virtualtc

VIRTUAL SPORTS

  • Malfunction of the system voids all plays and pays.
  • Players are solely responsible for checking bets placed are correctly reflected as his/her chosen bet when confirming transaction ('Place Bet' in betslip).
  • No cancellation of bets allowed once confirmed by player.
  • Participants (horses, dogs, drivers, teams) are never scratched from virtual events.
  • There are no dead heats (position draws) in virtual racing events.
  • Bets are registered on the event selected by the player.
  • Bets must be completed before the event starts & betting is closed. Players are notified of any incomplete bets that are expired when the event starts.
  • Winnings are reflected in the players account after event results are displayed. Please provide a few minutes for winnings to increment players account balance.
  • The minimum bet, minimum permutation bet, max bet and maximum payout limits are set per operator.
  • Bet types that are offered may be altered from time to time.
  • Although rare, due to the nature of streaming, event commentary and streamed event information may be out of sync with event detail displayed on the interface. This is normal and has no effect on event outcomes.
  • A Random Number Generator determines the event results in Virtual Sports. The Random Number Generator has been independently certified.

BETTING TYPES

  1. Win – Predict the participant to finish the race 1st.
  2. Place – Predict the participant to finish in 1st, 2nd or 3rd place in the race.
  3. Where there are less than 8 participants (eg. Dogs), predict the participant to finish in 1st or 2nd place in the race. NB. There is no 3rd in Place Bets where there are less than 8 participants in an event.
  4. Two IN ORDER (Forecast or Exacta) – Predict 2 participant’s to finish 1st and 2nd place of the race in the specified order.
  5. Two ANY ORDER (Reverse Forecast or Quinella) – Predict 2 participant’s to finish 1st and 2nd place of the race in any order.
  6. Three IN ORDER (Tricast or Trifecta) – Predict 3 participant’s to finish 1st, 2nd and 3rd place of the race in the specified order.
  7. Three ANY ORDER (Reverse Tricast or Trio) – Predict 3 participant’s to finish 1st, 2nd and 3rd place in any order.

  1. Match Result 1X2 – Predict the team, either Home Wins (1) or Away Wins (2) the match, or the match has a Draw (X) result at full time.
  2. Double Result (Half-time / Full-time) – Predict the team that will lead at half-time and the full-time match winner.
  3. Double Chance - Predict 12 for either the home or away team to win, or 1X for either the home team to win or draw, and X2 for either the away team to win or draw.
  4. Total Goals – Predict the full-time total goals scored by both teams.
  5. Correct Score – Predict full-time goal score for each team, both home and away.
  6. Under / Over 2.5 – Predict ‘Under’ 2.5 to back a score of 0, 1 or 2 total goals. Predict ‘Over‘ 2.5 to back a score of 3 or 4 total goals.
  7. First Team To Score – Predict the team that will score the first goal, or a no goal is scored.
  8. Time of 1st goal - Predict the time range in which the 1st goal will be scored.
  9. 1st Goal Scorer – Predict the player who will score the first goal.
  10. Penalty in Match – A bet that there will be at least 1 penalty in the match.
  11. Yellow Card in Match – A bet that there will be at least 1 yellow card in the match.

