: If a match isn’t played at a team’s regular pitch, the team listed first will be considered the Home team for Home vs. Away markets.
  • In-Play 2-Way (“Asian”) Handicaps: Bets are settled according to the score for the remainder of the period after the bet has been placed. Any scores prior to the bet being placed are ignored for resulting purposes.
  • Corners: In the event of a Corner Kick having to be retaken, only one Corner Kick will be counted. Corner kicks that are awarded and not taken are not counted.
  • Penalty Shootouts: Handicap markets include goals scored on all kicks taken. Total markets count only goals in the first 10 kicks taken.
  • Pre-game Player Markets: A player must start the game for the bet to have action.

Hockey

  1. Unless otherwise specified, Match-period bets do not include overtime or penalty shootouts.
  2. For markets that do include overtime, Penalty Shootouts are considered part of overtime. If a Penalty Shootout occurs, the winning team is credited with one extra goal. 
  3. Bets on Match-period markets require a minimum of 55 minutes to be played for action. If a game is suspended before 55 minutes are played, bets on periods that have been played to completion will have action and all others will be void.

Hockey Market Rules:

  • Competitor Statistics: Includes Overtime but does not include Penalty Shootouts.
  • Regular Season Points: Will be settled when a team exceeds their points total and is expected to play all of their scheduled games or cannot possibly exceed their points total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Points won’t be settled until they do. Once Season Points markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.

Related Contingencies

A related contingency is a parlay bet where the outcome of one selection can contribute to the outcome of another selection, e.g. a two outcome parlay containing EnVy Us to win the Dreamhack Winter Semi-Final combined with EnVy Us to win the Dreamhack Winter tournament outright.

Rivalry reserves the right to determine which bets have related contingency.

Rivalry does not accept parlay tickets which have related contingency and reserves the right to void, at its discretion, any parlay tickets placed on related contingencies. Bet combinations with related contingencies will be automatically blocked and unavailable to place in a parlay during regular bet placement. In instances where a ticket containing related contingencies has been accepted in error Rivalry will completely void the ticket and return the stake.

In certain instances, Rivalry will make available combinations of related contingencies for customers to place bets on, e.g. Faker to win Worlds MVP and SK Telecom T1 to win the World Championship.

Blackjack

Game Objective

Players take their virtual seat and try to achieve a hand that’s closer to 21 than the dealer’s hand. The game is played with eight decks. 

How to Play the game

Card Values

  • Cards from 2 to 10 are worth their face value 
  • Face cards (Jacks, Queens and Kings) are each worth 10 
  • Aces are worth 1 or 11, whichever is more favourable to the hand. 

Note that a soft hand includes an Ace worth 11. 

After the allotted betting time has expired, the dealer deals one card face up to each player. Dealing starts with the first player to the dealer’s left and continues clockwise, ending with the dealer. The dealer then deals a second card face up to each player but the dealer’s second card is dealt face down. The value of your initial hand is displayed next to your cards. 

Blackjack

If the value of your initial two-card hand is exactly 21, you have Blackjack! 

Insurance

If the dealer’s up card is an Ace, a player can choose to place an additional insurance bet that pays out if the dealer goes on to win with Blackjack. A player clicks ‘Yes’ to purchase this ‘Insurance’ then places an additional bet equal to half the initial Blackjack bet.

The dealer then takes a peek at his/her face- downcard to check for Blackjack. Should the dealer have Blackjack (i.e. an Ace + 10, Jack, Queen or King), the player wins twice the insurance bet.

If the dealer does not have Blackjack, the player loses his/her insurance bet and the game continues.

Making a Decision

As soon as the player receives his/her first two cards they can make an initial decision regarding their hand to Hit, Stand, Double Down or Split.

If no decision is made before the betting time expires, a player’s lack of response is interpreted as a hit in the case that the player’s score is 11 or less and stands if it is 12 or more.

Double Down

If a player’s first two cards total 9, 10 or 11 and a third card is likely to result in a hand that beats the dealer’s hand, the player can click ‘Double Down’. This allows a player to double their main bet and receive just one more card.

Hit or Stand

Alternatively, the player can decide to Hit to be dealt an additional card to add to the value of their hand. The player can Hit more than once to receive additional cards before they decide to Stand once they are satisfied with the value of their hand.

Split

When a player’s first two cards are of equal value, the player can choose to ‘Split’ them into two separate hands.

If the player splits two Aces, he/she will receive just one additional card on each hand. No doubling is allowed.

Dealer's Hand

The dealer must ‘Hit’ (take an additional card) when his/her hand is 16 or less. The dealer must ‘Stand’ on all hands of 17 or more (including a ‘soft 17’, which is a total of 17 made up of an Ace counted as 11 and a card with the value six). The dealer loses the game with a hand that exceeds 21. If a player’s final hand is closer to 21 than the dealer’s hand, the player wins even money on his/her initial bet.

The Game Outcome
  • The player wins when the value of their final hand is closer to 21 than the dealer’s hand or when the dealer busts
  • If the player’s hand value is the same as the dealer’s hand, the game round ends in a push and the player’s bet is returned
  • Blackjack is only possible using the two cards in the initial two-card deal
  • If the sum of the player’s hand exceeds 21, the player busts and loses his/her bet on that hand.
Features

Initial Decision

Initial decision* cuts waiting time by allowing players in seats 2 to 7 to make ‘Initial decision’ bets. In other words, players don’t have to wait for their turn — they can make their initial decision to Hit, Stand, Double Down or Split at the same time that player 1 is asked to make his or her initial betting decision.

*Please note that initial decision is not available on Infinite, Power Blackjack and Speed Blackjack.

Bet Behind

Bet Behind* allows a virtually unlimited number of players to bet behind the main seven players seated at a Live Blackjack table. Players can bet behind while they wait for one of the seven main seats. Alternatively, a player in one of the main seats can choose to bet behind any other seat.

Hot players on a winning streak are highlighted with a gold medal next to their name in the Live Blackjack user interface. The number of game rounds a player has won is displayed on the medal.

*Please note that Bet Behind is not available on Infinite and Power Blackjack.

Side Bets*

All our regular Live Blackjack games feature Perfect Pairs and 21+3 optional side bets.

A player may place side bets in combination with their main Blackjack bet. This gives them the chance to win on any side bet whether they later win or lose on their main Blackjack bet.

Note: Please see the separate Infinite Blackjack factsheet for information regarding the side bets available on those games.

Perfect Pairs*

Allows the player to bet on receiving any pair (e.g. two Queens, two Aces, two 7s etc) in the first two cards of his or her hand.The level of payout depends on the probability of being dealt that pair. 

There are three types of winning pair combinations:

• Perfect Pair - same suit, e.g. 2x Ace of spades

• Coloured Pair - different suits of the same colour, e.g. 2 of diamonds (red) and 2 of hearts (red)

• Mixed Pair - different suits of different colours, e.g. 6 of clubs (black) and 6 of hearts (red).

21+3*

Allows the player to bet on the combination of three cards: the first two cards in the player’s hand and the dealer’s up card.

Winning combinations (similar to Poker) are as follows, with payouts depending on the probability of the combination being dealt:

Suited Trips: Three cards of the same suit and value, e.g. 3x King of spades 

Straight Flush: Suited sequence, e.g. 10, Jack and Queen of diamonds. 

Three of a Kind: Three cards of the same value but different suits, e.g. any 3 Kings 

Straight: In numerical sequence but different suits, e.g. 2 of diamonds, 3 of clubs, and 4 of hearts 

Flush: Non-sequential cards in the same suit, e.g. 2, 6 and 10 of clubs. 

