Betgames


BETGAMES – LUCKY 5

“Lucky 5” or “5 out of 36” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes and winning bets can return a profit which is a thousand times more than the stake.

Game Process

5 winning balls out of 36 are randomly drawn into the cylinders of the game machine. The order of the winning balls is determined by the machine cylinders from left to right. The cylinder to the left is considered to be the first.

Game Rules

1. Terms:

1.1. Game machine – a mechanical device used to put, mix and randomly select the winning balls.   

1.2. Balls – a set of thirty six (36) balls which is used for the game. The balls are white, blue, green and red. There are 9 balls of each color and all balls are numbered from 1 to 36. Total sum of the numbers on the balls is 666. Total sum of the numbers on the white balls is 45, total sum of the numbers on the green balls is 126, total sum of the numbers on the red balls is 207 and total sum of the numbers on the blue balls is 288.   

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.   

1.4. Cylinders – 5 identical parts that are connected to the drum of the game machine where the winning balls are drawn. All 5 winning balls are shown in separate frame.

1.5. Mixing and Selection process – a process that is considered as started when all balls fall into the Drum of the game machine. The process is considered as finished when all 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

1.6. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.   

2. Rules:

2.1. 5 winning balls out of 36 are randomly drawn to the cylinders of the game machine.

2.2. The draw is deemed to have taken place when Mixing and Selection process is over. In all other cases the draw is either void and all the stakes are returned, or Mixing and Selection process is continued until 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.3. The order of the winning balls of the draw is determined by the machine cylinders from left to right. The cylinder to the left is considered to be first and the one on the right is the last. The order in which the cylinders are filled doesn‘t have any influence on the result of the draw. 

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round). 

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws. 

 

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter‘s mistakes;

5.1.2. Presenter‘s mistakes that can end up with cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place (machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the dealer‘s actions.

5.2. Continuing of Mixing and Selection process. Mixing and Selection process may be continued if:

5.2.1. Less than 5 balls are selected into the Cylinders of the game machine when the Mixing and Selection process is over.

5.2.2. During the process, selected ball, or balls, fall back into the Drum of the game machine.

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity and etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game organization procedure: 

6.1. The balls must be clearly visible in their place of the game machine before the start of each draw.

6.2. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Longer breaks are allowed (1-5 cancelled draws in a row) due to technical failures in the studio. All bets placed on these draws are void and stakes are returned to the players.

6.4. Results of each draw and archive for the broadcasts can be found on the game organizer‘s website. 

7. Equipment used in the game: 

7.1. Game machine (see 1.1).

7.2. A set of 36 balls (see 1.2).

CODE

MARKET SELECTION

500

Selected ball will not be dropped with No. 1,...,36

501

Selected ball will be dropped with No. 1,...,36

502

Two selected balls will be dropped with No. 1,...,36

503

Three selected balls will be dropped with No. 1,...,36

504

COUNT of the dropped WHITE balls will be EQUAL to COUNT of the dropped BLUE balls

505

COUNT of the dropped GREEN balls will be MORE than COUNT of the dropped RED balls

506

More ODD numbered balls will be dropped

507

More EVEN numbered balls will be dropped

508

SUM of the numbers on the dropped balls will be ODD

509

SUM of the numbers on the dropped balls will be EVEN

510

SUM of the numbers on the dropped balls will be LESS than 92.5

511

SUM of the numbers on the dropped balls will be MORE than 92.5

512

At least one WHITE ball will be dropped

513

WHITE ball will not be dropped

514

COUNT of the dropped WHITE balls will be MORE than 1.5

515

COUNT of the dropped WHITE balls will be LESS than 1.5

516

COUNT of the dropped WHITE balls will be MORE than 2.5

517

COUNT of the dropped WHITE balls will be LESS than 2.5

518

COUNT of the dropped WHITE balls will be MORE than 3.5

519

COUNT of the dropped RED balls will be MORE than COUNT of the dropped GREEN balls

520

FIVE WHITE balls will be dropped

521

At least one GREEN ball will be dropped

522

GREEN ball will not be dropped

523

COUNT of the dropped GREEN balls will be MORE than 1.5

524

COUNT of the dropped GREEN balls will be LESS than 1.5

525

COUNT of the dropped GREEN balls will be MORE than 2.5

526

COUNT of the dropped GREEN balls will be LESS than 2.5

527

COUNT of the dropped GREEN balls will be MORE than 3.5

528

COUNT of the dropped BLUE balls will be MORE than COUNT of the dropped WHITE balls

529

FIVE GREEN balls will be dropped

530

At least one RED ball will be dropped

531

RED ball will not be dropped

532

COUNT of the dropped RED balls will be MORE than 1.5

533

COUNT of the dropped RED balls will be LESS than 1.5

534

COUNT of the dropped RED balls will be MORE than 2.5

535

COUNT of the dropped RED balls will be LESS than 2.5

536

COUNT of the dropped RED balls will be MORE than 3.5

537

COUNT of the dropped GREEN balls will be EQUAL to COUNT of the dropped RED balls

538

FIVE RED balls will be dropped

539

At least one BLUE ball will be dropped

540

BLUE ball will not be dropped

541

COUNT of the dropped BLUE balls will be MORE than 1.5

542

COUNT of the dropped BLUE balls will be LESS than 1.5

543

COUNT of the dropped BLUE balls will be MORE than 2.5

544

COUNT of the dropped BLUE balls will be LESS than 2.5

545

COUNT of the dropped BLUE balls will be MORE than 3.5

546

COUNT of the dropped GREEN balls will be MORE than COUNT of the dropped BLUE balls

547

FIVE BLUE balls will be dropped

548

Exactly ONE WHITE ball will be dropped

549

Exactly ONE WHITE ball will not be dropped

550

Exactly TWO WHITE balls will be dropped

551

Exactly TWO WHITE balls will not be dropped

552

Exactly THREE WHITE balls will be dropped

553

Exactly THREE WHITE balls will not be dropped

554

Exactly FOUR WHITE balls will be dropped

555

COUNT of the dropped BLUE balls will be MORE than COUNT of the dropped GREEN balls

556

COUNT of the dropped GREEN balls will be EQUAL to COUNT of the dropped BLUE balls

