The general settlement rules set out here are subject to modification at any time at our sole discretion.
1.1 Rivalry records shall be the final authority in determining the validity and terms of any tickets accepted and the circumstances in which they were made.
2.1 Pre-match tickets can be accepted up to the time indicated, which may not correspond to the start time of the event. Rivalry reserves the right to void any ticket placed after the deadline indicated, including owing to content timing errors or revised start times.
2.2 If a ticket, for whatever reasons, is accepted after the start of a betting event meaning the ticket is not placed in good faith then Rivalry reserves the right to void. Rivalry will endeavour to inform users of any specific tickets that are voided.
3.1 Rivalry reserves the right to refuse to accept any ticket without notification, justification or compensation. Rivalry shall in no way be held liable for typing, transmission, display, publishing, betting information or odds errors. If any pre-match ticket is accepted in error, Rivalry reserves the right to void that bet where there were obvious errors concerning the entry of odds and/or results, e.g. a mistaken inversion of teams, odds, results, etc.
4.1 Rivalry reserves the right to suspend odds during an event due to failed transmission or other technical related issues or if fraud is suspected. Rivalry reserves the right to cancel tickets even subsequently if any such ticket was won by the customer as a result of a technical fault or error, inclusive of but not limited to an error or fault in transmission. In any such case tickets will be voided. Nevertheless, Rivalry reserves the right to hold a customer liable for any damage caused to or suffered by us as a result of such customer knowingly taking advantage of a technical or administrative error when making and/or receiving payments.
5.1 The listed dates and times of fixtures are purely informational. Rivalry cannot guarantee accuracy. An incorrectly posted date and/or time is not grounds for voiding bets.
5.2 If a fixture isn’t completed within 30 hours of its officially planned starting time, then all bets on that fixture will be void. The exceptions to this rule are:
- Fixtures which in their normal course can take longer than 30 hours, such as Golf tournaments.
- Esport/Sport-specific exceptions laid out in the Rules section for each Esport/Sport.
- Bets on any “First Team to Score” market have action as soon as there is a score, regardless of if the fixture is completed. This includes First blood/First kill, First tower, etc.
5.3 The result of a fixture will be the final determination by the fixture’s governing body on the date of the fixture’s completion. Rivalry does not recognise protested or overturned decisions. The result of bets on a fixture suspended after the start of competition will be decided according to the betting rules specified for that Esport/Sport. If nothing is specified in the Esport/Sport’s Rules then General Rule #2 applies. In any case where there is ambiguity regarding the outcome the bookmakers decision will be final.
5.4 Unless otherwise specified in a particular Esport/Sport’s rules, all bets on a fixture will be void if the venue is changed.
5.5 Bets on a specific map/period count only the scoring in that map/period, and are unaffected by what happens in prior or subsequent maps/periods. If for any reason a fixture is not completed within the time specified in our rules, bets on the full fixture will be void. Any maps/periods that have been fully completed will have action.
5.6 If a “Draw” price is offered in a Money Line market, and the draw happens, then bets on each team lose. If a draw is not offered and a draw happens, then bets on both teams are void.
5.7 In any fixture involving a forfeit, walkover, or any other event where the fixture is considered complete without having been played all bets will be void, regardless of how the governing body of its league scores it.
5.8 If a market includes exactly one or two names of competitors, then all listed competitors must participate in the fixture for the bet to have action.
5.9 Misspellings, typographical errors and teams changing names are not grounds for bets to be void as long as it is clear based on the context what the intended fixture was.
5.10 If a fixture is offered with an incorrect number of Maps, Rounds or Periods or with a nonstandard duration for the Esport/Sport without it being indicated, all bets on that fixture will be void.
5.11 For aggregate Home/Away score markets of a league on a Day (or Week in the case of American Football), if all fixtures on that Day/Week are not played to completion all bets on the market are void.
5.12 Multi-way betting is "ALL-IN", meaning bets always have action unless a stipulation is added to the market that a certain competitor must start for action. If such a stipulation is included, then all bets on all competitors will be void if the stipulated competitor does not start in that specific event.
5.13 All winning bets on Multi-Way markets are paid out at full odds, regardless of the number of winners.
5.14 If a market is offered with “The Field” as a betting option, the named team or competitor must beat every other competitor for a bet on that competitor to win. If the listed competitor ties for a win bets on the matchup will be void.