Speed Blackjack

Speed Blackjack is our fastest Blackjack yet and the latest addition to our Speed family of games. It follows the same rules as regular Blackjack but with a key difference – the dealing order when it is time for the player to make their decision.

Fastest Decision First

On completion of the initial deal, all players are simultaneously offered the chance to have further cards dealt to their hand.

The player who makes the fastest decision to Hit, Double Down or Split a pair, will get their next card dealt first, regardless of their seat number. Unlike in our regular Blackjack, there is no initial decision – in Speed Blackjack, decision time starts at the same time for every player.

After the first additional card is dealt (i.e. a player’s third card), dealing jumps to the next fastest decision maker.

The dealer never waits for a player to finish a hand. The dealer will immediately switch to the next player in the dealing queue to maintain the speed of the game. The player will still have time to make their decisions — the fast speed of the game does not depend on quick decisions from the players.

Split

If a player decides to Split a pair, the dealer will split that player’s initial two cards and then immediately deal one card to each of that player’s split hands.

At this point the dealer will not wait for the next decision from the split hand player. The dealer will move on and deal to the other players that already have made their decisions.

The game continues in this way until all players have made all of their decisions and all required additional cards have been dealt.

Auto stand and Auto Hit

If a player fails to make a decision in the allowed betting time, the following auto decisions are made for them:

  • Auto Stand on hands of 12 or more
  • Auto Hit on hands of 11 or less.

Auto Hit will give the player an extra card last, after all cards have been dealt to players who made a decision during the decision time.

Note that these automatic decisions do not take into consideration the value of the dealer’s hand.

Once all Players have made their Decision

When all players have made all of their decisions and do not require any additional cards, the dealer reveals the value of his/her downcard. The dealer will then take extra cards or stand according to normal Blackjack rules.

First Person Blackjack

The game’s superior, animated 3D environment and user interface makes gameplay as close as any RNG game comes to playing Blackjack in a real casino. It includes all the usual Blackjack bets, as well as the optional Perfect Pairs and 21+3 side bets.

In First Person Blackjack, five hands are dealt to the player in every game round. The player can then choose to place bets on one, several, or all of these five hands.

Bets are placed from the player’s chip stack, which is shown in 3D and updates to reflect the player’s actual balance.

To place a bet, the player clicks on a chip, then simply clicks the appropriate betting spot/s on the game table.

Having placed his/her bets, the player clicks the ‘DEAL’ button to start the dealing.

Blackjack Variants Available

Live Blackjack

Our standard seven-seat Blackjack, and the fastest slickest, richest-featured regular online Live Blackjack game available anywhere. Endlessly entertaining, with added-value features such as optional 21+3 and Perfect Pairs side bets, plus initial decision, Bet Behind and a ‘DEAL NOW’ button to quicken the pace and pulse still further and add huge scalability. 

Infinite Blackjack

Live Blackjack has unlimited seats at the table, low bet limits, four optional side bets (Any Pair, 21+3, Hot 3 and Bust It) and the Six Card Charlie rule. 

In the main game a limitless number of players are dealt a common initial two-card hand. Thereafter, each player has complete freedom to play that hand just the way they want. Player decision-making is assisted by real-time statistics that show the betting decisions of other players on that same hand. The combination of dealing both physical and virtual cards delivers a thrilling live gaming experience. 

Power Blackjack

Power Blackjack is a game variation based on our regular Blackjack and our Infinite Blackjack with the chance to win big! 

The players can double, triple or quadruple a bet on any two initial cards, even after a split! 

The game is played with 8 decks, where the 9s and 10s have been removed from each deck. Picture cards stay in the deck.

Fairness

Main Bet*:

  • Blackjack & Bet Behind: 99.29% 
  • Free Bet Blackjack: 98.26% 
  • Infinite Free Bet Blackjack: 98.45% 
  • Power Blackjack: 98.80%

Side Bets:

  • Perfect Pair: 95.90%
  • 21+3: 96.30%

*Based on the first hand in the shoe

Roulette

How to Play

The objective of Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in European and French Roulette includes the numbers 1-16 plus a single 0 (zero).

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called inside bets, while bets made on the special boxes below and to the side of the main grid of numbers are called outside bets. 

A Straight Up bet or a Split bet are examples of inside bets, bets on Red/Black or Even/Odd are examples of outside bets.

After the betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets. You win if you have placed a bet that covers that particular number.

Neighbour bets are placed on a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted on the betting grid when placing neighbour bets.

Features

Favourite Bets

You can save your favourite bets, so they are easily accessible for future rounds on any Roulette table. Favourite bets allow you to save a preferred bet or

a combination of different types of bets. You can save and edit a list of up to 15 of your favourite bets under different names.

Under the second tab in favourite bets, you can more easily place the ‘Finale en plein’ and ‘Finale a cheval’ special bets.

Table View

You can choose your view of the game by clicking on the 'View' button (movie camera icon) in the toolbar. Choose between Immersive view, Classic view and 3D view. Most Roulette games offer a choice of all three views, while Double Ball Roulette offers Immersive view and Classic view.

Variants

European and French Roulette

European and French Roulette wheels both feature the numbers 1 to 36 and a single zero. However, there are two key differences with French Roulette:

  • French Roulette includes the La Partage rule: if you make an even money bet and the ball lands on zero, you lose only half your bet
  • French Roulette uses a slightly different table layout with some bet types shown in French: Pair or Impair = Even or Odd numbers; Manque or Passe = Low (1-18) or High (19-36) numbers.

American (Double Zero) Roulette

The classic American double-zero format meets the needs of the US market and extends game choice for players in other regions. The American-style wheel features one extra pocket (00) compared with European and French Roulette and 00 on the table layout. The number order is also different around the wheel, which is significant for players placing a neighbour bet.

  • Low betting limits to attract more players
  • Additional ‘Five Bet’, in which one chip/bet covers five numbers: 0, 00, 1, 2 and 3
  • Increased house edge of 5.3% overall.

Lightning Roulette

Lightning Roulette is a multi award-winning Roulette game offering added entertainment value and multiplied prize values.

  • RNG Lucky Numbers and Lucky Payouts add slots-style excitement to every game round
  • Win greatly multiplied payouts (50x, 100x, 200x, 300x, 400x or 500x) on the simple Straight Up bet.

Instant Roulette

In Instant Roulette we’re using 12 individual and synchronized Auto Roulette wheels to meet the players’ desire for near instant results. The roulette wheels spin almost constantly, with the balls dropping one after the other in the different wheels.

Players can play at their own pace since betting time is unlimited. The player simply clicks on the ‘PLAY NOW’ button to start the game round. The wheel closest to the next drop of the ball is then automatically selected as the wheel on which the player is betting for this game round. Players who prefer a faster pace can just click ‘REBET’ and ‘PLAY NOW’ to start the next round immediately with the same bet.

Immersive Roulette

A uniquely different, premium-quality Live Roulette game featuring multiple cameras that gets players even closer to the live game action. As the live dealer spins the wheel, players can see and follow every movement of the ball.

• Slow motion instant replays of the ball coming to rest in the winning pocket on the wheel.

First Person Roulette

Bets are placed from the player’s chip stack which is shown in 3D and updates to reflect the player’s actual balance.

REBET & SPIN FOR A FASTER GAME

After placing the bets, click the ‘SPIN’ button to start the spin of the ball. As soon as the result of each spin is shown, two buttons appear on-screen.

‘REBET & SPIN’ repeats the bet the player made in the previous round and immediately spins the wheel. ‘2x DOUBLE & SPIN’ doubles the bet the player made in the previous round and immediately spins the wheel.