557

Exactly ONE GREEN ball will be dropped

558

Exactly ONE GREEN ball will not be dropped

559

Exactly TWO GREEN balls will be dropped

560

Exactly TWO GREEN balls will not be dropped

561

Exactly THREE GREEN balls will be dropped

562

Exactly THREE GREEN balls will not be dropped

563

Exactly FOUR GREEN balls will be dropped

564

COUNT of the dropped RED balls will be MORE than COUNT of the dropped BLUE balls

565

COUNT of the dropped BLUE balls will be MORE than COUNT of the dropped RED balls

566

Exactly ONE RED ball will be dropped

567

Exactly ONE RED ball will not be dropped

568

Exactly TWO RED balls will be dropped

569

Exactly TWO RED balls will not be dropped

570

Exactly THREE RED balls will be dropped

571

Exactly THREE RED balls will not be dropped

572

Exactly FOUR RED balls will be dropped

573

COUNT of the dropped RED balls will be EQUAL to COUNT of the dropped BLUE balls

575

Exactly ONE BLUE ball will be dropped

576

Exactly ONE BLUE ball will not be dropped

577

Exactly TWO BLUE balls will be dropped

578

Exactly TWO BLUE balls will not be dropped

579

Exactly THREE BLUE balls will be dropped

580

Exactly THREE BLUE balls will not be dropped

581

Exactly FOUR BLUE balls will be dropped

584

THREE and more SAME COLOUR balls will be dropped

586

FOUR and more SAME COLOUR balls will be dropped

588

FIVE SAME COLOUR balls will be dropped

590

COUNT of the dropped WHITE and GREEN balls will be MORE than COUNT of the dropped RED and BLUE balls

591

COUNT of the dropped WHITE and RED balls will be MORE than COUNT of the dropped GREEN and BLUE balls

592

COUNT of the dropped WHITE and BLUE balls will be MORE than COUNT of the dropped GREEN and RED balls

593

COUNT of the dropped WHITE balls will be MORE than COUNT of the dropped GREEN balls

594

COUNT of the dropped GREEN balls will be MORE than COUNT of the dropped WHITE balls

595

COUNT of the dropped WHITE balls will be EQUAL to COUNT of the dropped GREEN balls

596

COUNT of the dropped WHITE balls will be MORE than COUNT of the dropped RED balls

597

COUNT of the dropped RED balls will be MORE than COUNT of the dropped WHITE balls

598

COUNT of the dropped WHITE balls will be EQUAL to COUNT of the dropped RED balls

599

COUNT of the dropped WHITE balls will be MORE than COUNT of the dropped BLUE balls

*Bet types and codes are subject to change without notice.

 

 

 

 

 

 

 

 

 

BETGAMES – LUCKY 6

“Lucky 6” or “6 out of 60” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes.

Game Process:

6 winning balls out of 60 are randomly drawn into the cylinders of the game machine. The order of the winning balls is determined by the machine cylinders from left to right. The cylinder to the left is considered to be the first.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about four minutes. Draws of the game run every 5 minutes daily.

Game Rules

1. Terms:

1.1. Game machine – a mechanical device used to put, mix and randomly select the winning balls.

1.2. Balls – a set of sixty (60) balls which is used for the game. There are 30 red and 30 blue balls. The balls are numbered from 0 to 9. Total sum of the numbers on the balls is 270. Total sum of the numbers on the red balls is 138 and total sum of the numbers on the blue balls is 132. 

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

1.4. Cylinders – 6 identical parts that are connected to the drum of the game machine where the winning balls are drawn. All 6 winning balls are shown in the separate frame.

1.5. Mixing and Selection process – a process that is considered as started when all balls fall into the Drum of the game machine. The process is considered as finished when all 6 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine. 

1.6. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.7. Odd numbers are 1, 3, 5, 7, 9.

1.8. Even numbers are 0, 2, 4, 6, 8.

2. Rules:

2.1. 6 winning balls out of 60 are randomly drawn to the cylinders of the game machine.

2.2. The draw is deemed to have taken place when Mixing and Selection process is over. In all other cases the draw is either void and all the stakes are returned, or Mixing and Selection process is continued until 6 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.3. The order of the winning balls of the draw is determined by the machine cylinders from left to right. The cylinder to the left is considered to be first and the one on the right is the last. The order in which the cylinders are filled doesn‘t have any influence on the result of the draw.

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round). 

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws.

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can end up in cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place(machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the dealer‘s actions.

5.2. Continuing of Mixing and Selection process. Mixing and Selection process may be continued if:

5.2.1. Less than 6 balls are selected into the Cylinders of the game machine when the Mixing and Selection process is over.

5.2.2. During the process, selected ball, or balls, fall back into the Drum of the game machine.  

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity and etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game organization procedure:

6.1. The balls must be clearly visible in their place in the game machine before the start of each draw.

6.2. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Results of each draw and archive for the broadcasts can be found on the game organizer‘s website.

7. Equipment used in the game:

7.1. Game machine (see 1.1).

7.2. A set of sixty (60) balls (see 1.2).

CODE

MARKET SELECTION

100

Selected ball with No. 0,...,9 will be dropped in A zone

101

Selected ball with No. 0,...,9 will be dropped in B zone

102

Selected ball with No. 0,...,9 will be dropped in C zone

103

Lucky balls in A zone will form a selected number 00,...,99

104

Lucky balls in B zone will form a selected number 00,...,99

105

Lucky balls in C zone will form a selected number 00,...,99

106

COUNT of the lucky balls with the CHOSEN NUMBER 0,...,9 will be MORE than 1,5

107

COUNT of the lucky balls with the CHOSEN NUMBER 0,...,9 will be LESS than 1,5

108

COUNT of the lucky balls with the CHOSEN NUMBER 0,...,9 will be EVEN number

109

COUNT of the lucky balls with the CHOSEN NUMBER 0,...,9 will be ODD number

110

SUM of the numbers of RED lucky balls will be UNDER 13,5

111

SUM of the numbers of RED lucky balls will be OVER 13,5

112

SUM of the numbers of BLUE lucky balls will be UNDER 12,5

113

SUM of the numbers of BLUE lucky balls will be OVER 12,5

114

SUM of the numbers of A zone lucky balls will be UNDER 9,5

115

SUM of the numbers of A zone lucky balls will be OVER 9,5

116

SUM of the numbers of B zone lucky balls will be UNDER 9,5

117

SUM of the numbers of B zone lucky balls will be OVER 9,5

118

SUM of the numbers of C zone lucky balls will be UNDER 9,5

119

SUM of the numbers of C zone lucky balls will be OVER 9,5

120

SUM of the numbers of the lucky balls will be EVEN

121

SUM of the numbers of the lucky balls will be ODD

122

COUNT of the EVEN lucky balls will be UNDER 2,5

123

COUNT of the EVEN lucky balls will be OVER 2,5

124

COUNT of the ODD lucky balls will be UNDER 2,5

125

COUNT of the ODD lucky balls will be OVER 2,5

126

SUM of the numbers of A zone lucky balls will be EVEN

127

SUM of the numbers of A zone lucky balls will be ODD

128

SUM of the numbers of B zone lucky balls will be EVEN

129

SUM of the numbers of B zone lucky balls will be ODD

130

SUM of the numbers of C zone lucky balls will be EVEN

131

SUM of the numbers of C zone lucky balls will be ODD

132

SUM of the numbers of the lucky balls will be UNDER 26,5

133

SUM of the numbers of the lucky balls will be OVER 26,5

134

SUM of the numbers of the lucky balls will be UNDER 15,5

135

SUM of the numbers of the lucky balls will be OVER 15,5

136

SUM of the numbers of the lucky balls will be UNDER 38,5

137

SUM of the numbers of the lucky balls will be OVER 38,5

*Bet types and codes are subject to change without notice.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

BETGAMES – LUCKY 7

“Lucky 7” or “7 out of 42” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes and winning bets can return a profit which is two thousand times more than the stake.