5.15 All settled markets are final after 72 hours and no queries will be entertained after that period in time. Within 72 hours after markets are settled, Rivalry will only reset/correct the results due to human error, system error or mistakes made by the referring results source.
5.16 Rivalry reserves the right to void any bet at any time if it deems the bet to have been made in a fraudulent manner.
5.17 All bets will be accepted or rejected purely at Rivalry's discretion. In-play bets may be subject to a delay before they are accepted and/or they will be kept pending during dangerous situations at Rivalry’s discretion.
5.18 If there is an obvious error in the odds, limit, or scheduled time of a market, bets on that market may be void.
5.19 In case of any contradictions: Market Rules take precedence over Esport/Sport Rules; which take precedence over General Rules. In any case where there is ambiguity regarding the outcome the bookmakers decision will be final.
Honor of Kings
Arena of Valor
Heroes of the Storm
1. If a Map starts with fewer than 10 competitors, all bets on the Map will be void.
2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced
for the rest of the Map, all bets on the Map will be void. If a competitor disconnects or quits
after the 10th minute of play of a Map has started, bets have action according to the official
result.
3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on
the Map will be void. If a win by admin decision is awarded after the 10th minute of play of a
Map has started, bets have action according to the official result.
Wild Rift
CS2
8.1.1 If a game is suspended with fewer than 55 minutes completed all bets on the Game-period will be void and bets on completed periods will have action. If a game is suspended after 55 minutes of play and not resumed within 6 hours of suspension, then regardless of whether the game is completed at a later date, the score when the game is suspended will determine the betting results.
8.1.2 If a game is delayed and not started within 12 hours of its originally scheduled time all bets will be void.
8.1.3 Bets on the Game and 2nd Half-periods include points scored in overtime.
8.1.4 American Football Market Rules:
8.1.4.1 Team to Score Next: Extra Points and 2 Point Conversions are not considered a score. The point after try is considered part of scoring the Touchdown.
8.1.4.2 Passing Statistics: Bets are void if a named Quarterback doesn’t attempt at least one pass.
8.1.4.3 Rushing Statistics Over/Under: If the named competitor plays but has no rushing attempts, their total and first attempted rushing yardage is considered to be 0.
8.1.4.4 Receiving Statistics Over/Under: If a named Receiver plays, but does not have a catch, their total and first attempted receiving yardage will be considered to be 0.
8.1.4.5 Time of Score: Seconds listed in the market are inclusive, so events that happen on that second of game time are counted.
8.1.4.6 First 1st Down: 1st downs gained on penalties and changes of possession are not counted.
8.1.4.7 Unanswered Scores: Extra Points and 2 Point Conversions are counted as part of the Touchdown and not considered consecutive scoring events. Any return by the opposition on an Extra Point or 2 Point Conversion attempt also does not count towards these markets.
8.1.4.8 Longest Touchdown: If there are no Touchdowns, these markets will be void.
8.1.4.9 Team Quarterback Statistics: Only statistics achieved by competitors listed as Quarterbacks on the team’s roster will be counted. For example, if a Running Back throws a Touchdown pass, that would not be counted as an attempt, completion or Touchdown pass for that team’s Quarterbacks.
8.1.4.10 Special Teams and Defensive Touchdowns: The only Touchdowns considered to be Special Teams Touchdowns are on plays where the ball is actually kicked or punted (these include: kickoff returns, punt returns, returns of a fumbled kick return, returns of a fumbled punt return, blocked field goal returns, or blocked punt returns). A fake Field Goal or fake Punt which results in a Touchdown by the team that snapped the ball is considered an offensive Touchdown.
8.1.4.11 Competitor to Score a Touchdown: Passing for a Touchdown is not considered scoring a Touchdown. Only the competitor who has possession of the ball in the End Zone is considered to have scored the Touchdown.
8.1.4.12 Pass Interference Penalties: Both offensive and defensive Interference counts, however the penalty must be accepted and enforced on the play to be considered valid. If the penalty is declined or if there are offsetting penalties negating enforcement of Interference, then the winner will be determined on the next Interference penalty.
8.1.4.13 Holding Penalties: Both offensive and defensive Holding counts, however the penalty must be accepted and enforced on the play to be considered valid. If the penalty is declined or if there are offsetting penalties negating enforcement of Holding, then the winner will be determined on the next Holding penalty.
