Rules on eSports

Dota 2, League of Legends

Dota 2
League of Legends

The final settlement is made based on the data recorded immediately after the destruction of the main building (Fortress/Nexus) of one of the opponents. If one of the teams surrenders (the Fortress/Nexus is not destroyed by the opponent), the calculation is made in the same way. The opposing team of the surrendered is awarded a victory. Settlement with odds of "1" is possible only until the game start (exit of creeps / minions from the barracks on the line). Further bets in any unplanned situations (leave of player from any team, disconnect, etc.) or a technical defeat (TD) are calculated according to the results. When a technical defeat is appointed, or at any unplanned situations (disconnect, exit (leave) of players from either team, etc.), all further bets are settled according to the results.In case of a default loss, the map (round) won by the DL, is taken into account when maps are being numbered in the line. Totals and handicaps in these disciplines are given for the time (minutes) of the map duration, destroyed fortresses, killed main characters, killed couriers, Roshans, maps, as well as any other, at the discretion of Crickto. The advantage is added to the map before the event starts. According to the decision of the judges/ regulations, in some cases, one of the teams may be awarded a one-map victory "in absentia" (not to be confused with a handicap bet or a default loss). This "absentee" map is not counted in the line for the outcome of total maps (rounds) or for winning a specific map (in sequence). In this case, the first map actually played by the participants is considered the first map in the line. The "First Blood" bet is calculated if the game character is killed by the characters of the opposing team. The "First Blood" by neutral units or creeps/minions of the opponent is not taken into account on the map but is saved until the first character is killed by the opposing team.
The bet "First 10 Kills on the Map" is given to the team that first commits 10 kills of the opposing team's characters (champions) on the map. Re-host is a “rollback” of the game situation to the moment of auto-saving at a certain time (in case of network problems, DDoS attacks, server crashes, and other similar cases) is not a reason for refunding bets.
Bets on the "Best Net Worth" market are accepted in the intervals from 1 to 18 minutes, from 1 to 12 minutes and from 1 to 5 minutes. The Player needs to guess which team will be ahead of the opponent in terms of game gold in the specified time intervals. The team that has more total game value based on "gold" is determined as a winner in these time periods.

Counter-Strike: Global Offensive

CS:GO

All bets for Counter-Strike are accepted, taking into account overtimes. If a team or one of the players for any reason leaves the match - player’s team is credited with losing all remaining maps/rounds. If the match is stopped by the referee and a replay is ordered after more than 36 hours - the result of the interrupted game is not taken into account.
The first kill in the "pistol" round is the actual start of the match. To win a round, the team shall destroy all opponents on the map, as well as either detonate or defuse a bomb. An alternative victory option is also possible by ending the game time on the timer in the round.
Winning at least 16 rounds (unless otherwise specified in the rules of the tournament) can ensure victory on one of the maps. If the score for the rounds is 15:15, the organizers can assign overtime of six or more additional rounds (OT) to determine the winner. To win overtime, a team shall either get a two-round advantage or end the game early if the opponent cannot even the score before the end of overtime (for example, win four starts when assigning an additional six OT rounds). If a draw was recorded after overtime, the organizers can again assign six or ten additional rounds. If according to the rules or the decision of the judges, the event starts with the initial advantage in the account of one of the teams, the bets are calculated with odds equal to "1", except in cases when this information was initially specified in the line. Also, bets are calculated with odds equal to "1" in cases of changes in the match format (number of rounds, cards, or other rules), except for bets on already defined outcomes. Bets on outcomes that are determined by the moment of default loss or interruption of the game/refusal of teams are calculated based on the results. If the outcome cannot be determined at the moment of stopping the match, the bet is calculated with odds equal to “1”.
Bets are accepted on standard victories or draws, handicaps (rounds, maps, kills), and other specific outcomes, as well as on the winner of the tournament as a whole or the winner of a certain round on a certain map. Bets on handicaps and totals are accepted on maps, rounds, and kills in a given period. Handicaps and Totals in matches are calculated by rounds, unless otherwise indicated in the market itself. In Duel matches, Handicap and Total are calculated based on the results of kills, taking into account OT.