Fairness

Standard Roulette: 97.30%

American Roulette: 94.74%

Lightning Roulette: 97.30%

Baccarat

How to Play

The game is played with eight decks of 52 cards. Two hands are dealt – the Banker’s hand and the Player’s hand. The shoe is shuffled after seven decks.

Bet on Player, Banker and Tie

Prior to each deal, the player can wager on whether the Player’s hand or the Banker’s hand will win by being closest to 9.

The player also has the option to wager on a Tie (i.e. both the Banker’s and Player’s hands will total the same).

The Initial Deal and Calculating the Value of Each Hand

After the betting time period has expired, the Player and Banker are dealt two cards.

  • Aces count as 1
  • Cards from 2 to 9 are worth their numerical face values
  • 10 and face cards (King, Queen, Jack) are each worth zero.

If the initial value of the hand is 10 or higher, then 10 is subtracted from the total and the figure remaining is the value of the hand.

Example of Baccarat Hands

9+7 = 16 (= hand value of 6) 5+5+5 = 15 (= hand value of 5) 10+9 = 19 (= ‘Natural’ 9)

The Third Card Rule

After the first two cards are dealt to both the Player and Banker, the ‘Third Card Rule’ will determine if a third card is to be dealt. No hand receives more than three cards.

When the Player and Banker hands equal the same total, the hand is declared a Tie. If the value of the cards in either the Player’s hand or the Banker’s hand is an 8 or a 9 (a ‘Natural’) after receiving their initial two cards, then no more cards shall be dealt to either hand.

If the value of the cards in either hand on

the first two cards is 0 to 7 inclusive, the hands shall draw in accordance with the

‘Third Card Rule’.

All ‘How to Play’ information plus full details of the ‘Third Card Rule’ can be accessed by players at the live table via the Help button in the toolbar.

Red Envelope

Red Envelope is an unexpected bonus that may sometimes be generated on either the Tie, Banker Pair or Player Pair bet spots by increasing the payout up to 88x. One, two or three Red Envelopes can be generated for the same round, and they can all have different increased payout values.

The Red Envelopes are generated after betting time has expired. All three bet spots may receive a Red Envelope and an increased payout at the same time.

The Tie bet can get an increased payout of between 11x and 88x, the Banker Pair or Player Pair bet spot can receive an increased payout of between 15x to 88x.

Each time the Red Envelope happens, an animation will be visible on the relevant bet spot, showing a Red Envelope together with a randomly generated increased payout.

If the player’s bet is placed on a bet spot with a Red Envelope, and if the player won on that bet, the player will receive the higher payout. For example, if the Tie bet spot received a Red Envelope with an 88x payout, your winnings will be multiplied with 88x if you win on this bet spot.

The maximum bet limit for the Tie and Pair’s bet will be lowered to 20% of today’s max limit.

The Red Envelope feature is available on all Baccarat tables, except for Lightning Baccarat and Dual Play Baccarat.

Free games support Red Envelope. If the player plays with bonus money and wins with a Red Envelope, the payout is given to the player as bonus money.

Side bets and Other Features

The Pairs Side Bet

Players will see two additional betting spots — Player Pair and Banker Pair. These allow the player to bet on either the Player’s or the Banker’s first two cards being a Pair. The payout for either bet is a very attractive 11:1.

Other Side Bets

Perfect Pair*: Pays 25 to 1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player. Pays 200 to 1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player.

Either Pair: Pays if either the Banker or Player hand is a pair. This side bet is removed for No Commission Baccarat and replaced with Super 6.

Super 6 Player: Pays if Banker wins with a score of 6.

Bonus Banker: Pays when the Player wins the round on a natural 8 or 9 or by at least four points.  

Bonus: Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

Live Betting Statistics

Players can see the total wager placed on a particular bet spot, as well as the number of players who placed bets on the bet spot. The percentages of all bets placed on the Banker, the Player or on a Tie are also shown, and everything is updated in real time.

Scoreboards (Roads)

Baccarat streaks and trends for either the Player or the Banker are recorded in various scoreboards, or ‘roads. These pictorial representations of past round results and other statistics related to the current shoe may help players to predict the results of future rounds. Players can choose the background of the scorecards in Settings.

The Bead Road and Big Road display the results of each past round, while the Big Eye Road, Small Road and Cockroach Road display patterns derived from the Big Road.

Shoe Statistics

Statistics for the current shoe are displayed above the Big Road and include number of completed rounds; number of Player wins; number of Banker wins; number of Tie rounds; number of Player pair wins; number of Banker pair wins.

Roads and shoe statistics are always cleared when a new shoe is introduced.

Baccarat Variants Available

Baccarat

Our standard Live Baccarat game for a truly authentic and dynamic live gaming experience for your players. This regular game is available at a wide range of tables to suit all player types.

Baccarat Squeeze

In Baccarat Squeeze all the excitement is captured using a Hollywood-style studio set-up with 15-plus cameras. Best of all, players can experience the unique suspense of the squeeze in cinematic High Definition close-up!

The dealer will quickly reveal cards for the hand associated with the lesser total wager. The dealer will then squeeze cards dealt to the hand associated with the greatest total wager. If the total wager for both hands is equal, the dealer will squeeze all cards dealt to both hands.

Speed Baccarat

Our super-fast variant of Baccarat, Speed Baccarat packs in more betting opportunities in the playing session. Cards are dealt face-up, results time is kept to a minimum and game rounds take just 27 seconds, as opposed to 48 seconds in our standard Baccarat games.

Lightning Baccarat

Lightning Baccarat is an electrifying extended Baccarat game that combines our world-leading Live Baccarat with a chance to win big multiplied payouts on a winning hand. In each game round 1–5 Lightning Cards are randomly generated from a virtual 52-card deck, with each card having a random payout multiplier applied of 2x, 3x, 4x, 5x or 8x. 

A Lightning Fee of 20% is added to each player’s total bet.

(Also available in First Person.)

First Person

Combining the best of First Person gaming and Live Baccarat, this superior Baccarat game offers players more options than ever when playing an RNG-based game.

Players have access to six Baccarat tables and six No Commission tables. All our normal side bets, including the Super 6 bet on No Commission tables, are available.

First Person Baccarat offers players a seat at the table with full control of the game. Bets are placed directly on the table which makes the game even more realistic. There is no rush, take as long as you need when placing bets. You decide when it’s time to draw the cards by clicking on the ‘DEAL’ button.

It’s easy to change to another table if you don’t like the trends at a particular table. Navigate between tables via the Multi Table View or choose another table in the Baccarat hall. You can also easily sort the tables by the longest streak for your chosen road.

You can have a number of hands dealt to a specific table for free to build trends. Choose to deal free hands or shuffle the deck at your table, or at all tables at once. After each shuffle, you are prompted to cut the deck if you want. There are exactly eight decks in the shoe and cards are burned after each shuffle.

The Red Envelope bonus feature is also available for First Person Baccarat.

First Person Baccarat comes with the unique ‘GO LIVE’ button that takes you directly to our Live Baccarat games.

Payouts

Fairness

Return to Player (Optimal)

Baccarat: 98.94%

No Commission Baccarat: 98.76%

Lightning Baccarat: 98.76%

Poker

Royal Flush: 5 Card straight A, K, Q, J, T of all the same suit (e.g. AKQJT of clubs)

Straight Flush: 5 Card straight of all the same suit (e.g. 98765 of spades)

Four of a Kind: 4 Cards of the same rank (e.g. JJJJX)

Full House: 3 Matching cards of the same rank and 2 matching cards of another rank (e.g. 88822)

Flush: Any 5 cards of the same suit

Straight: 5 consecutive cards of at least 2 suits (e.g. 87654)

Three of a Kind: 3 Matching cards of the same rank with any other 2 unpaired cards (e.g. AAA94)

Two Pair: 2 Matching cards of the same rank with another 2 matching cards of the same rank (e.g. 9977X)

One Pair: 2 Matching cards of the same rank with 3 unpaired cards (e.g. 88J63)

High Card: The highest ranked card in the players hand (if player and dealer have the same high ranked card, then the next highest card is used until there is a winner)

Ultimate Texas Hold Em

About

Ultimate Texas Hold Em is poker based casino game which is a spin on the classic Texas Hold Em Poker game, however instead of playing against other players around the table you are playing 1 on 1 against the dealer.