  • MATCH MARKETS
    1. Match Result (1 X 2) – Predict the team, either Home Wins (1) or Away Wins (2) the match, or the match has a Draw (X) result at full time.
    2. Double Chance - Predict 12 for either the home or away team to win, or 1X for either the home team to win or draw, and X2 for either the away team to win or draw.
    3. Handicap 0.5 - Predict if the winner will be the Home team (-0.5) or the Away team (+0.5) after applying the selected handicap to the score of the team.
    4. Handicap 1 - Predict result of the match when the favourite team is handicapped by 1 goal; Home (1) / Draw (X) / Away (2).
    5. Double Result [Half-time / Full-time] – Predict the team that will lead at half-time and the full-time match winner. Home (1), Draw (X), Away (2).
    6. Goals: Under / Over 1.5 – Predict ‘Under’ 1.5 to back a score of 0 or 1 total goals. Predict ‘Over‘ 1.5 to back a score of 2 or 3 total goals.
    7. Goals: Under / Over 2.5 – Predict ‘Under’ 2.5 to back a score of 0, 1 or 2 total goals. Predict ‘Over‘ 2.5 to back a score of 3 or 4 total goals.
    8. Goals: Goal Full Time - Predict if both teams will score a goal in the match.
      • [Yes] – Yes both teams will score.
      • [No] – Neither or only one team scores.
    9. Goals: Goal Half Time - Predict if both teams will score a goal in the first-half.
      • [Yes] – Yes both teams will score.
      • [No] – Neither or only one team scores.
    10. Total Goals - Predict the full-time total goals scored by both teams; 1 to 4 Goals or No Goal.
    11. 1st Team to Score - Predict the team that will score the first goal; Home (1) / Away (2) / No Goal.
    12. Correct Score – Predict full-time goal score for each team, both home and away; [Home - Away].
    13. 1st Goal Scorer [(Jersey No.)-Team] – Predict the player who will score the first goal.
    14. Time of 1st goal - Predict the time range in which the 1st goal will be scored.
    15. Penalty in Match – A bet that there will be at least 1 penalty in the match.
    16. Yellow Card in Match – A bet that there will be at least 1 yellow card in the match.
  • TOTALS MARKETS
    1. Home Wins - Predict the number of Home Wins during the week; 1 to 5 or Other.
    2. Home Wins, Under or Over 3.5 - Predict whether there will be more or less than 3.5 Home Wins in the virtual week.
    3. Draws - Predict the number of Draws during the week; 1 to 5 or Other.
    4. Draws, Under or Over 2.5 - Predict whether there will be more or less than 2.5 Draws in the virtual week.
    5. Away Wins - Predict the number of Away Wins during the week; 1 to 5 or Other.
    6. Away Wins, Under or Over 3.5 - Predict whether there will be more or less than 3.5 Away Wins in the virtual week.
    7. Total Goals - Predict the total number of goals scored across all 10 matches played within a virtual week.
    8. Total Goals, Under / Over 25.5 - Predict whether there will be more or less than 25.5 goals scored in the virtual week.
    9. Total Goals, Under / Over 28.5 - Predict whether there will be more or less than 28.5 goals scored in the virtual week.
    10. Penalty [Yes / No] - Predict whether there will be a penalty or not during the week.
    11. Yellow Cards, Under 2.5 / Over 2.5 - Predict whether there will be more or less than 2.5 yellow cards in the virtual week.

  1. Match Result - Predict the winner of the game, Player (1) Wins or Player (2) Wins, or the game has a Draw (X) result.
  2. Total Score - Predict the total points score in the game, being both Players scores added together for all three rounds.
  3. Arrow Score - Pick the number of times, from 6 arrows, that each of the target rings, 8 to 10, will be.
  4. Round Total Score - Predict the total number of rounds in which a selected total score will result. Total score is both Players’ scores added together for any round.
  5. Winner of Round - Predict the number of rounds that either Player A or Player B will win, or DRAW.
  6. Round Correct Score – Predict the score for each round.

  1. Match Result – Predict the winner of a game between 2 players.
    • [A] – player A wins the game
    • [B] – player B wins the game
  2. Correct Score – Predict the final game score for Player A and Player B. Each player may score anywhere within the range of 0-9. There are 16 possible outcomes. First to Score 1-7 – Predict the Players who will first score 1 and 7 points respectively in the game. There are 4 possible outcomes:
    • [AA] – A scores the first point and 7 points first;
    • [AB] – A scores the first point and then B scores 7 points first;
    • [BA] – B scores the first point and then A scores 7 points first;
    • [BB] – B scores the first point and 7 points first.
  3. First to Score 1, 3 & 7 – Similar to the previous bet type, predict the Players who will first score 1, 3 and 7 points respectively in the game. There are 8 possible outcomes.
  4. Win Points High/Low - Predict the winner (i.e. A or B) and the final score (i.e. 7 or >7) of the winner. There are 4 possible outcomes:
    • [A 7 points] - Player A wins the game with 7 points;
    • [A > 7 points] – Player A wins the game with more than 7 points;
    • [B 7 points] - Player B wins the game with 7 points;
    • [B > 7 points] – Player B wins the game with more than 7 points.
  5. Total Points O/E/H/L – From the score group “Odd Low”, “Even Low”, “Odd High”, “Even High”, pick the group that will be the total points score by Player A and Player B at the end of the game. There are 4 possible outcomes:
    • [Odd Low] - 7 points or 9 points;
    • [Even Low] – 8 points or 10 points;
    • [Odd High] – 11 points;
    • [Even High] – 12 points or 14 points or 16 points
  6. Total Points – Predict the combined points scored by both players by the end of the game.
  7. Longest Consecutive Points – Predict the longest consecutive points rally in the game.

