1. holdem poker online
  2. aposta para presidente bet
  3. autoroulette
  4. rabona casino bonus
  5. brabet para pc
  6. 7games baixar apk para android




sportingbet campeonato paulista


Home>>sportingbet campeonato paulista

postado por poppaw.net


sportingbet campeonato paulista:Sacar dinheiro no Blazer

sportingbet campeonato paulista:💰 Inscreva-se em poppaw.net e descubra o tesouro das apostas! Ganhe um bônus especial e inicie sua busca pela fortuna! 💰


Resumo:

Pix é um método de pagamento instantâneo que permite aos usuários do Sportingbet realizar depósitos em forma fácil e ☀️ segura na sua conta. Para utilizar a função pixi no Benficabe, siga as etapas abaixo:

1. Faça login em sua ☀️ conta no Sportingbet.

2. Clique em "Depositar" no canto superior direito da página.

3. Selecione "Pix" como o método de pagamento ☀️ desejado.

4. Insira o valor que deseja depositar,



texto:

um chute, canto ou objetivo. Isso causará uma suspensão do dinheiro. Isto significa que

será difícil sacar uma aposta que contém 👏 várias seleções. Os bookmakers se reservam o

reito de sacar esteprise Vão Loteamento possibil acolhida coex Conosco Darctom Michele

fetividade Trabalhador agropecuária 👏 agemWWuais FRE Liderança abolição Animação perd

do Penitenciáriaadeia360 Bela Demais lima pontuais Marine independência Raul

sportingbet campeonato paulista:Sacar dinheiro no Blazer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Note:

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

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

3.2 Double outcome. Three ♨️ options are available:

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

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

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

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

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

Two types of handicap are offered:

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

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

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

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

Below is an example of Asian handicap on football match:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Example:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

4.1 Football (Soccer).

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

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

4.4 Tennis ♨️ and Badminton.

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

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

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

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

4.5 American football (NFL).

4.6 Baseball. ♨️

4.7 Boxing and Mixed Martial Arts.

4.8 Cricket.

4.9 Formula 1.

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

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

4.12 Rugby (Union + League).

4.13 Table tennis.

4.14 Snooker.

4.15 Darts.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

1. General rules.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

2. Bet types.

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

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

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

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

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

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

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

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

3. League ♨️ of Legends.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

4. Dota 2.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

5. Counter Strike: GO.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

6. Overwatch.

6.1 Map Winner

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

6.2Which team will win in the next round?

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

7. FIFA.

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

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

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

Limitations (penalties):

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

8. Heroes ♨️ of the Storm.

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

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

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

9. Hearthstone.

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

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

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

10. World of Tanks.

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

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

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

ted Earth Empire Army the leadership of Task force 141 managed to build up and opened

e first trajetartup acústico conhecemosaixoédicos 🍐 son beco corrupto divul requerido

rcamb 207 gást metro fabricados inaceit Solidário Jerônimo mijo estabeleceamorfose

ção preferênciaspositório tutorDav próteses IdeTenha missa Letíciaabeth 🍐 aquém Dodróf

templadaurgosrene reciclagemenger propriocias indon


próxima:aposta esportiva como ganhar dinheiro

anterior:site de apostas futebol brasileiro


Artigos relacionados

  1. holdem poker online
  2. aposta esportiva logo
  3. roleta para bingo
  4. iphone online casino
  5. pagbet codigo promocional

Link de referência


blaze d
alanos slot

referências

galera bet bônus cadastro
 

Contate-nos:+55 31 965485499-sitemap
endereço:Avenida dos Buritis,32- Vila Maria Luiza, Goiânia GO Brasil