8.1.4.14 Longest Kickoff Return: Bets are void if both teams don’t have at least one Kickoff Return.
8.1.4.15 Longest Punt Return: Bets are void if both teams don’t have at least one Punt Return.
8.1.4.16 Number of Different Players to Score: All scoring plays except Safeties are counted.
8.1.4.17 First Touchdown Pass Distance Over/Under: Bets are void if the named Quarterback doesn’t complete at least one Touchdown Pass.
8.1.4.18 AFC/NFC Champion Futures: The champion of each Conference is the team that reaches the Superbowl.
8.1.4.19 Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play all of their scheduled games or cannot possibly exceed their win total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt as to whether or not a team will play a complete season, their Season Wins won’t be settled until they do. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
8.1.4.20 NCAA Football Season Wins: Bowl Games and Conference Championship Games are not counted towards Regular Season Wins totals. Teams must play every scheduled regular season game for action.
8.1.4.21 NCAA Football Conference Championship Futures: If the conference has an official championship game, the winner of that game is considered to have won that conference. For Divisional Odds within the conferences, the team participating in the Conference Championship game is considered to have won that division.
8.1.4.22 NFL Weekly Markets: If any game in the listed week is cancelled or postponed, and not completed within 96 hours of its scheduled start time, all weekly markets will be void, regardless of the outcome of any specific game.
8.1.4.23 Heisman Trophy Winner Yes/No: Bets made before the competitor’s team’s first scheduled game will be void if the competitor does not play in that game.
8.1.4.24 Tied After First Score: “Yes” will be considered the winner if the game is tied any time after the first score, including if it is tied following a Touchdown, before the Extra Point or 2 Point Conversion attempt.
8.1.4.25 Kickoff/Punt Return Match-ups: Both listed competitors must have at least one kick/punt return for action.
8.1.4.26 Last Score Markets: Only Touchdowns, Field Goals and Safeties will be counted. Extra Points and 2 Point Conversions following Touchdowns will not.
8.1.4.27 Punt Markets: A blocked Punt will count as a Punt for Team Punt markets, but not count towards markets for a competitor’s number of Punts.
8.1.4.28 Punter Markets: In all markets with an individual Punter named except “Total Punts by a Punter Over/Under” that punter must have at least one Punt for action.
8.1.4.29 Longest Field Goal: Bets will be void if there are no successful Field Goals.
8.2.1 Game-period Money Line bets have three options with regards to Starting Pitchers:
8.2.2 Baseball Market Rules:
8.2.2.1 MLB Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play at least 160 games or cannot possibly exceed their win total given their number of games remaining and is expected to play at least 160 games. If there is any reasonable doubt as to whether or not a team will play at least 160 games, their Season Wins won’t be settled until they do. Any additional tiebreaker games for (such as Wildcard or Division) will not be counted towards Regular Season Wins. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
8.2.2.2 Total Bases: A Single is worth 1, a Double is worth 2, a Triple is worth 3, a Home Run is worth 4. No other type of play counts towards Total Bases markets.
8.2.2.3 Runs Allowed: Earned and Unearned Runs are counted.
8.2.2.4 Innings Pitched: Each Inning completed is worth 1, and each out recorded thereafter worth 0.1.
8.2.2.5 Division Winner: Markets are resulted based standings at the end of the season, as long as every team in the division has played at least 90% of their scheduled games. If teams are tied in terms of record, the winner will be 1) the winner of the tiebreaker game or 2) the team declared the winner by the League's tiebreaker system for seeding playoff teams.
8.2.2.6 Season-Long Home Run Leader: If the Home Run lead is tied, Batting Average will be used as the tiebreaker.
8.2.2.7 Season-Long Competitor Match-ups: If either competitor does not play in at least one of his team’s first 10 games all bets are void.
8.2.2.8 Hits + Runs + Errors Markets: Games must be played to completion (at least 9 innings or 8.5 innings if Home team wins) for action. If a game is called or suspended in extra innings, the results will be determined after the last completed inning, unless the home team scores to tie in the bottom half of the inning, in which case the result is determined at the time the game is called.
8.2.2.9 No-Hitters Markets: Individual and combined no-hitters are counted as long as the game is played to completion as defined in Baseball Rule #6.