Game Process:

7 winning balls out of 42 are randomly drawn into the game tube. The draw is deemed to have taken place when at least 7 winning balls are selected. If more than 7 balls are placed in the tube, only the first 7 balls are counted and the other balls in the tube are ignored.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about four minutes. Draws of the game run every 5 minutes daily.

Game Rules:

1. Terms:

1.1. Game machine – a mechanical device used to hold, mix and randomly select the winning balls of the draw.

1.2. Balls – a set of forty two (42) yellow and black balls used for the game. There are 21 balls of each colour and the balls are numbered from 1 to 42. Total sum of the numbers on the balls is 903. The total sum of the numbers on the yellow balls is 451 and the total sum of the numbers on the black balls is 452. 

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later, the balls are shuffled and the winning balls are randomly selected.

1.4. Tube – a part of the game machine where all balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

1.5. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings. 

2. Rules:

2.1. 7 winning balls out of 42 are randomly drawn into the game tube.

2.2. The draw is deemed to have taken place when at least 7 winning balls are selected. In all other cases the draw is void and all the stakes are returned.

2.3. If more than 7 balls are placed in the tube only the first 7 balls are named and the other balls in the tube are ignored.

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes. When the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round. 

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws.

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can end up in cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place (machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the presenter’s actions.

5.2. Video and audio streaming do not match or do not exist.

5.2.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.2.2. If a player cannot see the live broadcast due to technical reasons at its end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.  

6. Game organization procedure:

6.1. The balls must be clearly visible in their place in the game machine before the start of each draw.

6.2. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Longer breaks are allowed (1-5 cancelled draws in a row) due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

6.4. Results of each draw and archive for the broadcasts can be found on the game organizer’s website. 

7. Equipment used in the game:

7.1. Game machine (see 1.1).

7.2. A set of 42 balls (see 1.2).

CODE

MARKET SELECTION

700

Selected ball will not be dropped with No. 1,...,42

701

Selected ball will be dropped with No. 1,...,42

702

Two selected balls will be dropped with No. 1,...,42

703

Three selected balls will be dropped with No. 1,...,42

704

Four selected balls will be dropped with No. 1,...,42

705

SUM of the numbers on the dropped balls will be LESS than 100.5

706

SUM of the numbers on the dropped balls will be LESS than 125.5

707

SUM of the numbers on the dropped balls will be MORE than 125.5

708

More ODD numbered balls will be dropped

709

More EVEN numbered balls will be dropped

710

SUM of the numbers on the dropped balls will be ODD

711

SUM of the numbers on the dropped balls will be EVEN

712

Number of the FIRST ball dropped shall be ODD

713

Number of the FIRST ball dropped shall be EVEN

714

Number of the LAST ball dropped shall be ODD

715

Number of the LAST ball dropped shall be EVEN

716

Numbers of the FIRST TWO balls dropped shall be ODD

717

Numbers of the FIRST TWO balls dropped shall be EVEN

718

Number of the FIRST ball dropped shall be ODD, SECOND - EVEN

719

Number of the FIRST ball dropped shall be EVEN, SECOND - ODD

720

Number of the FIRST ball dropped shall be ODD, LAST - EVEN

721

Number of the FIRST ball dropped shall be EVEN, LAST - ODD

722

COLOUR of the FIRST ball dropped - YELLOW

723

COLOUR of the FIRST ball dropped - BLACK

724

COLOUR of the LAST ball dropped - YELLOW

725

COLOUR of the LAST ball dropped - BLACK

726

There shall be more YELLOW balls dropped

727

There shall be more BLACK balls dropped

728

SECOND ball dropped will be of the SAME COLOUR as the FIRST

729

SECOND ball dropped will be of a DIFFERENT COLOUR than the FIRST

730

SUM of the numbers on the dropped balls will be LESS than 150.5

731

COUNT of the dropped YELLOW balls will be LESS than 3.5

732

COUNT of the dropped YELLOW balls will be MORE than 3.5

733

COUNT of the dropped YELLOW balls will be LESS than 2.5

734

COUNT of the dropped YELLOW balls will be MORE than 2.5

735

COUNT of the dropped YELLOW balls will be LESS than 1.5

736

COUNT of the dropped YELLOW balls will be MORE than 1.5

737

YELLOW ball will not be dropped

738

COUNT of the dropped BLACK balls will be LESS than 3.5

739

COUNT of the dropped BLACK balls will be MORE than 3.5

740

COUNT of the dropped BLACK balls will be LESS than 2.5

741

COUNT of the dropped BLACK balls will be MORE than 2.5

742

COUNT of the dropped BLACK balls will be LESS than 1.5

743

COUNT of the dropped BLACK balls will be MORE than 1.5

744

BLACK ball will not be dropped

745

SUM of the numbers on the dropped balls will be MORE than 150.5

746

SUM of the numbers on the dropped balls will be LESS than 175.5

747

SUM of the numbers on the dropped balls will be MORE than 175.5

748

SUM of the numbers on the dropped balls will be MORE than 200.5

749

SUM of the numbers on the dropped YELLOW balls will be LESS than 73.5

750

SUM of the numbers on the dropped YELLOW balls will be MORE than 73.5

751

Exactly ONE YELLOW ball will be dropped

752

Exactly TWO YELLOW balls will be dropped

753

Exactly THREE YELLOW balls will be dropped

754

Exactly FOUR YELLOW balls will be dropped

755

Exactly FIVE YELLOW balls will be dropped

756

Exactly SIX YELLOW balls will be dropped

757

SEVEN YELLOW balls will be dropped

758

SUM of the numbers on the dropped BLACK balls will be LESS than 73.5

759

SUM of the numbers on the dropped BLACK balls will be MORE than 73.5

761

Exactly ONE BLACK ball will be dropped

762

Exactly TWO BLACK balls will be dropped

763

Exactly THREE BLACK balls will be dropped

764

Exactly FOUR BLACK balls will be dropped

765

Exactly FIVE BLACK balls will be dropped

766

Exactly SIX BLACK balls will be dropped

767

SEVEN BLACK balls will be dropped

770

NONE of the SEVEN selected numbers will be dropped

771

At least ONE of the SEVEN selected numbers will be dropped

772

At least TWO of the SEVEN selected numbers will be dropped

773

At least THREE of the SEVEN selected numbers will be dropped

774

At least FOUR of the SEVEN selected numbers will be dropped

775

At least FIVE of the SEVEN selected numbers will be dropped

*Bet types and codes are subject to change without notice

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

BETGAMES – WHEEL OF FORTUNE

“Wheel of Fortune” is a very fast and simple live game with clear betting options.

