Virtual sports rules

Please read through the Virtual sports rules before you start playing.

Terms and Conditions
1. Description 

This Terms and Conditions describe details of Virtual Football Pro, The Penalty Kicks, Virtual Football League, Virtual Greyhounds, Virtual Horse Racing, Virtual Marble Racing, Virtual Bicycle games. During each game the winner is randomly determined by the event outcome. Before, during and after the beginning of Virtual Sports neither the organizer nor another third party can know the exact outcomes.

In order to play any of Virtual Sport games player must first register a member account with the Operator and deposit money into a member account. 

All available games with video streaming and available betting markets are shown on Virtual Sports page which can be accessible by clicking on Virtual Sports section on the website. The page also includes information about upcoming 5 events and bet history. Players may check their bet history that is available on each Virtual Sports game window. To open it, they have to click on “Results” button. The most recent game appears at the top of the list. Players may filter Bet History by each sport type, by competition and date. After filtering appropriate event player may click on it and find detailed information about the winning event.

On each Virtual Sport type there is possibility to set lower winning limits per bet. There may be various reasons for changing a winning limit, depending on the supply and demand for a bet

Placement and calculation of bets on Virtual Sports are processed according to the rules of regular real sports betting. Only pre-match bets can be accepted on Virtual Sports. Live betting is not allowed.

In case the odds are mentioned incorrectly in Virtual Sports or bets are placed after the beginning of the event etc. due to technical issues, the organizer reserves the right to cancel the games and refund all the amounts of the placed bets to the players. 

2. Games in Virtual Sports

2.1 “Virtual Football Pro” Characteristics

The duration of the match is about 3 minute with 2 half times. The participants are National teams and the winner is randomly determined by the event outcome. 

Virtual Football Pro is organized everyday 24 hours in every 3 minute. 

The following markets are available for betting on Virtual Football Pro:

1. Winner. 

It is proposed to determine the outcome of the match.

2.  Total.

If as a result of the match the total number of scored goals is equal to the total of the rate and the option an exactly < specified number of > goals is not stipulated, there is a return. Similarly, for the individual total of a team.

3.Handicap.

If the handicap has only 2 options (only Handicap 1 or Handicap 2, without the option – a draw) in case of a tie taking into account the Handicap, a return with a coefficient 1 takes place (regardless of the period for which the match is invited to bet).

4.  Double Chance

The following outcomes are possible:

1X – The rate is winning if as a result of the match Team 1 won or a draw was fixed. X2 - The rate is winning if as a result of the match Team 2 won or a draw was fixed. 12 – The rate is winning if as a result of the match Team 1 or Team 2 won.

5.Individual total <indicated Team>

It is suggested to determine whether the number of goals scored by this Team is more or less than the specified parameter.

If as a result of a match the total number of goals scored is equal to the total of the rate, a return takes place with a coefficient of 1.

Only goals are taken into account which are scored into the gates of the opposing team and officially counted by the referee. All goals scored by teams into their gates are considered as goals scored by a team-rival.

6.Which team will score the first goal of the match?

If the first goal of the match is an own goal, the victory in the rate is calculated for the team in favor of which this goal was scored (i. e, the opponent team scoring own goal).

7.Will both teams score?

It is necessary to determine whether both teams will score at least one goal each in the given match. All goals scored by the teams in their gates are counted as goals scored by the team-rival.

8.Total even / odd.

If the result of the match is "0:0", the rates will be counted as "Even"

9.How many goals will be scored in the match?

It is proposed to predict the exact number of goals in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

10.How many goals will score <the specified team>?

It is proposed to predict the exact number of goals scored by this team in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

11. Half /Match.

It is proposed to determine the outcome of the first half and the whole football match.

In the line in first place the result of the 1st half is put, and in the second – the one of the whole match.

12. The exact score of the match.

It is proposed to determine the exact score of a football match.

13. With what advantage will the match be won?

It is necessary to determine which team and with what advantage in the score will win the match, or whether the match will end in a draw.

In this given type of sport, other outcomes can be offered apart from what is mentioned above. 

2.2. “Virtual Football League” Characteristics

Our League format features 8 teams, 112 matches per season, 28 match days and 4 games in parallel. Players have a chance to bet 24/7.

The following markets are available for betting on Virtual Football Pro:

1. Winner. 

It is proposed to determine the outcome of the match. 

2.  Total.

If as a result of the match the total number of scored goals is equal to the total of the rate and the option an exactly < specified number of > goals is not stipulated, there is a return. Similarly, for the individual total of a team.

 3. Handicap.

If the handicap has only 2 options (only Handicap 1 or Handicap 2, without the option – a draw) in case of a tie taking into account the Handicap, a return with a coefficient 1 takes place (regardless of the period for which the match is invited to bet).

4. Double Chance.

The following outcomes are possible:

1X – The rate is winning if as a result of the match Team 1 won or a draw was fixed. X2 - The rate is winning if as a result of the match Team 2 won or a draw was fixed. 12 – The rate is winning if as a result of the match Team 1 or Team 2 won.

5.Individual total <indicated Team>.

It is suggested to determine whether the number of goals scored by this Team is more or less than the specified parameter.

If as a result of a match the total number of goals scored is equal to the total of the rate, a return takes place with a coefficient of 1.

Only goals are taken into account which are scored into the gates of the opposing team and officially counted by the referee. All goals scored by teams into their gates are considered as goals scored by a team-rival.

6.Which team will score the first goal of the match?

If the first goal of the match is an own goal, the victory in the rate is calculated for the team in favor of which this goal was scored (i. e, the opponent team scoring own goal.