‘Multiple Bet’ is also known as a ‘System Bet’.

A Multiple bet is made up of single bets on separate events, combining the individual bets on events to form a higher risk/higher reward bet. The separate events can be from the same sport (eg. Horses) or from different sports (eg. Horses & Dogs).

As soon as you have added at least two or more bets to the bet slip, you can place a Multiple bet. To do so, click on the “Multiples” tab at the top of the bet slip. The number of possible Multiple bets depends on the number of predicted outcomes.

General Terms and Conditions for FPL Fantasy Manager

1. General Provisions

1.1. These General Terms and Conditions for Use constitute General Terms and Conditions within the meaning of Article 298 of the Commerce Act.

1.2. These General Terms and Conditions shall apply to the creation of a special game, the Palms Bet League

1.3. By registering in the Palms Bet League, each user declares that he or she has read and understood and that he or she will not contest and will agree in full with each and every one of the provisions of the General Terms and Conditions of Use hereunder. For the purposes of these General Terms and Conditions, a User shall refer to any individual eligible for registration.

1.4. The Organizer of Palms Bet League (hereinafter referred to as the GAME) is TELEMATIC INTERACTIVE BULGARIA OOD, Company ID No. (EIK) 203127300 with its seat and registered address at 7 Kukush St., Ilinden District, Sofia, е-mail: support@palmsbet.com.

1.5. The Organizer shall have the ultimate and irrevocable right to terminate the Game at any time in case of significant abuse, breach of the Rules or force-majeure circumstances without incurring any liability to pay out compensations to the Participants.

2. Taking part in the Game

2.1. Registration

Players register by entering the data and information required for their identification in the centralized computer system of the Organizer. This may include first name, last name, nationality, date of birth, personal identification number (PIN, PIN for foreign citizens, or another identification number depending on the national law applicable for individuals who are not Bulgarian citizens), current or permanent address, e-mail address, number and date of a personal identification document, bank account number (IBAN, account number, bank name, country), sex, telephone number and any other information the User may volunteer during his or her registration or in the course of using the services offered through the Website. The information provided by the User can be gathered and used by the Organizer. Failure to provide the personal information and data required by the Organizer may result in the Organizer’s refusal to register the User.

If he has reasons to believe that the information concerning the identity of the user is insufficient or false, the Organizer shall be entitled to request additional evidence to corroborate the identity of the User or refuse registration altogether. The Organizer shall be entitled at any time to request the User to identify themselves and to verify the personal data and each and every one of the circumstances declared by them in the registration process.

By registering, Users declare that they are 18 years old or older and that they meet the legal requirements to take part in online betting, including those of their country of citizenship and the country where the IP address used in the registration process for online betting is located; that the information provided is true and correct; and that the User has read, accepted and agreed to abide by these General Terms and Conditions.

The User shall undertake to update immediately the information provided by him or her to reflect any circumstances that have changed.

If the information provided turns out to be false or incomplete or if the User has failed to update it, the Organizer shall be entitled to suspend the registration immediately and without any notice.

Game Palms Bet League is a game of chance within the meaning of the Gaming Act.

When playing Palms Bet League, registered Users cannot use paid or free bonuses.

2.2. Conditions for Playing the Game

2.2.1. The minimum bet a User can place in the GAME is BGN 5.

2.2.2. The maximum bet a User can place in the GAME is BGN 1 000.

2.3. A single User can play in an indefinite number of leagues.

2.4. The winner takes 80 % of the prize money for the particular league.

2.4.1. The total amount prize amount is determined by the number of players and their deposits.

3. GAME REGULATIONS

Seasonal Leagues

Seasonal leagues are active from the moment the User has joined them till the end of the football championship. User winnings are distributed after the last round of games in the championship’s season has been played.