Game process:

Presenter introduces the Wheel of Fortune, spins it counter-clockwise and then spins it clockwise with a light hand stroke. Only one spin is made during a draw except for cases when the spin must be repeated. Presenter’s spin (and the draw) is valid if the wheel makes at least three (3) full spins clockwise. Full clockwise spins are counted by the spins counter and a green light is lit when the wheel makes three (3) full spins. The spin starts when the wheel starts spinning clockwise and the pointer leaves the sector where it was previously standing. The result of the draw is the sector’s number or symbol where the pointer lands after the wheel stops turning.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about two minutes. Draws of the game run every 3 minutes daily.

GAME RULES

1. Terms:

1.1. Wheel of Fortune – a round gaming device divided into nineteen (19) sectors which are separated by metal holders;

1.2. Sector – one out of nineteen (1/19) parts of the wheel numbered from one (1) to eighteen (18) or marked with a special symbol (a cup with a star). All sectors are of equal size;

1.3. Draw result – sector where the lower end of the pointer stops (closer to the center of the wheel). Results are determined according to fixed rules (see 2.8.);

1.4. Pointer – a part of the gaming device (at the top middle of the wheel) which determines the result of the draw;

1.5. Odds – numerical expression which is multiplied by the player’s stake to calculate the winnings. 

2. Rules:

2.1. The game’s presenter introduces the Wheel of Fortune, spins it counter-clockwise and then spins it clockwise with a light hand stroke;

2.2. One Wheel of Fortune is used in the game;

2.3. Only one spin is made during a draw except for cases when the spin must be repeated (see 5.2.);

2.4. Presenter’s spin (and the draw) is valid if the wheel makes at least three (3) full spins clockwise;

2.5. A turn starts when the presenter’s spinned wheel starts spinning clockwise and the pointer leaves the sector where it was previously standing;

2.6. The result of the draw is the sector’s number or symbol where the pointer lands after the wheel stops turning;

2.7. If the pointer stops between sectors, on the metal handle which divides sectors and does not fully jump over the metal handle to the upcoming sector, the sector on the right hand side of the metal handle on which the pointer stops is considered to be the correct result of the draw;

2.8. Results for Wheel of Fortune: 

2.8.1. One (1) – black – odd;

2.8.2. Two (2) – grey – even;

2.8.3. Three (3) – red – odd;

2.8.4. Four (4) – black – even;

2.8.5. Five (5) – grey – odd;

2.8.6. Six (6) – red – even;

2.8.7. Seven (7) – black – odd;

2.8.8. Eight (8) – grey – even;

2.8.9. Nine (9) – red – odd;

2.8.10. Ten (10) – black – even;

2.8.11. Eleven (11) – grey – odd;

2.8.12. Twelve (12) – red – even;

2.8.13. Thirteen (13) – black – odd;

2.8.14. Fourteen (14) – grey – even;

2.8.15. Fifteen (15) – red – odd;

2.8.16. Sixteen (16) – black – even;

2.8.17. Seventeen (17) – grey – odd;

2.8.18. Eighteen (18) – red – even;

2.8.19. Cup with a star - (Unless you’re betting on the CUP with a star sector,

all wagers lose when the pointer lands on the CUP with a star sector)

3. Gameplay:

3.1. There is only one betting round and punters can place their bets on all available outcomes;

3.1.1. The betting round takes place between the game draws and lasts about two minutes. When the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round;

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws:

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can result in cancelled draws:

5.1.2.1. The Wheel of Fortune does not make at least three (3) full spins during repeated spin (see 5.2.);

5.1.2.2. The presenter makes physical contact with the Wheel of Fortune when the wheel is already spinning or the presenter changes the speed of the wheel in any other way;

5.2. Repeated spin. A spin has to be repeated if:

5.2.1. The Wheel of Fortune does not make three (3) full spins from the beginning of the spin until the wheel comes to a complete stop;

5.3. If the sound during the broadcast is lost or the presenter announces the wrong winning sector, the correct draw results are determined by the video broadcast;

5.3.1. If a player cannot see the live broadcast due to technical reasons (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place;

5.3.2. Results of each draw and archive for the broadcasts can be found on the game organizer’s website. 

6. Game organization procedure:

6.1. Game draws run 24/7 every 2 minutes with maintenance breaks on demand.

6.1.1. Organizer has the right to change the time and the duration of the broadcasts; 

7. Equipment used in the game:

7.1. Wheel of Fortune (see 1.1.).

CODE

MARKET SELECTION

405

The selected sector is a No. less than 9.5

406

The selected sector is a No. more than 9.5

404

The selected sector is between 13 - 18

402

The selected sector is between 1 - 6

403

The selected sector is between 7 - 12

401

Sector will be selected with No. 1…18

413

The selected sector is black

414

The selected sector is the cup symbol

411

The selected sector is grey

412

The selected sector is red

427

The selected sector is black AND even

428

The selected sector is black AND odd

421

The selected sector is even

423

The selected sector is grey AND even

424

The selected sector is grey AND odd

422

The selected sector is odd

425

The selected sector is red AND even

426

The selected sector is red AND odd

*Bet types and codes are subject to change without notice

 

 

 

 

 

 

 

 

 

 

 

 

 

 

BETGAMES – TV DICE DUEL

"Dice Duel" is a simple real time dice–rolling game adapted for betting with a wide selection of outcomes.

Game process:

Two – one red and one blue dice with sides numbered from 1 to 6 pips are used in the game. The presenter puts the dice into a dice box, shuffles and rolls them on the game table. Dice are rolled only once during a draw except in special cases when the roll has to be repeated. A roll is deemed to have taken place when both dice stand on one of their sides and clearly make a two dice combination. The result of the draw is the two dice combination determined by the color of the dice and the pip numbers on the top side of each dice after they are rolled on the table.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about three minutes. Draws of the game run every 4 minutes daily.

Game rules:

1. Terms:

1.1. A dice – a small cube with each side having a different number of pips ranging from 1 to 6 rolled in order to generate a random number.