How to Play
  1. The game uses one 52-card deck which is shuffled at the conclusion of each hand.
  2. To begin the game, the player must make equal bets on the Ante and Blind. The player also has the option to place a bet on Trips, which is the side bet game.
  3. Both the player and dealer receive two starting cards. The dealer's cards are dealt face down.
  4. The player has a choice:
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  5. If the player checks, three community cards are dealt and the player has another choice:
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  6. If the player checks, the remaining two community cards are dealt and the player has a final choice:
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  7. If the dealer has less than a pair, the Ante bet pushes. Otherwise, the Ante bet is in play (i.e. can win or lose depending on whose hand is stronger).
  8. If the dealer has a better hand, the Play, Ante and Blind bets lose.
  9. If the player has a better hand, the player wins and is paid as follows:
    Ante: 1:1
    Play: 1:1
    Blind: According to the Blind pay table posted within the game

Theoretical Return to Player
95-97%

Casino Hold 'Em

About

Casino Hold 'Em is a simplified Casino version of the class game Texas Hold Em Poker. In Casino Hold Em you play heads up versus the dealer to make the best 5 card poker hand.


How to Play
  1. The game uses one 52-card deck which is shuffled at the conclusion of each hand.
  2. To begin the game, the player must place their bet on the Ante. This is a forced bet to enter the game.
  3. Both the player and dealer receive two starting cards. The dealer's cards are dealt face down. The flop is also dealt during this round (First 3 community cards)
  4. The player then has a choice:
    - Fold (surrender their ante bet and move to the next hand)
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  5. If the dealer has a better hand, the Ante and Call bets lose.
  6. If the player has a better hand, the player wins and is paid as follows:
    Ante: As displayed on the game table
    Call: If the dealer qualifies (has a pair of 4's or better), bet pays 1-1. If the dealer doesn't qualify, the bet is a push and your stake is returned.
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Theoretical Return to Player

95-97%

Deal or No Deal

About

Deal or No Deal consists of multiple stages that build up to the final game show. This final stage takes place inside a meticulously designed studio complete with a sparkling host.

The game is bursting with TV show panache; it’s premium, innovative, stylish, and contains a whopping 500x bet payout-potential. Specially selected dealers chat their way through the game, breaking the tension as the briefcases are opened.

What number will be inside the final briefcase? Should you accept the Banker’s offer or keep holding on until the final briefcase? 

And ultimately, what is your final choice: deal or no deal?

How to Play

Qualifying for the Game Show

The first objective of Deal or No Deal is to qualify for the Game Show. In the initial phase, players are presented with a wheel that is made up of three rings. 

Players spin the wheel to try to align a sequence of golden segments in the upper sector of the wheel.

Each spin sets the amount of money in the biggest- prize briefcase by 75x-500x the amount of the player’s bet. Select any of the briefcases to be the briefcase containing the biggest prize.

To increase the chance of qualification, players can lock gold panels in place by adjusting the difficulty level. Normal is a standard bet. Easy locks one ring in place, Very Easy locks two. Selecting Instant awards instant qualification. Difficulty levels come at different costs. The Instant qualification option will increase the amount for the bet by 18x.

When players have filled the locked zone with gold panels, they gain entry into the Game Show, but must still wait for the previous game show to finish before entering. They therefore enter the Top Up Stage.

Top Up Stage

After having passed the initial qualification round, players can top up the blue and red briefcases at the side of their screen while waiting for the game show to begin. A timer counts down to the start of the game show. Having briefcases that contain high amounts of money increases players’ chances of winning big in the subsequent Game Show stage.

The briefcases are on the side of the screen, labelled 1 - 16. Players select the briefcase/s they wish to top up and spin the wheel. The wheel offers a number of amounts that are proportional to the player’s bet – players will hope to land the highest amount after the spin. Increasing the bet increases the amounts of cash the wheel offers. These briefcases and their ‘contents’ will be carried on into the Game Show stage of the game.

Players can top up as many briefcases as they want before the next game show begins, right up until the timer runs out.

The Game Show

The Game Presenter takes centre stage when the game show begins. The player can see all 16 briefcases arranged behind the Game Presenter. One briefcase is in the foreground, on a table beside the Game Presenter. This is the final and most significant briefcase. The briefcases in the background are opened in batches, displaying numbers that correspond to the player’s numbered briefcases (shown on the side of the screen). Once the Game Presenter reveals a number in a briefcase, the player’s corresponding briefcase disappears from the side of the screen.

Each time a batch of briefcases is opened, the player is offered a sum of money and given a chance to cash out. Does the player risk not taking the money and carrying on with the game until the final briefcase is revealed? Will the final briefcase be more profitable than the Banker’s offer? The player is offered a deal each time a new batch of briefcases is opened (there are four offers in total).

When only two briefcases remain, the player is given the chance to switch the two briefcases before the final briefcases are opened. The final briefcase represents the sum of money that the player keeps (assuming that the player hasn’t accepted the Banker’s deal at any point). The player hopes that the number of the final briefcase corresponds with a briefcase that contains a large amount of money.

First Person

Qualifying for the Game Show

First Person Deal or No Deal takes the world- famous live game show and combines it with flawless RNG animation quality.

Similarly to Live Deal or No Deal, the First Person version consists of three stages – qualification, top-up and the final game show.

In the initial phase, players are presented with a wheel made up of three rings. Spin the wheel to align a sequence of golden segments in the upper sector of the wheel. To increase the chance of qualification, you can lock gold panels in place by adjusting the difficulty level.

Top Up Stage

Once you have qualified, you move to the ‘Top Up’ phase. If you wish, you have the option to top up the blue and red briefcases at the side of your screen for bigger chances of winning big. You can top up as many briefcases as you want; there is no time limit. When you’re ready to play, click the ‘Play’ button, which starts the final stage – the game show.

The Game Show

In the game show, you will be offered to choose your final briefcase. This briefcase will be placed on the table.

Each time a briefcase is opened, you will find out the number of the briefcase and the amount you could have won. As each briefcase is opened, they are removed from the overview screen in the background. Each time a batch of briefcases is opened, you are offered a sum of money by the Banker and given a chance to cash out.

When only two briefcases remain, you are given a chance to switch the two briefcases before the final briefcases are opened. Will it be a deal or no deal?

Different Speed Modes

First Person Deal or No Deal offers two different speed modes – ‘fast’ and ‘normal’. For players who wish to play a faster game, choose the ‘fast’ speed mode to open multiple briefcases at once. For players who prefer to see briefcases being opened one by one – choose ‘normal’ speed.

As in all our First Person games, the First Person Deal or No Deal includes the unique ‘Go Live’ button, which gives you the possibility to go directly to our Live version of the Deal or No Deal game show.

Payouts

Theoretical Return to Player

95.42%

Lightning Dice

About

High-voltage excitement is about to strike in the form of Lightning Dice, a fast-paced, energetic dice game by Evolution. The game is beautifully simple: three dice are dropped by the game presenter through a transparent maze-like Lightning Tower. Players bet on the predicted total sum of the three dice. Random multipliers strike the betting grid just before the dice are dropped, adding an extra layer of excitement to the game.