8.2.2.10 Competitor Statistics Markets: Games must be played to completion (at least 9 innings or 8.5 innings if Home team wins) for action. If a game is suspended before completion and the game is resumed the following day, statistics from both days will be counted towards the results of these markets. If the game is not resumed the following day, all bets will be voided. In addition, the player listed must start for bets on his statistical markets to have action
8.2.2.11 Competitor Statistic Match-Up Markets: All bets have action as long as both competitors start the game and the game is played to completion as defined in Baseball Rule #6.
8.2.2.12 Home/Away Markets: If a game is suspended after at least 9 innings have been completed, the score after the last fully completed inning will be used for that game.
8.3.1 In the NBA all bets on the Game-period are void if fewer than 43 minutes are played. In all other competitions, bets on the Game-period are void if fewer than 35 minutes are played. Bets on any periods that have been played to completion will have action.
8.3.2 If an "Elam Ending" is used, the target score has to be reached for wagers to have action for any period that includes such an ending. All bets will be settled based on the final score once the target score is reached regardless of the actual duration of the game.
8.3.3 Bets on the Game and Second-Half periods include all overtimes played in their result.
8.3.4 Basketball Market Rules:
8.3.4.1 Regular Season Wins: Will be settled when a team exceeds their win total and is expected to play all of their scheduled games or cannot possibly exceed their win total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Wins won’t be settled until they do. Once Season Wins markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
8.3.4.2 NBA Conference Winners: For team to win the Conference Winner Futures, the winner of the respective Conference will be the team that reaches the NBA Finals.
8.3.4.3 Competitor Statistics: In pre-Game markets that includes exactly one or two names of competitors, then all listed competitors must start the game for the bet to have action. For In-Play markets with named competitors, the named competitors need only play in the game for action.
8.3.4.4 Buzzer Beater Markets: A “Buzzer Beater” is defined as a made shot that leaves absolutely no time on the game clock at the end of the game and the shot puts the shooter’s team ahead for the win when the shooter’s team immediately prior to the shot had been tied or losing.
8.3.4.5 NBA Division Winners: NBA Division Winner markets have action as long as all teams in the division have played more than half of their scheduled games at the conclusion of the regular season. Any ties will be broken by the NBA’s determination.
8.3.4.6 Double/Triple Double Markets: A “Double Double” is defined as ten or more of at least two of the following categories: Points, Rebounds, Assists, Steals or Blocks. A “Triple Double” is ten or more of three of those categories.
8.4.1 A fight is considered official once the first round begins, regardless of the scheduled or actual duration.
8.4.2 If the number of scheduled rounds is changed, bets on the Money Line have action. Bets on Total Rounds Over/Under markets have action only if the newly scheduled round count is greater than the total that was bet. Other Total Rounds Over/Under bets will be void.
8.4.3 Unless indicated otherwise, fights will be void if they do not take place within one week of the scheduled date.
8.4.4 All Full-Fight period markets are void in the case of a technical draw. Periods that have been completed and markets that have been conclusively determined before the ending of the fight will be settled.
8.4.5 If a fight is deemed “No Contest” all bets are void except for periods that have already been completed and markets that have already been conclusively determined.
8.4.6 Bets have action if a venue is changed to another location within the same country. If it is changed to a different country, all bets on the fight are void.
8.4.7 If a fight involves an extra Round or “Sudden Victory” Round, these rounds will be counted in all relevant markets.
8.4.8 Boxing Market Rules:
8.4.8.1 Inside Distance Markets: A bet on a fighter to win “Inside Distance” wins if the selected fighter wins by KO, TKO, DQ or Technical Decision.
8.4.8.2 “KO” Markets: A bet on a fighter to win by “KO” wins if the selected fighter wins by KO, TKO, or DQ.
8.4.8.3 Rounds Over/Under: For the purposes of this market, a Round is considered complete once half of its time has elapsed and the fight is ongoing.
8.4.9 MMA Market Rules:
8.4.9.1 Rounds Over/Under Markets: For the purposes of this market, a Round is considered complete once half of its time has elapsed and the fight is ongoing.
8.4.9.2 Inside Distance Markets: A bet on a fighter to win “Inside Distance” wins if the selected fighter wins by KO, TKO, DQ, Submission or any other form of stoppage.
8.4.9.3 "KO” Markets: A bet on a fighter to win by “KO” wins if the selected fighter wins by KO, TKO, or corner stoppage. A win by submission is not considered a KO/TKO in MMA.
8.4.9.4 Victory Method Markets: Yes/No markets for a fighter’s method of victory will be deemed “No” if the fight ends in a draw.