1.2. Dice set – a set of 2 dice in which one dice is red and another is blue.

1.3. Spare dice set – a set of 2 dice in which one dice is red and another is blue and that is visible in the picture.

1.4. Dice box – a container used to hold, shake and roll the dice.

1.5. Game table – a special downward sloping table with lighting and a marked place for the lucky combination to be placed.

1.6. Lucky combination – the result of the draw determined after the dice have been rolled in the place for the lucky combination on the game table.

1.7. Odds – numerical expression which is multiplied by the player’s stake to calculate the winnings.

2. Rules:

2.1. The presenter of the game puts the dice into the dice box, shakes and rolls the dice on the game table during a live broadcast.

2.2. Set in which one of two dice is red and another is blue with sides numbered from 1 to 6 pips are used for the game.

2.3. Dice are rolled only once during a draw except in special cases when the roll has to be repeated (see 5).

2.4. A roll is deemed to have taken place when both dice stand in the place for the lucky combination on one of their sides and clearly make a two dice combination.

2.5. The result of the draw is the two dice combination determined by:

2.5.1. the pip numbers on the top side of the dice after they have been rolled on the table;

2.5.2. the colour of both dice.

2.6. Presenter identifies the lucky combination by non–changing rules.

2.7. Dice Duel combinations (36):

image

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws. When the ongoing draw is finished, the betting round for the next draw immediately starts. The broadcast starts after the end of the betting round.

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws:

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter ‘s mistakes that can end up with cancelled draws:

5.1.2.1. Dice fall off the table before, during or after the repeated roll;

5.1.2.2. During repeated roll dice stops on its edge after the roll;

5.1.2.3. During repeated roll dice does not stand fully on one of its sides;

5.1.2.4. During repeated roll a dice combination cannot be determined (see 2.7.);

5.1.2.5. After the repeated roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;

5.2. A repeated roll must be performed if:

5.2.1. Dice stops on its edge after the roll;

5.2.2. Dice does not stand fully on one of its sides;

5.2.3. A dice combination cannot be determined (see 2.7.).

5.2.4. After the roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;

5.2.5. Dice falls off the table before, during or after the first roll;

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If sound is lost during the broadcast or the presenter announces the wrong winning combination, the correct draw outcomes are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at their end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

5.3.3. Results of each draw and archive for the broadcasts can be found on the game organizer’s website.

6. Game organization procedure:

6.1. Game draws run 24/7 with maintenance breaks on demand.

6.1.1. Organizer has the right to change the time and duration of the broadcasts.

7. Equipment used in the game:

7.1. A set of 2 dice (see 1.2).

7.2. A spare set of 2 dice (see 1.3).

7.3. A dice box (see 1.4).

7.4. A game table (see 1.5).

ID

MARKET SELECTION

250

RED Dice Wins

251

Draw

252

BLUE Dice Wins

253

SELECT #: RED Dice

254

SELECT #: BLUE Dice

255

SELECT #: Both RED + BLUE Dice

256

SUM of RED Dice: ODD

257

SUM of RED Dice: EVEN

258

SUM of BLUE Dice: ODD

259

SUM of BLUE Dice: EVEN

260

SUM of BOTH Dice: ODD

261

SUM of BOTH Dice: EVEN

262

RED: UNDER 3.5

263

RED: OVER 3.5

264

BLUE: UNDER 3.5

265

BLUE: OVER 3.5

266

SUM of Dice: UNDER 4.5

267

SUM of Dice: OVER 4.5

268

SUM of Dice: UNDER 5.5

269

SUM of Dice: OVER 5.5

270

SUM of Dice: UNDER 6.5

271

SUM of Dice: OVER 6.5

272

SUM of Dice: UNDER 7.5

273

SUM of Dice: OVER 7.5

274

SUM of Dice: UNDER 8.5

275

SUM of Dice: OVER 8.5

276

SUM of Dice: UNDER 9.5

277

SUM of Dice: OVER 9.5

*Bet types and codes are subject to change without notice.

 

BETGAMES – TV WAR OF BETS

War of Bets is a card game involving two sides - Player and Dealer. It uses a standard playing card deck. The higher card wins. If the two cards played are of equal value, then there is a "War".

Game process:

The game is played between two sides – the Player and the Dealer. The dealer deals one card face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. The goal of the game is to get a higher card according to the ranking (Aces counts as highest cards only and deuces counts as lowest). A War (Tie) occurs if the Player and the Dealer have the same value cards. In this situation War (Tie) outcome wins, both Dealer and Player loses.

First round bets can be placed even before the cards are dealt. Punters can bet on one or more available outcomes. Second round bets can be placed after the Player receives the first card and odds are updated. Bets made in the previous betting round have no influence on further bets therefore punters can place bets on the same or different outcomes more than once.

In the event of a War (Tie) punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Dealer are lost.

Game rules:

1. Terms:

1.1. Betting round – time allocated for accepting player’s bets.

1.2. Odds – numerical expression determined on the basis of mathematical probability of an outcome, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.3. Value – place of the card in the series of the same suit (e.g. Deuce, Jack, Ace), where the deuce has the lowest and the ace has the highest value.

1.4. Suit – one of the four types of cards (Hearts, Diamonds, Spades, Clubs).

1.5. Deck – a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).

1.6. Shoe – gaming device where six decks of cards are placed before beginning of the game.

1.7. Draw – one dealing of cards which begins with the first betting round and ends when the dealer announces the outcome of the dealing, collects all used cards face-up on the table and puts them into the box for used cards.

1.8. Betting outcome – possible interpretation of the outcome of one draw expressed in odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.9. Betting options – a list of all betting outcomes available to the player.

1.10. Player – one of the parties of the game that is marked in a picture and to whom the dealer deals the cards.

1.11. Dealer – one of the parties of the game that is marked in a picture and to whom the dealer deals the cards.

1.12. War – outcome of a draw, when after a deal of cards for the Player and the Dealer, both have cards that have the same value.

1.13. Face card – Jack, Queen or King of any suit.

2. Rules:

2.1. The game involves two sides – the Player and the Dealer. The dealer of the game deals one card face-up to each side in every draw.

2.2. Dealing:

2.2.1. Cards are dealt to sides by one card in turn until both sides have one card face-up.

2.2.2. The Player always receives the first card.

2.2.3. When both sides each have one card face-up, the situation is assessed and in accordance with the fixed rules it is determined if draw was won by one of the sides – the Player or the Dealer, or if it ended in War.

2.3. The goal of the game is to receive a card that has a higher value than of opposing sides.

2.3.1. The winning side is the one that has a card of a higher value after each side have one card face-up.

2.3.2. If after a deal of cards for the Player and the Dealer, both have cards that have the same value, then draw finishes in War outcome.

3. Gameplay:

3.1. The first betting round. Bets can be placed even before the cards are dealt, during the first betting round. Punters can bet on one or more available outcomes.