The charismatic presenter, electrifying studio set design, range of bet spots, smooth user interface, and entertaining gameplay, all contribute to creating a fantastic live gaming experience.

How to Play

Simplicity is at the core of Lightning Dice, but so is entertainment! Players aim to predict the result of a throw of three dice. A wide selection of bet spots is available to choose from. These include a range of dice totals, and also other options, such as Low, High, Any Double and Any Triple. Dice totals range from 3 – 18 and correspond to the total sum of all three dice after the throw; players can bet on as many options as they like. Each bet spot has a different payout associated with it (see payouts below).

When betting has closed, two to four bet spots are charged with Lightning Multipliers. The multipliers themselves vary and can go all the way up to 1000x. Players will hope that a multiplier lands on their chosen bet spot/s!

In the next stage, the dealer places the dice on top of the Lightning Tower, and then pulls the lever that sends the dice tumbling through the vertical maze. Camera close-ups follow the dice as they fall through the three sections of the Lightning Tower and come to rest at the tower’s base, revealing

the result. The presentation of the dice-drop is a great spectacle to watch! Players win if they have correctly predicted the total sum of all three dice and placed a bet on the winning number or range of dice total. If the winning bet spot was charged with a Lighting Multiplier, winnings are multiplied accordingly.

Once the outcome of the throw of the dice is known and payouts have been completed, the process begins again.

Betting Options

Players have a wide choice of bet spots that they can select from. Players may also click the BET ON ALL NUMBERS button to place a bet on all number bet spots.

Low and High

  • Refers to the following numbers: Low (3-9), High (12-18)
  • The max multiplier for High and Low is 10x.

Note: the Low and High bet spots do not include numbers 10 and 11.

Any Double

  • Includes all double combinations, i.e. two dice showing the same numbers results in a win
  • The max multiplier for Any Double is 4x.

Note: the player loses this bet when the total result is Any Triple.

Any Triple

  • Includes all triple combinations
  • Max multiplier for Any Triple is 250x.

Number Bet Spots

Bet Spots with numbers that correspond to all possible outcomes of the total sum of all three dice.

Bet on All Numbers

Places a bet on all number bet spots simultaneously.

Note: No bet will be made on Low, High, Any Double or Any Triple by clicking on this button.

Payouts

Theoretical Payout Percentage

Return To Player range is 96.03%-96.57%.

Crazy Time

ABOUT

The money wheel has 54 segments, and each contains either a number (1, 2, 5 or 10) or a bonus game.

At the start of each game round, both the money wheel and the Top Slot will spin at the same time. The Top Slot will determine one random multiplier for one random bet spot — either a number or bonus game. When a multiplier and bet spot align horizontally in the Top Slot, it’s a match and a multiplier will be added to this bet spot.

When the money wheel comes to a stop, the winning segment is indicated by the flapper at the top of the wheel. If the wheel stops at the number that you have placed your bet on, you win. Your winnings are multiplied if the Top Slot multiplier was assigned to this particular bet spot. If the wheel stops at a bonus game segment, the bonus game will start. If a Top Slot multiplier was won for this segment, the multipliers in the bonus game will be multiplied with the Top Slot multiplier. Crazy Time is loaded with bonus games and excitement but remember to place a bet on the bonus game to take part in the bonus round!

HOW TO PLAY

PLACE BETS

• Place your bets on the bet spots where you think that the money wheel will stop

• When the betting time is over, the game presenter will spin the money wheel

• The Top Slot generates one random multiplier for one random bet spot — either a number or a bonus game

• If the bet spot and multiplier do not align horizontally in the Top Slot, the game will proceed without a multiplier.

MONEY WHEEL

• When the money wheel comes to a stop, the flapper will show which segment on the wheel won

• If the wheel stops at the number you have placed your bet on, you win

• If the number was given a random multiplier from the Top Slot, your bet will be multiplied accordingly

• If the wheel stops on a bonus bet spot the bonus game will start

• If the bonus game received a random multiplier, the multipliers in the bonus game will be multiplied with this multiplier at the start of the bonus round

• All players can observe the bonus games but only players who have placed a bet on the corresponding bet spot can participate and win.

CASH HUNT

Cash Hunt is a shooting gallery and features a big screen with 108 random multipliers.

• The multipliers are covered by random symbols and then shuffled

• You select your own target, i.e. the symbol you believe is hiding the largest multiplier

• When the countdown begins, position your aim at your chosen symbol on the screen

• The cannon will shoot at the target when the time is up and reveal the hidden multiplier

• The multiplier you won will multiply your bet

Each player will select their own target in this interactive bonus round. As a result, players will win different multipliers.

PACHINKO

The Pachinko bonus game features a large Pachinko wall with a multitude of physical pegs with 16 drop zones at the top and 16 random multipliers in the landing zones at the bottom.

• All landing zones are given a random multiplier or a ‘DOUBLE’ value

• The puck is dropped randomly from zones 4-12

• The puck travels down the wall to finally land in a landing zone

• If the puck lands on a multiplier, your bet will be multiplied

• If the puck lands on ‘DOUBLE’, all the multipliers are doubled. A new drop zone is randomly chosen, and the puck is dropped again until it lands on a doubled multiplier or until the multipliers have reached the maximum 10,000x multiplier

• Occasionally a Rescue Drop might occur if the puck landed on a 2x, 3x or 4x multiplier. Any multiplier that is lower than the won multiplier will be boosted to the won multiplier's value. A new drop zone is randomised and the puck is dropped again.

COIN FLIP

Red or blue — let the coin decide! In the Coin Flip bonus game, a coin with a blue side and a red side will be flipped.

• The coin is placed in the coin launcher

• The multiplier values for each side are then revealed

• The game presenter will push the Flip button and the coin is automatically flipped

• The side that is facing up at the end wins. If the coin lands with the red side up, you will win the red multiplier and vice versa for the blue side

• Occasionally a surprise Rescue Flip might occur where the coin is flipped again if the assigned multipliers are low.

CRAZY TIME

Behind the red door there’s a gigantic virtual wheel in a crazy and fun virtual world. The virtual wheel has 64 segments and three flappers. It is filled with crazy multipliers with the possibility for crazy multiplied winnings!

Crazy Time has four different virtual wheels, some offer more 'DOUBLE' and 'TRIPLE' segments, some offer higher multipliers — all to make the game even more exciting! The wheel is randomly selected at the start of the bonus round.

• Choose your flapper: green, blue or yellow

• If the decision time runs out, a random flapper is automatically selected

• The game presenter starts the wheel by pushing the button

• When the wheel stops spinning, the flappers will be pointing at three different segments. You will win the multiplier at your chosen flapper. The multiplier will be applied to each player’s winnings instantly.

• If a flappers stops at “DOUBLE’ or ‘TRIPLE’, all the multipliers on the wheel will be doubled or tripled. If you chose this flapper, you will take part in a re-spin with the chance to win even bigger multipliers!

• The wheel can be re-spun after winning on ‘DOUBLE’ or ‘TRIPLE’ until the multipliers have reached the maximum 20,000x multiplier

PAYOUTS

MEGA BALL

How to Play

BUY CARDS

Decide how many cards you want to buy and how much to play for. You can set the value for the cards, from €0.10 to €100. You can easily choose to buy 1, 10, 25 or 100 cards with a click of a button in the user interface. If you want more cards, just click on any of these buttons again.

It is possible to buy up to 400 cards.

CHANGE CARD VALUE

You can change the value of your cards while the betting time is open. The selected card value will be automatically applied to all your cards if you decide to change it.