  • Manager standings in the leagues is determined on the basis of the scores earned by the players on their respective teams;

  • Users CAN use paid chips/bonuses;

  • Users CAN use WILDCARD

  • There are two types of leagues:

Up to 10 players (small league, low limit)

Smaller prize amount but higher chance of winning;

  • The prize amount is won by the winner as determined after the last round of games of the season;

  • Over 10 players (large league, no limit)

  • Smaller chance of winning but a large prize amount.

  • The prize amount accumulated is distributed among the first three players in the standing after the last round of games in the season in the following manner: the winner takes 70 % of the prize amount, the runner-up takes 20 % and the third-place holder gets the remaining 10 %.

  • If there are fewer than 11 players in the league, the prize amount is given to the winner alone.

  • The following bets are accepted: BGN 5, BGN 10, BGN 20, BGN 50, BGN 100, BGN 200, BGN 500, BGN 1000

  • Public seasonal leagues where Users can join are created for each round of games. For example:

  • FPLFM 1 20 10 – Round 1, bet amount of BGN 20, up to 10 players

  • FPLFM 5 100 10 – Round 5, bet amount of BGN 100, up to 10 players

  • FPLFM 3 50 No Limit – Round 3, bet amount of BGN 50, unlimited number of players

  • FPLFM 21 10 No Limit – Round 21, bet amount of BGN 10, unlimited number of players

  • The system creates seasonal leagues only until the start of the second half of the football season.


  1. Round Leagues

  • Round leagues are active for every round of games of the championship. User winnings are distributed immediately after the end of each round of games that have been played.

  • League manager standings are determined based on the scores earned by the footballers on their teams.

  • Users CANNOT use paid chips/bonuses

  • Users CANNOT use WILDCARD

  • There are two types of Round Leagues:

  • Up to 10 players (small league, limited amount)

  • Smaller prize amount but better chance of winning.

  • The accumulated prize is awarded to the winner immediately after the round of games played;

  • More than 10 players (large league, unlimited amount)

  • Smaller chance of winning, but a larger prize amount.

  • The prize amount is distributed among the top three players immediately after each round of games as follows: 70 % of the prize amount goes to the winner, 20 % to the runner-up, and 10 % to the player holding third place.

  • If there are fewer than 11 players in the league, the prize amount goes to the winner alone.

  • Betting options are as follows: BGN 5, BGN 10, BGN 20, BGN 50, BGN 100, BGN 200, BGN 500, BGN 1000

  • New public round leagues for users to join are created for every round of games, for example:

  • FPLFM 1 20 10 – Round 1, bet amount of BGN 20, up to 10 players;

  • FPLFM 5 100 10 – Round 5, bet amount of BGN 100, up to 10 players;

  • FPLFM 3 50 No Limit – Round 3, bet amount of BGN 50, unlimited number of players

  • FPLFM 21 10 No Limit – Round 21, bet amount of BGN 10, unlimited number of players

  • The System creates Round Leagues during the entire football season.


  1. Prize Amount

  • Prize amounts are determined based on all the bets placed by Users in a particular league minus system/platform usage fee and minus the fees of the bookmaker.



Roster Size

All 15-man rosters will consist of:

  • 2 Goal keepers

  • 5 Defenders

  • 5 Midfielders

  • 3 Forwards

Players from the Same Team

Users are allowed to select up to three players from any one team from the First Professional League.

Rounds

The GAME includes all matches from the 26 rounds of games of the regular season and the playoffs; head-to-head relegation matches are not included.

Starting 11

Users will nominate 11 players of their 15-man roster to start in each Round of Games.

The Users’total score in each Round of Games will be formed by combining the individual scores earned by all 11 starting players. However, if one or more of the players nominated as starters do not play, they can be substituted automatically.

Teams can be formed in any formation provided it includes at all times 1 goal keeper, at least 3 defenders and at least 2 forwards.

Possible schemes:

4-4-2, 5-3-2, 3-5-2, 4-3-3, 3-4-3

Captain and Deputy Captain

Users must nominate one of their 11 starting players to serve as the Team’s Captain and one – as Deputy Captain. The points scored by the team’s captain will be doubled.

If the team’s captain does not play in a particular Round of Games, he will be substituted by the Deputy Captain.