3.2. The second betting round. After the first betting round the Player receives the card and new odds for the betting outcomes are displayed on the screen and the second betting round begins. Bets made in the first betting round have no influence on bets of the second betting round, therefore punters can place bets on the same or different outcomes more than once.

3.3. End of the game, result announcement. After the second betting round Dealer gets card face-up, outcome of the draw is determined, and new draw begins.

3.4. The change of cards:

3.4.1. When less than 40 cards remain in the shoe the dealer announces that the shoe will be changed after a draw.

3.4.2. The dealer places all used and unused cards to the box of used cards. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full box of used cards is emptied and placed back on the table. This change is made real-time when punters and audience can see it.

3.4.3. After change of cards is completed, the dealer announces that 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards (3/4/5/6) discarded is generated randomly during each change of cards.

3.5. The shuffle of cards. When the shoes are changed, the second dealer comes and shuffles the cards while everyone sees it and prepares the cards for dealing.

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws. War-of-Bets game draws may be cancelled if:

5.1.1. The scanner cannot scan the card, or its readings do not match the card on the table;

5.1.2. A card or cards appear in a wrong place or gets mixed;

5.1.3. Technical problems occur (internet connection problems, technical failures in the studio or dealer’s mistakes).

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered (see 2.2);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on a screen due to the dealer’s fault;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes are returned to the players (odds are equalized to one).

5.2. Card’s burning. Cards can be burned during the game if:

5.2.1. The dealer takes the card out of the shoe and shows it face-up when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card’s burning procedure:

5.3.1. The dealer shows the card face-up to all players;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the card into the box of used cards;

5.3.4. The dealer takes a new card from the shoe and puts it in the place of the burned card without cancelling the draw.

6. Game organization procedure:

6.1. Games run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone.

7. Equipment used in the game:

7.1. Six standard 52 (fifty-two) card decks. Each card has a unique bar code which is scanned by an integrated table scanner during the deal of cards.

7.2. Integrated table scanner which is used to scan the bar codes of the cards.

7.3. Cutting card which is used to cover the bottom card of the deck.

7.4. Shoe with shuffled cards from which the dealer deals the cards.

7.5. Table with two printed boxes on the layout for the Players and the Dealers cards.

7.6. Box of used cards where the dealer places used cards after each draw.

 

 

 

 

 

 

 

 

 

 

BETGAMES – TV BET ON BACCARAT

“Bet-on-Baccarat” is a real-time game with almost the same procedure and rules as Baccarat (or Punto Banco).

Game process

The game is played between two sides – the Player and the Banker. The dealer deals two cards face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. In special situations the third card is dealt to the Player and (or) the Banker. The goal of the game is to collect a total sum of points as close as possible or equal to 9 (nine) after no more cards can be dealt according to the rules. A Tie occurs if the Player and the Banker have the same number of points.

The value of numerical cards from Deuce (2) to Nine (9) is equal to the number of points of the given card. The value of Face cards and Ten (10) is zero (0). Ace has a value of 1 (one) point. All card points are summed up to calculate the total sum of player’s points. If the total sum is expressed in a double-digit figure, the score of the Player is the right digit of the total of the cards.

For example, the sum of Nine (9) and Four (4) is 13, so the score will be 3. The sum of Seven (7) and Eight (8) is 15, and the score will be 5.

First round bets can be placed even before the opening of the first card. Punters can bet on one or more available outcomes. Second round bets can be placed when the Player receives the first card and odds are updated. Bets made in the previous betting round have no influence on later bets, therefore punters can place bets on the same or different outcomes more than once. Third round bets can be placed when the Banker receives the first card and odds update. After this betting round the Player and the Banker receive the second and, if necessary, the third card(cards). The results are calculated, and the winner of the draw is displayed on screen.

In case of a Tie, punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Banker are void and punters get their stakes back (odds are equalized to one (1.00)).

Game rules

1. Terms:

1.1. Betting round – time allocated for accepting player bets.

1.2. Odds – numerical expression determined on the basis of mathematical probability of an outcome, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.3. Value – place of the card in the series of the same suit (e.g., Deuce, Jack, Ace).

1.4. Suit – one of the four types of cards (Hearts, Diamonds, Spades, Clubs).

1.5. Number type – odd or even.

1.6. Deck – a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).

1.7. Shoe – gaming device where six decks of cards are placed before starting the game.

1.8. Draw – one dealing of cards which begins with the first betting round and ends when the dealer announces the outcome of the dealing, collects all used cards face-up on the table and puts them into the box for used cards.

1.9. Betting outcome – possible interpretation of the outcome of one draw expressed in odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.10. Betting options – a list of all bets available to the player.

1.11. Player – one of the parties of the game to whom the dealer deals the cards.

1.12. Banker – one of the parties of the game to whom the dealer deals the cards.

1.13. Tie – possible outcome of the game when Player and Banker have identical amount of points at the end of the draw.

1.14. Natural hand – a situation when Player or Banker is dealt a total of 8 or 9 points in the first two cards. Natural hand of 9 is over Natural Hand of 8.

1.15. Additional bets – betting outcomes that do not depend on the main betting outcomes (Player Pair, Banker Pair, Either Pair, Perfect Pair, Big, Small).

1.16. Player Pair – the first two cards of the Player of same value (e.g., a King of Clubs and a King of Spades).

1.17. Banker Pair – the first two cards of the Banker of same value (e.g., a Jack of Hearts and a Jack of Diamonds).

1.18. Any Pair – the first two cards of the Player or Banker that form a pair (e.g., Queen of Spades and Queen of Hearts).

1.19. Perfect Pair – the first two cards of the Player or Banker that form a suited pair (e.g., two Kings of Hearts).

1.20. Small – total of dealt Player and Banker cards is 4.

1.21. Big – total of dealt Player and Banker cards is 5 or 6.

2. Rules:

2.1. The game is played between two sides – the Player and the Banker. The dealer of the game deals two cards to each side in every draw of the game. In special situations the dealer deals the third card to the Player and (or) the Banker. The rules of dealing the third card are described in paragraph 2.6.

2.2. Dealing:

2.2.1. Cards are dealt to sides by one card in turn until both sides have two cards face-up.

2.2.2. The Player always receives the first card.

2.2.3. When both sides have two cards face-up, the situation is assessed and in accordance with the fixed rules (see 2.6) it is determined whether the Player and (or) the Banker should receive the third card.

2.3. The goal of the game is to collect a total of points as close as possible or equal to 9 (nine). The winner of the game is the side whose sum of points is closer to 9 (nine) after no more cards can be dealt according to the rules.

