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Virtual Sports Rules

1. Soccer

1.1. 1X2 - Market: the bettor must predict the result of the match between the victory of the home team (result 1), the draw (result X) and the victory of the visiting team (result 2).

1.2. Double Chance - Market: the bettor must predict the result of the match, choosing a double result among those of 1X2 (1X, X2 or 12).

1.3. Goal / No Goal - Market: the bettor must predict whether both teams will score at least one goal (Goal) or not (No Goal) in the match.

1.4. Over / Under 1.5 - Market: the bettor must predict whether the sum of goals scored in the match by the two teams will be less (Under) or greater (Over) to 1.5.

1.5. Over / Under 2.5 - Market: the bettor must predict whether the sum of goals scored in the match by the two teams will be less (Under) or greater (Over) to 2.5.

1.6. Over / Under 3.5 - Market: the bettor must predict whether the sum of goals scored in the match by the two teams will be less (Under) or greater (Over) to 3.5.

1.7. Over / Under 4.5 - Market: the bettor must predict whether the sum of goals scored in the match by the two teams will be less (Under) or greater (Over) to 4.5.

1.8. Over / Under 0.5 Home - Market: the bettor must predict whether the goals scored by the home team in the match will be less than or greater than 0.5.

1.9. Over / Under 1.5 Home - Market: the bettor must predict whether the goals scored by the home team in the match will be less than or greater than 1.5.

1.10. Over / Under 2.5 Home - Market: the bettor must predict whether the goals scored by the home team in the match will be less than or greater than 2.5.

1.11. Over / Under 3.5 Home - Market: the bettor must predict whether the goals scored by the home team in the match will be less than or greater than 3.5.

1.12. Over / Under 0.5 Away - Market: the bettor must predict whether the goals scored by the visiting team in the match will be less than or greater than 0.5.

1.13. Over / Under 1.5 Away - Market: the bettor must predict whether the goals scored by the visiting team in the match will be less than or greater than 1.5.

1.14. Over / Under 2.5 Away - Market: the bettor must predict whether the goals scored by the visiting team in the match will be less than or greater than 2.5.

1.15. Over / Under 3.5 Away - Market: the bettor must predict whether the goals scored by the visiting team in the match will be less than or greater than 3.5.

1.16. Exact Total of Goals - Market: the bettor must predict the number of goals scored in the match between the proposed results.

1.17. Total Goals - Market: the bettor must predict the total number of goals scored during the match between the proposed ranges.

1.18. Half Time / Full Time - Market: the bettor must predict the result of the first and second half between the victory of the home team, the draw and the victory of the visiting team.

1.19. Correct Score - Market: the bettor must predict the exact result of the match between the proposed results.

1.20. Correct Score 1HT - Market: the bettor must predict the exact result of the first half between the proposed results.

1.21. Correct Score 2HT - Market: the bettor must predict the exact result accumulated in the second half, regardless of the goals scored during the first half.

1.22. 1X2 + Over / Under 1.5. - Market: the bettor must predict the combination of the Final Result and the Over / Under 1.5.

1.23. 1X2 + Over / Under 2.5 - Market: the bettor must predict the combination of the Final Result and the Over / Under 2.5.

1.24. 1X2 + Over / Under 3.5 - Market: the bettor must predict the combination of the Final Result and the Over / Under 3.5.

1.25. 1X2 + GG / NG - Market: the bettor must predict the combination of the Final Result and the Goal / No Goal.

1.26. Doble Chance + O / U 1.5 - Market: the bettor must predict the combination of Double Chance and Under / Over 1.5.

1.27. Doble Chance + O / U 2.5 - Market: the bettor must predict the combination of Double Chance and Under / Over 2.5.

1.28. Doble Chance + O / U 3.5 - Market: the bettor must predict the combination of Double Chance and Under / Over 3.5.

1.29. Doble Chance + GG / NG - Market: the bettor must predict the combination of Double Chance and Goal / No Goal.

2. DOGS RACING

2.1. Winner - Market: the bettor must predict the horse / dog that will win the race.

2.2. Placed - Market: the bettor must predict the horse / dog that will arrive in one of the first two positions.

2.3. Show. - Market: the bettor must predict the horse / dog that will arrive in one of the first three positions.

2.4. Exacta - Market: the bettor must predict the horses / dogs that will arrive in the first two positions, exactly in this order.

2.5. Quinella - Market: the bettor must predict the horses / dogs that will arrive in the first two positions, in any order.

2.6. Trifecta - Market: the bettor must predict the horses / dogs that will arrive in the first three positions, exactly in this order.

2.7. 1Pos. Over / Under 3.5 - Market: the bettor must predict the number of the horse / dog that wins the race must be greater than 3.5 (Over result) or less than 3.5 (Under result).

2.8. 1Pos. Odd / Even - Market: the bettor must predict the number of the horse / dog that wins the race must be even or Odd.

3. HORSE RACING

3.1. Winner. - Market: the bettor must predict the horse / dog that will win the race.

3.2. Placed - Market: the bettor must predict the horse / dog that will arrive in one of the first two positions.

3.3. Show - Market: the bettor must predict the horse / dog that will arrive in one of the first three positions.

3.4. Exacta - Market: the bettor must predict the horses / dogs that will arrive in the first two positions, exactly in this order.

3.5. Quinella - Market: the bettor must predict the horses / dogs that will arrive in the first two positions, in any order.

3.6. Trifecta - Market: the bettor must predict the horses / dogs that will arrive in the first three positions, exactly in this order.

3.7. 1Pos. Over / Under 3.5 - Market: the bettor must predict the number of the horse / dog that wins the race must be greater than 3.5 (Over result) or less than 3.5 (Under result).

3.8. 1Pos. Odd / Even - Market: the bettor must predict the number of the horse / dog that wins the race must be even or Odd.

4. COCK FIGHTING

4.1. 1x2 - Market: the bettor must predict the rooster that will win the fight or if he will end up drawing at the end of the fight time.

4.2. Over or Under 60.5 seconds - Market: the bettor must predict whether the match will last more or less than 60.5 seconds.

4.3. Sector - Market: the bettor must predict in which sector the match ends in the event of the defeat of one of the participants. The sector with the defeated rooster will be awarded. If the result will be a draw, the bet will be losing. It is the beak of the losing Cock that determines the winning sector.

4.4. 1x2 + O / U 60.5 seconds - Market: the bettor must predict which of the two Cocks will win the match and if this will occur in more or less than 60.5 seconds.

4.5. 1X2 + Sector - Market: the bettor must predict which of the two Cocks will win the match and in which sector the competition will end. It is the beak of the losing Cock that determines the winning sector.

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