StarCraft II

All bets on StarCraft II are accepted on outcomes in the form of a victory for any of the teams, as well as on totals and handicaps. Bets are considered valid after the start of the game and confirmation by the judges and/or players. All bets remain valid if a technical defeat (TD) is awarded after the start of the game (if the outcome can be determined at the time of the interruption and a default loss announcement). If a technical defeat (TD) is awarded before the start of the game, bets are calculated with odds equal to "1".

HearthStone

Bets on HearthStone are represented as winning outcomes, totals, and handicaps, and are considered valid after the start of the game when the first card from the deck has come out for both players.
In the event of a technical defeat (TD) or game interruption or complete stop, without the possibility of continuing and finishing the game - all the outcomes that can be determined at this time are calculated based on the current results. For outcomes that cannot be determined or the game will not continue - bets are calculated with odds equal to "1".
If the participant could not finish the match for any reason (interrupted network connection, etc.), the player will be counted as losing in the current and subsequent matches.

Overwatch, Call of Duty,

Valorant, Rocket League

Overwatch
Call of Duty
Valorant
Rocket League

Bets on Overwatch are accepted on a victory or draw in the form of outcomes, as well as on totals and handicaps, and are considered valid after the start of the match. In the event of a technical defeat (TD) or game interruption or complete stop, without the possibility of continuing and finishing the game - all the outcomes that can be determined at this time are calculated based on the current results. For outcomes that cannot be determined or the game will not continue - bets are calculated with odds equal to "1".

World of Tanks

Bets on World of Tanks are accepted on a victory or draw in the form of outcomes, as well as on totals and handicaps, and are considered valid after the start of the match. In the event of a technical defeat (TD) or game interruption or complete stop, without the possibility of continuing and finishing the game - all the outcomes that can be determined at this time are calculated based on the current results. For outcomes that cannot be determined or the game will not continue - bets are calculated with odds equal to "1".

PUBG

Bets on PUBG are accepted for getting the teams or players represented in the line into the TOP, the number of surviving teams or players on the map, as well as on the total kills committed by a team or players in the form of outcomes. If the game is interrupted due to a failure, player technical issues or technical reasons on the server, bets on all markets of this game are canceled, unless the results of the markets have been already determined. If the market results have been already determined at the time of game interruption - the bet remains valid.

eFootball

Bets on the FIFA PC game (a football simulator with two players) are accepted for matches held with the game settings "two halves 5-minute each" and the "beginner" level. If a match is stopped due to technical reasons (disconnect, computer failure, other) and re- match appointment - bets on the interrupted match are calculated according to the General Rules, and bets on the re-match are accepted as on a new event. It is not a reason to cancel bets, except in situations where it is impossible to define the final result of the match, or a technical malfunction that interrupts the video broadcast of the event.

Cyberfootball

Betting on the FIFA PC game which is a football simulator with with 2 players take part in it. Games played with settings "two 5-minute halfs" and the "beginner" complexity level. If a match is stopped due to technical reasons (disconnect or computer failure) and a re-match is scheduled, bets on the stopped match are settled according to the General Rules, and bets on the re-match are accepted as for a new event.

streaming and video services www.youtube.com/ and www.twitch.tv/ official websites of tournament or game organizers.

eSports Tennis

Virtual tennis consists of two tournaments Grandstand Open and Britannia Open, each of which attended by 16 players. One tournament consists of 15 matches and goes in four stages: 1/8 finals, 1/4 finals, semifinals, finals. The duration of one tournament is 26 minutes. The duration of one stage\match is 3 min 45 sec. Matches are held with three sets format (before winning in two sets).