2.3.1. Tie. A Tie occurs when the Player and the Banker have an equal sum of points. In the event of a Tie punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Banker are void and punters get their stakes back (odds are equalised to one (1.00)).

2.4. Card value in points:

2.4.1. Ace has the value of 1 (one) point.

2.4.2. The sum of points of numerical cards from Deuce (2) to Nine (9) is equal to the number of points of the given card.

2.4.3. The value of Face cards (Jack, Queen, King) and Ten (10) is zero (0).

2.5. Calculation of the total of points:

2.5.1. All card points of each player are summed up to calculate the total sum of player’s points.

2.5.2. If the total sum is expressed in a double-digit figure, the score of the Player is the right digit of the total of cards. For example, the sum of Nine (9) and Four (4) is 13, so the score will be 3. The sum of Seven (7) and Eight (8) is 15, and the score will be 5.

2.5.3. Additional bets:

2.5.3.1. In addition to the main bets like Player, Banker or Tie there are extra betting options such as bets on pairs and bets on the total of dealt cards. Odds for these outcomes change with each betting round.

2.5.3.2. Bets on pairs (Player Pair, Banker Pair and Any Pair) apply only for the first two cards of the Player and Banker. The third card does not count and is not used to form pairs.

2.5.3.3. Bets on the total of dealt cards can be placed as well. Bet on Small wins when the total of dealt cards is 4. Bet on Big wins when 5 or 6 cards are dealt.

2.5.3.4. Additional bets are not linked with the main bets. It is possible to place the main bet on Player and additional bet on Banker Pair and vice versa. Additional bets can be placed without betting on the main bets.

2.6. Tables for the rules of dealing the third card:

 image

2.7. Exceptions to the Rules:

2.7.1. If Player or Banker is dealt 8 or 9 points in the first two cards, such hand is called a Natural hand, and no more cards are dealt. The total sums of the Player and the Banker points are calculated, and the winner is announced. This rule supersedes all other rules.

2.7.2. If Player is dealt 6 or 7 points in the first two cards, and Banker is dealt 5 points, or less (0, 1, 2, 3, 4) in the first two cards as well, then the Banker gets the third card.

3. Gameplay:

3.1. The first betting round. Bets can be placed even before the dealing of the first card. Punters can bet on one or more available outcomes.

3.2. The second betting round. After the first betting round the Player receives the first card and new odds for the betting outcomes are displayed on screen and the second betting round begins. Bets made in the first betting round have no influence for bets of the second betting round therefore punters can place bets on the same or different outcomes more than once.

3.3. The third betting round. After the second betting round the Banker receives the first card and new odds for the betting outcomes are displayed on screen and the third betting round begins. After this betting round the Player and the Banker receives the second and, if necessary, the third card each (see 2.6). The results are calculated, and the winner of the draw is displayed on screen.

3.4. Change of cards:

3.4.1. When less than 40 cards remain in the shoe, the dealer announces that the shoe will be changed after the ongoing draw.

3.4.2. The dealer places all used and unused cards to the used card box. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full used card box is replaced with an empty box as well. This change is made real-time when punters and audience can see it.

3.4.3. After change of cards is completed, the dealer announces that 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards (3/4/5/6) discarded is generated randomly during each change of cards.

3.5. The shuffling of cards.; comes and shuffles the cards while everyone sees it and prepares the cards for dealing. Both shoes are visible on screen all the time so punters can see the shuffling and change of cards.

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws. Bet-on-Baccarat game draws may be cancelled if:

5.1.1. The scanner cannot scan the card, or its readings do not match the card on the table;

5.1.2. A card or cards appear in a wrong place or gets mixed;

5.1.3. Technical problems occur (internet connection problems, technical failures in the studio or dealer’s mistakes).

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered (see 2.2);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes returned to players (odds are equalized to one).

5.2. Card burning. Cards can be burned during the game if:

5.2.1. The dealer takes and shows a card face-up from the shoe when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card burning procedure:

5.3.1. The dealer shows the card face-up to all players;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the card into the used card box;

5.3.4. The dealer takes a new card from the shoe in the place of the burned card.

6. Game organisation procedure:

6.1. Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

7. Equipment used in the game:

7.1. Six standard 52 (fifty-two) card decks. Each card has a unique bar code which is scanned by an integrated table scanner when the cards are dealt on the table.

7.2. Integrated table scanner used to scan the bar codes on the cards.

7.3. Security card used to cover the bottom card of the deck.

7.4. Shoe with shuffled cards from which the dealer deals the cards.

7.5. Table with two marked places for the Player and the Banker cards.

7.6. Box for used cards where the dealer places the used cards after dealing.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

BETGAMES – TV BET ON POKER

“Bet-on-Poker” is a live game with similar rules and gameplay to the most popular poker game – Texas Hold’em Poker.

Game process

The dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise, so each Position receives two (2) face-up cards. Later five (5) community cards (called the Board) are dealt face-up. The goal of the game is to form the best five card Combination using Position’s pocket cards and the Board. The Position or Positions with the highest-ranking Hand win. Draw is possible in the game if more than one Position has the same highest Combination.

The first-round bets can be placed even before the pocket cards are dealt. Punters can place their bets on one or more available outcomes. Bets can be places on unlimited number of outcomes. The second-round bets can be placed when the pocket cards are dealt, and odds are updated. Bets placed in the previous betting round have no impact on bets in the second betting round. The third-round bets can be placed after the Flop (the first three (3) community cards) is dealt face-up and odds are updated. The fourth-round bets can be placed after the Turn (the fourth community card) is dealt face-up and odds are updated. Finally, the River (the fifth community card) is dealt and draw results are determined.

In case of a draw, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds. All Positions and Hands win and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board. Draws of the game run for 24/7 with maintenance breaks on demand.

Game rules

1. Terms:

1.1. Draw – one dealing of cards which begins when the dealer scans the first card and places it at the first Position (Hand 1) and ends when the dealer places the last community card face-up, announces the winner(s) and puts all the face-up cards back to the deck. Before the start of each draw the dealer announces the beginning of the draw and shuffles the cards.

1.2. Position (Pocket cards – Hand 1-6) – two cards placed face-up on the table. A total of six (6) Positions (Hands) participate in a draw and are numbered from 1 to 6.

1.3. Betting outcome – possible interpretation of the outcome of one draw expressed as odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.4. Betting round – time allocated for punter bets to be accepted. A new betting round begins after each change in the gameplay (before and after the Pocket cards are dealt, after the Flop and after the Turn).

1.5. Betting options – list of all available bets to the punters.

1.6. Board – five (5) community cards that every Position (Hand) uses to form the best Combination.

1.7. Combination (Hand rankings) – five (5) cards made of two (2) pocket cards and five (5) community cards. See par. 2.4. for Hand strength from the lowest to the highest.