All your purchased cards are displayed on the screen.

You can zoom in on any individual card at any time to see how the numbers are distributed on the card.

BALL DRAWING

Once the betting time is over, 20 balls out of 51 are drawn at a fast pace from the ball drawing machine. If the number of the drawn ball matches a number on any of your cards, this is automatically marked on your card/s.

As the balls are drawn one by one, your cards will be automatically updated and sorted, with the card closest to winning placed at the top. When a line has been completed, your winnings per card are also updated and displayed for each card.

You can also see how much you could win if one or more specific balls should happen to be drawn.

The balls you need in order to win will be highlighted in gold above your cards together with your possible winnings should your numbers actually be drawn. This makes the game more exciting as it highlights potential winnings.

When the last ball has been drawn in the main game, one or two intriguing Mega Ball bonus rounds occur.

GENERATE MEGA BALL MULTIPLIER

At first a Mega Ball multiplier in the range from 5x to 100x is generated on the large screen in the studio. Different colours are used to highlight the Mega Ball multiplier, with the colours changing depending on the size of the multiplier. The colours of the numbers needed to win display will change according to the multiplier.

DRAW THE MEGA BALL

A ball is then drawn from the ball drawing machine to determine the number of the Mega Ball.

If the Mega Ball number completes any line on your cards, your payout on that card is then multiplied by the Mega Ball multiplier.

If a line is not complete, the Mega Ball number will be rated as a regular ball and will not multiply the payout.

If there is more than one Mega Ball among your winning lines on the same card, your payout will be multiplied only by the highest multiplier. This can only happen if there are two Mega Balls drawn in the game round.

GAME RESULT

After the Mega Ball bonus round your cards are sorted again and only those cards with winnings are left on the screen.

Your total winnings are calculated automatically and celebrated. The cards are sorted according to how much you have won, with the biggest win first.

If you did not win anything in the last game round you can see how close you were to winning – all your cards will be sorted and those closest to winning will be displayed on the screen.

Payouts

FUNKY TIME
How to Play

The objective in the main Funky Time game is to predict the segment on which the wheel will stop after the spin. The Funky Time money wheel consists of 64 segments, all of which offer a win or an advancement in the game:

PLACE A BET

Place your bet on one or multiple bet spots where you think the money wheel will stop.

When the betting time is over, the game host will spin the wheel. The digital wheel will generate random multipliers and assign them to random segments on the wheel. 

In addition to the bets on the number 1, individual letters and each of the four Bonus games, there are two further options for easier betting:

  • BET ON 12 LETTERS — places a bet on all 12 letters at once (12 bets in one)
  • BET ON 4 BONUSES — places a single bet on all 4 letters at once (4 bets in one). 

THE MONEY WHEEL SEGMENTS

When the money wheel stops, the flapper shows which segment on the wheel has won.

If the wheel stops on an instant win segment (any number 1 or any of the letters P, L, A, Y, F, U, N, K, T, I, M, or E) you have placed your bet on, you win. If a multiplier hits that segment, your bet is multiplied accordingly.

If the wheel stops on a Bonus game segment (BAR, STAYIN’ ALIVE, DISCO or VIP DISCO) you have placed your bet on, you proceed to the corresponding Bonus game round and receive a payout according to the multipliers accumulated in that Bonus game.

All players can observe a Bonus game taking place, but only players who have placed a bet on the corresponding Bonus game bet spot can participate and win. 

BAR BONUS GAME

The Bar Bonus game, set in the disco club’s bar, features a funky robot bartender and three beverage glasses used for accumulating your multipliers.

When the Bar Bonus game starts, you are taken to the bar counter — simply choose one of the three empty glasses.

Next, as the bartender pours drinks, all three glasses are assigned random multipliers. But the robot bartender has another surprise for you — a single reel slot will start to spin and reveal the

value of another multiplier. This extra multiplier is then randomly assigned to one of the three glasses and multiplies the initial multiplier in that glass.

If there was an additional multiplier on the money wheel when the Bar Bonus game started, that multiplier is applied after the Bar Bonus game multipliers. The multiplier from the wheel spin multiplies multipliers in all three glasses, so all players benefit from it.

You will be paid your bet x the final accumulated multiplier value from your chosen glass.

STAYIN' ALIVE

The Stayin’ Alive Bonus game features a ball drawing machine with 90 coloured balls and a

20-level multiplier ladder that increases all the way up to the 10,000x multiplier. All players start on the lowest level of the ladder (the 5x multiplier) and have four lives on their lives counter.

Before the ball drawing starts, each player must pick a team colour — green, pink or orange. How high a player climbs up the multiplier ladder — and whether they retain one or more lives to stay in this Bonus game — is determined by which colour balls are subsequently drawn.

  • STOP ball (black) — all players lose a life from their lives counter and stay on the same multiplier level as before
  • 1-step ball (green, pink or orange) — if this ball is drawn and its colour matches your chosen team colour, you advance on the multiplier ladder by one level
  • 2-step ball (green, pink or orange) — if this ball is drawn and its colour matches your chosen team colour, you advance on the multiplier ladder by two levels.

The Stayin’ Alive Bonus game continues until no lives are left on the counter. The winnings are paid out according to the level that your team’s colour reached on the multiplier ladder once the last STOP ball was drawn.

If this Bonus game segment received a multiplier during the initial wheel spin, each multiplier value on the multiplier ladder is multiplied by the awarded multiplier.

DISCO AND VIP DISCO

The Disco and VIP Disco Bonus games both feature Mr Funky showing off his best dance moves and collecting multipliers for you on the dance floor!

The Disco Bonus game takes place on a 37-square virtual dance floor, and the VIP Disco Bonus game on a larger 63-square dance floor.

In both Bonus games, Mr Funky starts to show off his moves in the middle of the dance floor. The game presenter, in the DJ booth, spins a mini wheel with eight segments showing four directions: up, down, left and right. Whichever direction the wheel stops on, that’s where Mr Funky makes his next move. As he grooves across the floor, Mr Funky collects two types of multipliers on the dance floor squares:

  • Regular multipliers — these add to your total as you collect them. For example, when you collect a 2 and a 10 Regular multiplier, your total multiplier in the Bonus game becomes 12x.
  • Floor multipliers — these double the values of five random Regular multiplier squares on the dance floor.

Each Bonus game ends whenever Mr Funky falls off the edge of the dance floor.

If the Disco or VIP Disco Bonus game segment received a multiplier during the initial wheel spin, each regular multiplier is multiplied by it before Mr Funky starts to dance.

Payouts

The maximum payout for all your winnings in a game round is €500,000 (or the equivalent in your local currency).

Stayin’ Alive, Disco and VIP Disco Bonus games are all capped to a maximum of 10,000x Multiplier.

THEORETICAL PAYOUT PERCENTAGE (OPTIMAL)

95.99%

FOOTBALL STUDIO DICE
How to Play

Football Studio Dice is easy to understand, fast-paced and endlessly engaging.

The game is played with four dice: two for HOME and two for AWAY. Each dice is placed in an individual automatic shaker recessed into the surface of the gaming table. The top two shakers are the ‘First Half’, and the bottom two shakers are the ‘Second Half’.

During the betting time, all dice start to shake at once. The dice come to a stop at different times making the game more exciting and increasing player engagement. When the last two dice have come to rest, the winning side is declared.

PLACE A BET

The objective of the game is to predict which side will win by having the highest two-dice total. You can bet on HOME, AWAY or/and DRAW.

The user interface lets you see the payouts for different results of the DRAW (Tie) bet with its potential payout of up to 80x.