If the deputy captain does not play in the Round of Games as well, none of the team’s players will have their scores doubled.

Automatic substitution rules

Substitutions add security in unforeseen events such as injuries. Substitutions are activated automatically when starting players do not play in a particular Round of Games.

Automatic substitutions are processed after the end of each Round of Games depending on the priority which is assigned ahead of each Round of Games. This is done as follows:

If the starting goal keeper does not play in the Round of Games, he is substituted by the substitute goal keeper. If neither player has played in the Round, the team does not score any points.

If any one of the filed players does not play in the Round of Games, he will be substituted by the first-priority substitution player for that position in the Round (for example, if there are 3 starting defenders on the team, then any one of them can be substituted only by another defender).

Transfers

Once they have built their rosters, Users can trade players on the player transfer market.

At the end of each Round of Games Users are given one free player transfer for the upcoming Round of Games. Each additional transfer made for the same Round of Games will cost users 4 points off their total score.

General Score

If a user does not use his free transfer, he will be given an additional free transfer for the next Round of Games. If the saved up free transfer is still not used, it will be carried over to the next Round of Games until it has been used. There can never be more than one saved up free transfer (no User can have more than two free transfers for any given Round of Games).

Points

During the season footballers are awarded points based on their real-life performance in the matches for their respective teams in the First Professional League as follows:

ACTION

SCORE

For playing up to 60 minutes in the game

1

For playing 60 or more minutes in a game

2

For every goal scored by GOAL KEEPER

10

For every goal scored by DEFENDER

6

For every goal scored by MIDFIELDER

5

For every goal scored by FORWARD

4

For every assist

3

For each clean net by a GOAL KEEPER

5

For each clean net by a DEFENDER

4

For each clean net by a MIDFIELDER

1

Foe every three saves by a GOAL KEEPER

1

For every penalty shot saved by a GOAL KEEPER

5

For every penalty shot missed

-2

For the MAN OF THE MATCH

3

For every second goal allowed by a GOAL KEEPER or DEFENDER

-1

For every yellow card

-1

For every red card

-3

For every own goal

-2

Clean Net

The Clean Net score is given to every player who has played at least 60 minutes during which his team has not conceded any goals.

If a player is substituted after having played for 60 minutes and his team concedes a goal after his substitution, this shall not affect his Clean Net Score.

Red Card

If a player is red-carded, he will continue to be penalized for each goal his team concedes in that match.

If a player gets a second yellow cards and a red card as a result, he will have only three points deducted from his score.

If a player has one yellow card and is the red-carded, his score will be decreased for both the yellow and the red card.

Assists

  • Assists are awarded to the players who have given the last pass before a goal is scored. Assists are awarded regardless of any ricochets, blocks, or touches by players from the opposing team that may have occurred.

  • If a shot on goal is blocked by an opposing player or goal keeper, or hits the woodwork and a goal is scored on the rebound, the assist goes to the player who made the initial shot.

  • If a shot forces an opposing player to score an OWN GOAL, the assist is awarded to the player who made the shot.

  • Where a PENALTY SHOT or a FREE KICK has been awarded, the player who earned the Penalty Shot or the Free Kick will be credited with an assist. If a Goal is scored by the same player who won the Penalty Shot or Free Kick, Assists are NOT AWARDED.

Statistics

Assist points awarded in the GAME are calculated using additional statistical data which may differ from those from different sites. For example, certain other sites will not award assists to players who have earned penalty shots or free kicks.

Scores based on any other statistical categories will be taken from fpleague.bg. This is the official internet Site of the Bulgarian Football Union and the information published on it is filled in and verified by the Official Delegates of the Bulgarian Football Union attending the various matches.

To avoid any doubt, the points awarded in the Game are subject to change for up to one hour after the final whistle of the last match played on any given day. Once all points have been updated for the particular day, no additional score corrections or adjustments shall be made.

In General Score Leagues team standings are determined based on the total scores earned in the Game.

Where two or more teams have even scores, the tie will be broken based on the points earned during the last Round of Games.

4. VERIFICATION

Users will be verified in accordance with the General terms and Conditions of Use of palmsbet.com

5. DEPOSITS AND WITHDRAWALS

Deposits and Withdrawals shall be subject to the General terms and Conditions of Use of palmsbet.com.