7.  Will both teams score?

It is necessary to determine whether both teams will score at least one goal each in the given match. All goals scored by the teams in their gates are counted as goals scored by the team-rival.

8.Total even / odd.

If the result of the match is "0:0", the rates will be counted as "Even"

9.How many goals will be scored in the match?

It is proposed to predict the exact number of goals in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

10.How many goals will score <the specified team>?

It is proposed to predict the exact number of goals scored by this team in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

11. Half /Match.

It is proposed to determine the outcome of the first half and the whole football match.

In the line in first place the result of the 1st half is put, and in the second – the one of the whole match.

13.The exact score of the match.

It is proposed to determine the exact score of a football match.

14. With what advantage will the match be won?

It is necessary to determine which team and with what advantage in the score will win the match, or whether the match will end in a draw.

In this given type of sport, other outcomes can be offered apart from what is mentioned above. 

2.3. “The Penalty Kicks” Characteristics

Virtual Sports Penalty Kicks consists of back-to-back penalty kicks composed by opponent teams very similar to the ones available in real football. 

The duration of the match is about 3 minute. The participants are National teams the winner is randomly determined by the event outcome. The maximum kicks for each team is 6, after the 6th kick the winner of the match should be determined. There is no draw option. 

The following markets are available for betting on Virtual Football Penalty Kicks:

1.Winner.

It is proposed to determine the outcome of the match.

2.Total.

If as a result of the match the total number of scored goals is equal to the total of the rate and the option an exactly < specified number of > goals is not stipulated, there is a return. Similarly, for the individual total of a team. 

3.Handicap.

If the handicap has only 2 options (only Handicap 1 or Handicap 2, without the option – a draw) in case of a tie taking into account the Handicap, a return with a coefficient 1 takes place (regardless of the period for which the match is invited to bet). 

4.Individual total <indicated Team>

It is suggested to determine whether the number of goals scored by this Team is more or less than the specified parameter.

If as a result of a match the total number of goals scored is equal to the total of the rate, a return takes place with a coefficient of 1.

Only goals are taken into account which are scored into the gates of the opposing team and officially counted by the referee. All goals scored by teams into their gates are considered as goals scored by a team-rival.

5.  Total even / odd.

If the result of the match is "0:0", the rates will be counted as "Even".

6.How many goals will be scored in the match?

It is proposed to predict the exact number of goals in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

7.How many goals will score <the specified team>?

It is proposed to predict the exact number of goals scored by this team in the match.

Only goals scored in regular time (including the time compensated by the referee but excluding extra time and penalties). All goals scored by the teams in their gates are counted as goals scored by the team-rival.

In this given type of sport, other outcomes can be offered apart from what is mentioned above. 

2.4. “Virtual Drag Racing” Characteristics 

Virtual Drag Racing is composed of opponent cars very similar to the ones available in real Drag Racing. The duration of the match is about 2 minute. 

The following markets are available for betting on Virtual Drag Racing:

1.  Winner.

It is proposed to determine the outcome of the race.

2.Individual total <Indicated Car>.

It is suggested to determine whether the time scored by the following car is more or less than the specified parameter. 

3. Will get to the finish <Indicated Car>.

It is suggested to determine whether the Individual Car will get the finish or not.  

2.5. “Virtual Greyhound Racing” Characteristics 

The duration of the race is about 1 minute.  Virtual Greyhound is organized everyday 24 hours in every 2 minute. 

The following markets are available for betting on Virtual Greyhound Racing:

  • Which number will take the 1st position.
  • Which number will take the 2nd position.
  • Which number will take the 3rd position.
  • Which number will take the 1st or 2nd position.
  • Which number will take the 1st or 3rd position.
  • Which number will take the 2nd or 3rd position.
  • Which number will take the 1st, 2nd or 3rd position. 

2.6. “Virtual Horse Racing” Characteristics 

The duration of the race is about 1 minute. Virtual Horse Racing is organized everyday 24 hours in every 2 minute. 

The following markets are available for betting on Virtual Horse Racing:

  • Which number will take the 1st position.
  • Which number will take the 2nd position.
  • Which number will take the 3rd position.
  • Which number will take the 1st or 2nd position.
  • Which number will take the 1st or 3rd position.
  • Which number will take the 2nd or 3rd position.
  • Which number will take the 1st, 2nd or 3rd position. 

2.7. “Virtual Bicycle Racing” Characteristics 

The duration of the race is about 1 minute.  Virtual Bicycle is organized everyday 24 hours in every 2 minute. 

The following markets are available for betting on Virtual Bicycle:

  • Which number will take the 1st position.
  • Which number will take the 2nd position.
  • Which number will take the 3rd position.
  • Which number will take the 1st or 2nd position.
  • Which number will take the 1st or 3rd position.
  • Which number will take the 2nd or 3rd position.
  • Which number will take the 1st, 2nd or 3rd position. 

2.8. “Virtual Marble Racing” Characteristics 

This is a captivating competition where individual marbles are pushed across race tracks. Layers are given 10 marbles to choose from and a wide range of betting markets. The duration of the race is about 1 minute. Virtual Marble Racing is organized everyday 24 hours in every 2 minute. 

The following markets are available for betting on Virtual Marble Racing:

  • Which number will take the 1st position.
  • Which number will take the 2nd position.
  • Which number will take the 3rd position.
  • Which number will take the 1st or 2nd position.
  • Which number will take the 1st or 3rd position.
  • Which number will take the 2nd or 3rd position.
  • Which number will take the 1st, 2nd or 3rd position.