THE DICE SHAKE

The game is split into two halves: ‘First Half’ and ‘Second Half’ to represent the two halves of a live football match. During betting time, all four dice will start to shake at once. Then they come to rest in the following order:

The upper HOME and AWAY dice (‘First Half’) will stop first.

Then the lower HOME and AWAY dice (‘Second Half’) will stop a few seconds later.

THE RESULT

When all four dice have come to rest, the final result is displayed on the screen. The highest two-dice total wins, resulting in either a HOME or AWAY win.

If the result is a DRAW (Tie), there are several different payouts depending on the tied dice result. For example, if the HOME and AWAY dice rolls both total 12 (that is, a 12-12 draw), the payout on the DRAW bet is 80x. Other DRAW totals (from a 2-2 draw through to an 11-11 draw) pay 8x.

Payouts

THEORETICAL PAYOUT PERCENTAGE

HOME, AWAY: 97.75%

DRAW: 95.68%

FOOTBALL STUDIO
How to Play

To begin the game the player places a Main Bet on which of the two dealt cards will be higher — Home or Away. The player may also place the optional Draw Bet.

Two single cards are then dealt face-up by the dealer — one to the Home spot and one to the Away spot.

2 is low, so the card values run from 2, through 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, to the highest card, Ace.

THE MAIN BET (HOME OR AWAY)

On the Main Bet the highest of the two dealt cards wins and pays even money 1:1.

THE DRAW BET

The Draw Bet pays out if the Home and Away cards are equal in rank, irrespective of suit.

In the case of a Draw (and the player having placed a Draw Bet), half of the player’s Main Bet (if placed) is returned and the Draw win pays out 11 to 1.

Payouts

PAYOUT ODDS

PAYOUT PERCENTAGE

CRAZY COIN FLIP
How to Play

The objective of the game is to qualify for the live bonus game by collecting three scatter symbols during the qualification phase. Before entering the live bonus game, you’ll be offered the chance to boost your multipliers in the Top-Up phase.

QUALIFICATION PHASE

To qualify for the live Coin Flip bonus round, you need to land three scatter symbols in one spin using a five-reel, three-row slot machine. Some scatter symbols have multipliers. Once you have qualified, all scatter symbols’ multipliers are added together. This value is used to boost the multipliers in the Coin Flip bonus round.

A ‘Turbo’ button has been introduced for players who prefer faster gameplay, which allows you to switch between ‘Normal’ and ‘Turbo’ speed mode to speed up the slot spinning animations to reduce the spin time.

SPIN MODES

The qualification slot has three spin modes: Normal spin, XXXtreme spin and Super XXXtreme spin. The bet selected in Normal spin mode becomes your base bet and is used for calculating your winnings.

To help you qualify faster, you can activate any of the two XXXtreme spin modes. With the XXXtreme spin mode, you’re guaranteed one scatter symbol in each spin at the cost of five times your base bet. Super XXXtreme spin mode costs 50x your base bet but guarantees two scatter symbols for each spin.

XXXtreme spins also offer more frequent multipliers.

TOP-UP PHASE

Once you have qualified, you enter the against- the-clock Top-Up phase where you can boost the multipliers. This phase features a three-reel, three-row slot machine, with red and blue coin symbols, each containing a multiplier value.

If you wish to increase the multiplier values, you can choose to increase your Top-Up bet amount.

You win multipliers by collecting three coin symbols of the same colour in the middle row. The values of the won multipliers will be summed together and added to the total Top-Up multiplier for the won coin colour, red or blue.

Once the time has run out, you will be transferred to the live Coin Flip bonus round.

If you have qualified just before the bonus round begins, you can choose to stay in the Top-Up round and continue to top up and spin the Top-Up slot.

COIN FLIP BONUS ROUND

Coin Flip bonus round with live game host generates the multipliers for both sides of the coin. These multipliers will contribute to your total winnings and are common for all the players.

After receiving the Coin Flip bonus round multipliers, all multipliers (Scatter multipliers, Top-Up multipliers and Coin Flip multipliers) will be calculated together and displayed separately on the blue and red side of the coin.

The game host will then pull a lever to flip the coin. Whichever side of the coin is facing up is considered the Coin Flip bonus round result and you will be paid according to the multiplier on the winning coin side.

Payouts

Top-up Slot Payouts

Paid out according to the formula:

  • Total Top-Up multiplier for the winning side × player’s base bet

COIN FLIP BONUS ROUND PAYOUTS

Paid out according to the formula:

  • Total Scatter Multiplier × Coin Flip multiplier for the winning side × the player’s base bet.

If player had any win-lines in the Qualification and/ or Top Up phases, these are now added to the Coin Flip bonus round payout forming the total win.

CASH OR CRASH
How to Play

The game is set in a blimp that cruises over a bustling metropolis. The main feature in the blimp is the ball drawing machine. The ball drawing machine contains 19 green balls, eight red balls and one gold ball.

Drawn balls are separated from the rest of the balls until the game round is over. For each green or gold ball drawn, there is a greater chance that a red ball will be drawn.

PLACE BET

Place your bet on the bet spot. The ladder-style paytable will adjust and show potential winnings according to your bet.

BALL DRAWING

Once the betting time is over, the ball drawing machine draws the first ball.

Everything depends on what colour ball is drawn.

  • Green ball: You move up a step in the paytable and your potential winnings increase
  • Gold ball: You move up a step in the paytable, potential winnings increase, and you receive a shield that gives you one-time protection from the game-ending effect of the red ball.
  • Red ball: If you do not have an active shield, the game round ends. If you have an active shield, the shield is broken, and the game continues on the same level of the paytable.

MAKING YOUR DECISION

When a green ball is drawn, or after a shield is broken, you make one of the following decisions:

  • CONTINUE: Stay in the game and continue to play with 100% of your potential winnings
  • TAKE HALF: Cash out 50% of your potential winnings and continue to play the game round with the remaining 50%
  • TAKE ALL: Cash out all of your winnings and end the game round for you.

The decision that you make will become the default for future decision phases during the current game round.

To help you make your decision, a pair of blimps next to the paytable show the chance of getting a ball that continues the journey up the paytable (green or gold) or a ball that will end the gameplay (red). A counter shows how many paytable levels have been reached out of the maximum possible levels.

GOLD BALL

The gold ball gives you a shield, protecting you from a crash when a red ball is drawn.

When a gold ball is drawn, the game goes into a quick-drawing mode where no decisions are made, and you advance up the paytable with each green ball drawn. When a red ball is drawn, the shield is broken, and you will be asked to make a decision for each green ball drawn. When the next green ball is drawn, the payouts on the paytable are increased.

GAME OUCOME

If you chose TAKE ALL, your total winnings are displayed and the game round is over for you. However, you can still follow the gameplay until the end of the game round.

If you choose to TAKE HALF one or multiple times, your cashed-out winnings are added to your total winnings. You take part in the game with the remainder of your stake.

The game ends when a red ball is drawn unless you have an active shield. If you don’t have an active shield, all potential winnings that you have not cashed out are lost.

Cashed-out winnings are paid at the end of the game round.

Payouts

ROULETTE

XXXTREME LIGHTNING ROULETTE

XXXtreme version of our award-winning Lightning Roulette that offers an even more electrifying and entertaining gaming experience. The suspense

is taken to the next level with an electric storm that offers more bet spots and super-charged multipliers per game round. Now, that’s what we like to call ‘XXXtreme’!

  • Chain Lightning brings additional Chain Lightning Numbers – making up to ten bet spots in total per game round
  • Double Strikes increase multipliers on the Straight Up bet up to an amazing 2,000x
  • Electrifying user interface and dramatic environment.