8.4.9.5 Win in Round X Markets: Fights are deemed to have finished in a Round if the fight ends during that round, or a fighter doesn’t answer the bell for the following Round.
8.5.1 If a match is delayed and is not started within 12 hours of the originally scheduled time, all bets on the match will be void.
8.5.2 If a match is started and not completed within 12 hours of starting, all markets on the full match will be void. Bets on periods that have been completed will be settled.
8.5.3 All Match-period markets are based on two halves of 45 minutes of regulation time as well as any injury time unless indicated otherwise. If a match is finished or abandoned before the completion of 90 minutes of play all bets on the Match-period are void. The exception to this rule is if a referee ends a match with an official result after at least 85 minutes of play. If a match is void because it finished early or was abandoned, periods that were played to completion (such as 1st Half) will have action.
8.5.4 Own Goals do not count towards markets with named competitors.
8.5.5 If a Soccer match is played at a neutral pitch, whether it is indicated in the market or not, it will have action. If it is played at the pitch of the team listed second it is void.
8.5.6 In friendly matches, if a red card is shown but play continues with the same number of competitors on the pitch, the red card score will be updated and bets will have action.
8.5.7 In-play bets will be void if a Video Assistant Referee (VAR) decision materially affects the odds of the bets.
8.5.8 Score and Booking information are considered to be part of the market for In-play bets. If that information is incorrect, then bets while incorrect information is displayed will be void.
8.5.9 Unless a period specifies a duration of time, injury time is included.
8.5.10 Football/Soccer Market Rules:
8.5.10.1 Bookings: A Yellow Card is worth 1 and Red Card 2. Two Yellow Cards on a competitor leading to a Red Card is worth 3. Any cards shown to non-competitors (such as teammates on the bench, competitors leaving the pitch, the manager, coach or other staff) are not counted. Cards shown during the half-time break are counted towards the second-half period bookings markets. Any cards shown after the whistle that ends regulation time will not be counted towards the markets for that game.
8.5.10.2 To Advance: Markets on teams “To Advance” or “To Win Final” are bets on which team advances to the next round of or wins a Cup or Tournament. They have action when and wherever a match or stage is completed, regardless of if it is moved, delayed or postponed.
8.5.10.3 Season Points: Will be settled when a team exceeds their points total and is expected to play all of their scheduled games or cannot possibly exceed their points total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Points won’t be settled until they do. Once Season Points markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
8.5.10.4 League Winner & Relegation Markets: Will have action based on the official results of the League regardless of how many games each team plays.
8.5.10.5 Home vs. Away Markets: If a match isn’t played at a team’s regular pitch, the team listed first will be considered the Home team for Home vs. Away markets.
8.5.10.6 In-Play 2-Way (“Asian”) Handicaps: Bets are settled according to the score for the remainder of the period after the bet has been placed. Any scores prior to the bet being placed are ignored for resulting purposes.
8.5.10.7 Corners: In the event of a Corner Kick having to be retaken, only one Corner Kick will be counted. Corner kicks that are awarded and not taken are not counted.
8.5.10.8 Penalty Shootouts: Handicap markets include goals scored on all kicks taken. Total markets count only goals in the first 10 kicks taken.
8.5.10.9 Pre-game Player Markets: A player must start the game for the bet to have action.
8.6.1 Unless otherwise specified, Match-period bets do not include overtime or penalty shootouts.
8.6.2 For markets that do include overtime, Penalty Shootouts are considered part of overtime. If a Penalty Shootout occurs, the winning team is credited with one extra goal.
8.6.3 Bets on Match-period markets require a minimum of 55 minutes to be played for action. If a game is suspended before 55 minutes are played, bets on periods that have been played to completion will have action and all others will be void.
8.6.4 Hockey Market Rules:
8.6.4.1 Competitor Statistics: Includes Overtime but does not include Penalty Shootouts.
8.6.4.2 Regular Season Points: Will be settled when a team exceeds their points total and is expected to play all of their scheduled games or cannot possibly exceed their points total given their number of games remaining and are expected to play all of their scheduled games. If there is any reasonable doubt about whether or not a team will play a complete season, their Season Points won’t be settled until they do. Once Season Points markets have been settled, they will not be changed, even if a team plays fewer games than expected for any reason.