The acceptance of bets on the forthcoming Grandstand Open stage is held during the Britannia Open and vice versa. The stages for each tournament changed by alternatively:

  • 1/8 Britannia Open - Grandstand Open final;
  • 1/4 Britannia Open - 1/8 Grandstand Open Britannia;
  • Open semifinals - 1/4 Grandstand Open;
  • Britannia Open final - Grandstand Open semifinals;

Types of bets:

  • Winning the match (P1 - win 1st player, P2 - win 2nd player);
  • Total (more, less) is calculated by game;
  • Exact score (2:0; 2:1; 0:2; 1:2);
  • Winning the first set (P1 - win 1st player, P2 - win 2nd player);
  • First set Total (more, less) is calculated by the game of the first set;

Bets are calculated immediately after the match. The result of each event isn’t determined by Crickto, and also doesn’t depend on Crickto, nor on the Player, nor on the amount of placed bets.

If the event didn’t take place due to an application malfunction and also due incorrect bets or odds, then bets will be refunded. Connection failure, communication failure, browser errors, closing the window and other technical reasons aren't grounds for canceling a bet, because they don't affect the course of the match, their result, or bets calculation. Broadcast delays also aren't a reason for canceling a bet. Player is responsible for the correct bet selection.

eSports Football

Bets are accepted on the computer game FIFA (football simulator, in which is played by 2 players). Matches are held with the settings of the game "2 half-time of 5 minutes each", the difficulty is "newbie". In case of stopping the match due to technical reasons (computer failure, connection failure, etc) and appointing replay game, bets on a stopped game are settled according to the general rules for calculating bets on interrupted events. On replay game, bets are accepted as a new event.

If due to a technical malfunction the video broadcast of the event is interrupted (connection failure, DDoS, etc.), then this isn’t a reason for canceling bets, except in situations where it is impossible to find out the result of the match www.facebook.com/esportsbattle/

eSports Hockey

Bets are accepted on the computer game NHL (a hockey simulator in which is played by 2 players). Matches are held with the settings of the game "3 periods of 3 minutes", the difficulty of the game and the goalkeeper "semi pros", the match mode "Arcade".

In case of stopping the match due to technical reasons (computer failure, connection failure, etc) and appointing replay game, bets on a stopped game are settled according to the general rules for calculating bets on interrupted events.

On replay games, bets are accepted as a new event. If due to a technical malfunction the video broadcast of the event is interrupted (connection failure, DDoS, etc.), then this isn’t a reason for canceling bets, except in situations where it is impossible to find out the result of the match www.facebook.com/esportsbattlenhl

eSports Basketball

The calculation rules are in accordance with the rules for calculating basketball bets. Matches are held 4 quarters of 8 minutes each.

Basketball bets on the winning of any team, and a draw, as well as on any results of the second half and fourth quarter are accepted of main time. Bets on all other proposed results are accepted taking into overtime, unless otherwise specified in the coupon and/or line. Bets on Total for a quarter take into account points scored by teams only for this quarter, and not for the entire match right up until the end of this quarter.

Sources, which the platform uses (not only these) for determining the results of eSports events:

eSports Battle:

Streaming and video services: www.twitch.tv/ and www.youtube.com/

Bots

Crickto reserves the right to cancel any bet made on obviously "bad" odds, switched odds or a bet made after an event has started or match was affected by obvious technical problems. All bets will be settled, when outcome of the market is decided.

eFootball Bots

Match duration - 2x6 minutes. This includes injury time but does not include extra time or penalty shootouts.
All Markets will be settled as set out in the General Market Rules.

eBasketball Bots

Match duration - 4x6 minutes. This includes overtime.
All Markets will be settled as set out in the General and Basketball Market Rules.

eTennis Bots

The winner of match is the first player to win 2 sets.
Player must win 3 games to win a set. If the score is tied at 2-2, then a player can win 4-2, or if players are still tied at 3-3 then the set is decided by a tie-break.
The winner of the tie-break is the first player to win 5 points with a minimum 2 points difference. If the score is tied at 5-5, the player can win 7-5, 8-6, 9-7, etc.

Rocket League Bots

Match duration - 5 minutes. This doesn’t include overtime.
All Markets will be settled as set out in the General Market Rules.

Last modified 4 month ago

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