1.8. Flop – the first three (3) community cards which are dealt after all six (6) Positions receive their pocket cards and the second betting round.

1.9. Turn – the fourth community card which is dealt after the third betting round.

1.10. River – the fifth community card which is dealt after the fourth betting round.

1.11. Discarded card – card dealt face-down from top of the deck before opening flop, turn, and river.

1.12. Kicker – a card that does not itself take part in determining the rank of the hand but may be used to break ties between hands of the same rank.

1.13. Cut card – special card used to cover the bottom card so as to prevent it from being exposed.

2. Rules:

2.1. Each Position receives two (2) face-up cards. The Board is dealt face-up. Results are determined based on the video stream and scanner data which captures every face-up card placed on the table.

2.2. The goal of the game is to form the best five card Combination using Position’s pocket cards and the Board. The Position or Positions with the highest Hand ranking win.

2.3. Draw. Draw is possible in the game if more than one Position has the same Combination. In this case, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds. All Positions and Hands win and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board.

2.4. Possible poker combinations (from the lowest to the highest):

2.4.1. High Card. Any hand that does not form any of the bellow mentioned combinations. The Hand with the highest card wins.

2.4.2. Pair. Any two (2) cards of the same rank (two aces, two kings and etc.). If several Hands have a Pair, the Hand with the higher Pair wins. If several Hands have the same rank pair, the Hand with the higher kicker wins.

2.4.3. Two pair. Any two (2) cards of the same rank together with another two (2) cards of the same rank. If several Positions have a Two pair Hand, the Hand with the higher pair’s wins. If two players have the same rank pairs, the Hand with the higher kicker wins.

2.4.4. Three of a kind. Any three (3) cards of the same rank. If several Hands have Three of a kind, the Hand with the higher Three of a kind win. If two Hands have the same Three of a kind, the Hand with the higher fourth or/and fifth card wins.

2.4.5. Straight. Any five (5) consecutive cards of different suits. Aces can count as either a low card (A-2-3-45) or a high (10-J-Q-K-A).

2.4.6. Flush. Any non-consecutive five (5) cards of the same suit. If several Hands have a Flush, the Hand with the higher pocket card(s) used to form the best Hand wins.

2.4.7. Full House. Any three (3) cards of the same rank together with any two (2) cards of the same rank. If several Hands have a Full House, the Hand with the highest Three of a kind win. If several Hands have the same Three of a kind, the Hand with the higher Pair wins.

2.4.8. Four of a kind. Any four (4) cards of the same rank. If several Hands have Four of a kind, the Hand with the higher Four of a kind win. If several Hands have the same Four of a kind, the Hand with a higher kicker win.

2.4.9. Straight Flush. Any Straight with all five (5) cards of the same suit. If several Hands have a Straight Flush, the Hand with the higher Straight Flush wins.

2.4.10. Royal Flush. A straight from Ten to Ace with all five (5) cards of the same suit. This is the strongest poker Hand.

3. Gameplay:

3.1. The dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise. Each Position receives two pocket cards and is numbered from 1 to 6 (Hand 1, Hand 2, Hand 3, Hand 4, Hand 5, Hand 6).

3.2. The first betting round. The first betting round begins even before dealing of the pocket cards. Punters can place their bets one or more available outcomes.

3.3. Bets can be places on unlimited number of outcomes. Punters can place bets on one, two, three, four, five or all six Hands in one or several betting rounds.

3.4. The second betting round. Pocket cards are dealt after the first betting round and updated odds of each hand are shown on screen. The second betting round begins. Bets placed in the first betting round have no impact on bets in the second betting round.

3.5. The third betting round. The dealer discards one card from top of the deck and deals the Flop (the first three (3) community cards) face-up after the second betting round and odds of each Hand are updated. The third betting round begins, and punters can place their bets on chosen outcome or outcomes.

3.6. The fourth betting round. One card from top of the deck is discarded and the Turn (the fourth community card) is dealt face-up, odds are updated, and the fourth betting round begins.

3.6.1. There will be cases when some betting outcomes will have no chance of winning after the Flop or/and the Turn. These outcomes will be marked as Lost on screen and shown instead of odds;

3.6.2. Some Positions might form the highest possible Hands after the Flop or the Turn. These Hands or outcomes will be marked as Won and shown instead of odds on screen;

3.6.3. No more bets will be accepted for Won and Lost betting outcomes. Bets on other betting outcomes can be placed freely.

3.7. The dealer deals the River (the fifth community card) after the fourth betting round and the program determines the draw results. Winning Hand or Hands are marked as Won and losing Hand or Hands are marked as Lost. Winning punters are paid their winnings, the dealer announces the winner or winners, shuffles the cards and starts a new draw.

4. Betting limits:

4.1 Maximum and minimum betting limits are: Minimum R2 stake and maximum pay-out of R500 000.

5. Special cases:

5.1. Cancelled draws. Poker draws may be cancelled if:

5.1.1. The scanner cannot read the card, or its readings do not match the card on the table;

5.1.2. A card or cards are misplaced or get mixed;

5.1.3. Technical problems occur internet connection problems, technical failures in the studio or dealer’s mistakes.

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered (see 3.1.);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer forgets to use the cut card;

5.1.3.1.6. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes are returned to punters (odds are equalized to one (1.00)).

5.2. Card Burning. Cards can be burned during the game if:

5.2.1. The dealer takes and shows a card face-up from the shoe when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card burning procedure:

5.3.1. The dealer shows the card face-up to all punters;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the burned card to her right side near the edge of the table (left side on screen);

5.3.4. The dealer takes a new card from the shoe in the place of the burned card.

5.4. It is considered to be a technical error if there are mismatches in graphical representation (different betting odds, wrong winning or losing hand) and video stream during a draw in a specific betting shop. Bets placed in a shop will be void if a punter can give sufficient evidence to confirm the mistake with visual information (photo or video clip).

6. Game organisation procedure:

6.1. Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

7. Equipment used in the game:

7.1. The card deck is presented face-up at the beginning or the broadcast. Viewers can see that no cards missing or no extra cards in the deck.

7.2. The card deck is changed if a card falls off the table or is placed where punters cannot see it. If a card or cards are marked or damaged, the deck is changed as well.

7.3. A standard 52 (fifty-two) card deck is used in the game. Each card has a unique barcode which is scanned by an integrated table scanner when the cards are dealt on the table.

8. Equipment used in the game:

8.1. A standard 52 (fifty-two) card deck. Each card with a unique barcode.

8.2. A cut card (see par. 1.12)

8.3. A table with six numbered Positions from 1 to 6 where the pocket cards are placed and a special place in the middle of the table for the Board.

8.4. An integrated table scanner used to scan the barcodes on the cards.