9.1 A related contingency is a parlay bet where the outcome of one selection can contribute to the outcome of another selection, e.g. a two outcome parlay containing EnVy Us to win the Dreamhack Winter Semi-Final combined with EnVy Us to win the Dreamhack Winter tournament outright.
9.2 Rivalry reserves the right to determine which bets have related contingency.
9.3 Rivalry does not accept parlay tickets which have related contingency and reserves the right to void, at its discretion, any parlay tickets placed on related contingencies. Bet combinations with related contingencies will be automatically blocked and unavailable to place in a parlay during regular bet placement. In instances where a ticket containing related contingencies has been accepted in error Rivalry will completely void the ticket and return the stake.
9.4 In certain instances, Rivalry will make available combinations of related contingencies for customers to place bets on, e.g. Faker to win Worlds MVP and SK Telecom T1 to win the World Championship.
Same Game Combos gives users the ability to create combos on a single match. These will only be offered to specific Esports and Sports matches and will be indicated by a brain icon in the Bet Center.
To create a SGC, users will have to activate SGC mode on the match page, where there will be a specific selection of markets available that can be used to create a Same Game Combo (non-SGC markets cannot be parlayed with SGC markets). Users will only be able to build a SGC pre-match and will only be able to combine markets within a map/round. These can be placed with regular or bonus funds.
As users select a market within SGC mode, markets that cannot be winnable in tangent with the selected leg will be locked (ie. Selecting Match Winner as 100 Thieves, you cannot also select Sentinels to win rounds 3-2). To place SGC bets, there must be at least two legs selected.
Overall odds of a SGC are priced on the value of the entirety of the ticket, which is the overall likelihood of outcome of the selected legs.
For users to win, all legs of the Same Game Combo must Win. If any of the legs lose, the bet will settle as a Loss.
If the match is canceled, the stake will be returned to the user.
If there are any errors with the bet, corrections will be made and may result in voiding the bet.
Chicken out will not be available for SGC bets.
For Esports Same Game Combos, if any of the legs are canceled and the result of the remaining legs is a loss, the bet will settle as a Loss. If any of the legs are canceled and the result of the remaining legs is a win, the bet will be Canceled.
Supported Esports titles are Counterstrike, League of Legends, Dota 2, Valorant
For all Sports Same Game Combos, if any of the legs are canceled and the result of the remaining legs is a loss, the bet will settle as a Loss. If any of the legs are canceled and the result of the remaining legs is a win, the bet will be repriced and settled as a Win with the payout reflecting the updated odds.
Supported Sports titles are Basketball, Baseball, Football (Soccer), American Football
Quick combos are pre-selected special or featured combo bets, built by Rivalry.
We will put together combo bets that will be available in the Bet Center and can be added to the bet slip with one click. Once the bet is in the bet slip legs may be added or removed at the users discretion and the bet will still have action.
Quick Combos have identical rules to regular combos (parlays):
Rivalry will at times create ‘Boosted Combos’ for players to bet on. These bets will take Quick Combos and apply an ‘Odds Boost’ - a bonus multiplier on the odds for the existing bet. For example, a Quick Combo with 10.0 odds that receives a 20% odds boost, will now have odds of 12.0.
These bets can be found in the Quick Combos section of the Bet Center and will be indicated with a special boost icon. The original odds will be deactivated and displayed in grey, and the new, boosted odds will display beside the previous odds.
Once a Boosted Combo is added to the bet slip, the odds and payout shown will be reflective of the boosted odds and payout. The payout in the bet slip is the final amount that will be paid if the bet wins. If the bet loses the player will receive nothing.
If any of the legs from the Boosted Combo are removed, or any additional legs are added, the boost will be void and the bet will then revert to the original, non-boosted odds and payout values. The exact combination of legs displayed in the Boosted Quick Combo must be exactly how the bet is placed in order to receive the boost. Whether the boost is applied or not can be seen in the bet slip.
All regular rules for combos will also apply to Boosted Combos. All legs of the combo must win in order for the bet to be graded as a win, if any legs of the combo are a loss the entire ticket will be a loss.
In the event that one of the legs of a boosted combo gets cancelled or voided, the boost will be recalculated and applied to the remaining legs of the combo. This will result in the boost amount being reduced, due to the number of legs in the bet being reduced.
As with regular combos, if a leg is cancelled and all other legs are won, the bet will be graded as a win and paid out using the recalculated boost amount for the remaining legs. If a leg is cancelled and any of the other legs are a loss, the bet will remain a loss.