SPEED ROULETTE

A super-fast version of our live dealer Roulette in which game rounds take just 25 seconds from spin to spin.

  • Custom-designed turbo-charged wheel
  • Betting occurs only during the spin
  • No time lost in getting on with the next spin thanks to optimised winning number recognition
  • 50% faster game rounds compared to regular Live Roulette.

AUTO ROULETTE

An automated live wheel for rapid-fire, real live- wheel action with a high quality look-and-feel.

Our Auto Roulette is a great alternative or addition to live dealer Roulette.

  • Fully automated and capable of 60 to 80 games per hour, 24/7
  • Half-currency betting units for wider audience appeal
  • Speed Auto Roulette is a superfast variant with an impressive 2.500 games per day. Betting occurs only during the spin
  • Auto Roulette available as European, French and American Auto Roulette.

DOUBLE BALL ROULETTE

A unique variation of traditional Roulette using two balls to deliver two winning numbers from a single spin. Available exclusively from Evolution, Live Double Ball Roulette is a world-first that introduces thrilling Roulette bets and exciting odds of up to 1,300 to 1.

  • Inside bets – either ball must be successful for inside bets to win. The player will win twice as much if both balls result in a successful outcome
  • Outside bets – both balls must be successful for outside bets to win. For example, for a bet on a red win, both balls must land in a red number
  • Double Ball Jackpot bet – to win, both balls must land in the selected number.
Payouts

ROULETTE

DOUBLE BALL ROULETTE

LIGHTNING ROULETTE

XXXTREME LIGHTNING ROULETTE

THEORETICAL PAYOUT PERCENTAGE

  • Standard Roulette: 97.30%.
  • American Roulette: 94.74%
  • Lightning Roulette: 97.30%
  • XXXtreme Lightning Roulette: 97.30% Gold Bar Roulette: 97.30%

BACCARAT

NO COMMISSION BACCARAT

In No Commission Baccarat, there’s no 5% commission to pay on Banker wins. The exception is when the Banker scores 6, in which case players are paid half their original bet, or 0.5:1.Adding extra excitement is the Super 6 insurance side bet. If a player places this bet and the Banker scores a 6, the payout is 15:1

BACCARAT CONTROL SQUEEZE

In Live Baccarat Control Squeeze, players control the squeeze themselves for a truly Macau-like VIP gaming experience.

Our custom-designed Baccarat table includes glass panels in the table-top with integrated cameras underneath. As the cards are dealt face down onto the glass panels, the cards’ faces are shown in close-up as part of the UI on players’ screens, but with a ‘peelable’ mask overlay covering each card’s value.

Players can squeeze the cards by dragging to peel and reveal its value. Players can also click on the cards in the competing hand to instantly reveal their value.

PEEK BACCARAT

Peek Baccarat is a revolutionary Baccarat variant where the anticipation is built throughout the game and for the first time ever allows players to change their bets during gameplay. Players are given the exciting opportunity to take a peek at one, two, three or four of the dealt cards. If the revealed cards are beneficial for the player’s hand, they can choose to Double or Triple their bet using the brand-new expanding betting grid to win big.

Peek Baccarat has a 20% fee when placing a bet on either Player or Banker, otherwise it’s the same rules as standard Commission Baccarat.

GOLDEN WEALTH BACCARAT

Golden Wealth Baccarat combines our world-class Live Baccarat with a chance for players to win big, multiplied payouts on their winning hand, just like in Lightning Baccarat. The main difference is that

players will discover that they are more ‘lucky’ in this version, with the low-volatility gameplay resulting in more multiplied wins.

THE BETTING PHASE

Prior to each deal, the player can wager on whether the Player’s hand or the Banker’s hand will win. The hand that’s closest to 9 wins. The player also has the option to wager on a Tie (i.e. both the Banker’s and the Player’s hands will total the same). Players will see two additional betting spots – Player Pair and Banker Pair. These allow the player to bet on either the Player’s or the Banker’s first two cards being

a Pair. No further side bets are available. A 20% Golden Fee is added to each player’s total bet, and this is visible in the user interface.

THE GOLDEN ROUND

After the betting time has expired, the Golden Round starts. Each Golden Round always features five randomly generated Golden Cards from a virtual 52-card deck, plus randomly generated payout multipliers for each Golden Card. The Golden Cards with multipliers are returned to the players from the Magical Pot in exchange for the Golden Fee.

THE DEAL

After the Golden round, the Player and Banker are dealt two or three cards depending on the value of their hands according to standard Baccarat rules. During dealing, Golden Cards are highlighted in the user interface if a matching card has been dealt, to make the player aware of a potential multiplied payout.

GAME OUTCOME

If the player has placed a bet on a winning hand, the payout will be according to the payout table. If the player’s winning hand contains one matching Golden Card, the winnings will be multiplied accordingly (i.e. 2x, 3x, 5x or 8x).

If the player has more than one matching Golden Card in the winning hand, the winnings are multiplied again. For example, with three matching Golden Cards, the total winnings could be multiplied by as much as 8x8x8 (512x). A winning bet on a Tie with six matching Golden Cards can result in a multiplier of 262,144x. All winnings are capped to €500,000 plus bet.

The player must have the matching Golden Card/s in their winning hand to receive a multiplied payout.

SIDE BETS AND OTHER FEATURES

PLAYER PAIR

Pays if the first two cards dealt to the Player constitute a pair.

BANKER PAIR

Pays if the first two cards dealt to the Banker constitute a pair.

LIVE BETTING STATISTICS

Players can see the total wager placed on a particular bet spot, as well as the number of players who placed bets on the bet spot. The percentages of all bets placed on the Banker, the Player or on a Tie are also shown, and everything is updated in real time.

SCORECARDS (ROADS)

Baccarat streaks and trends for either the Player or the Banker are recorded in various scorecards, or ‘roads’. These pictorial representations of past round results and other statistics related to the current shoe may help players to predict the results of future rounds. Players can choose light or dark backgrounds for the scorecards in Settings.

The Bead Road and Big Road display the results of each past round, while the Big Eye Road, Small Road and Cockroach Road display patterns derived from the Big Road.

SHOE STATISTICS

Statistics for the current shoe are displayed above the Big Road and include: number of completed rounds; number of Player wins; number of Banker wins; number of Tie rounds; number of Player pair wins; number of Banker pair wins. Roads and shoe statistics are always cleared when a new shoe is introduced.

Payouts

PAIRS SIDE BET

Maximum payout of €500,000, or corresponding value in another currency

THEORETICAL PAYOUT PERCENTAGE

Main bet: 98.85%

Glossary

Fixture: An event on which bets can be placed.

Period: A defined portion of a Fixture.

Competitor: An individual taking part in a fixture.

Settle: The conclusion of a bet, at which point the payout is made based on the result of the market.

Result: The outcome of a market.

Action: A bet "has action" as long as its conditions are met. Action means that a bet will be settled with a final result.

Void: Refund a bet for any reason. Most commonly when it can't be resolved because of something illegitimate about the Market. When a Market is void, all bets on that Market are void.

Complete: A market with a valid final result that can be settled.

Count: Scoring events considered valid in the context of a market.

Multi-Way: A market where three or more participants compete.

In-Play: A market is considered In-Play once competition has begun.

Market: An offering on a Fixture.

Bet: A risked stake with defined payout on the result of an event or combination of events.

Multiple: Combined bets with multiplied odds.

Teaser: Combined bets with fixed odds and improved handicap or total.

Conclusively Determined: Markets which have had a winner determined no matter what else happens in the period.

Scoring Unit: The unit of scoring used to determine the results of a market. For example, a Soccer match can have markets for Goals, Corner Kicks and Bookings, each of which are scoring units.