Game Rules
- Victory in the round is registered in case of killing all the opponents on the map, with the explosion /disposal of the bomb or the finish of time on the round timer.
- The game starts after the first kill in a “pistol” round.
- In order to register a victory on the map it is necessary to win in minimum 16 rounds (or in accordance with the tournament regulation).
- In case of a draw situation on the map (when the total score of the rounds is 15-15) the organizer may set 6 or 10 additional rounds, so said overtime (OT). The victory in overtime is given to the team that reaches a 2-round advantage or, if one of the teams isn’t able to equalize the score with the opponent (e.g., in case of the score 19-15, 21-17 etc.). In case of a draw (21-21) additional 6 (10) rounds are set. Overtime is included in the calculation of markets.
- The final calculation is carried out according to the data registered after the destruction of the main building (Castle/Nexus) of one of the opponents. Similarly, the calculation is done in case one of the teams surrenders (the castle/nexus in this case isn’t destroyed directly by the opponent), and the victory is given to the opponent team.
- "First Blood" bet is interpreted as the murder of the first hero (champion) by the heroes (champions) of the opponent team. The first murder made by the opponent’s neutral units or crips/minions is not considered, and the bet maintains its force before the first murder of the hero by the heroes of the opponent team.
- In case of surrendering, the final number of destroyed Towers and Inhibitors will be determined with the minimal number of the Towers and Inhibitors, necessary to win at the moment of surrendering. These additional buildings will be considered as destroyed by the winning team.
- The final calculation is carried out according to the data registered after the destruction of the main building (Castle/Nexus) of one of the opponents. Similarly, the calculation is done in case one of the teams surrenders (the castle/nexus in this case isn’t destroyed directly by the opponent), and the victory is given to the opponent team.
- "First Blood" bet is interpreted as the murder of the first hero (champion) by the heroes (champions) of the opponent team. The first murder made by the opponent’s neutral units or crips/minions is not considered, and the bet maintains its force before the first murder of the hero by the heroes of the opponent team.
- "First Blood" bet is interpreted as the murder of the first hero (champion) by the heroes (champions) of the opponent team. The first murder made by the opponent’s neutral units or crips/minions is not considered, and the bet maintains its force before the first murder of the hero by the heroes of the opponent team.
For bets involving towers, all destroyed towers count as having been destroyed by the opposing team even if the last hit was from a minion.
For bets involving inhibitors, all destroyed inhibitors count as having been destroyed by the opposing team even if the last hit was from a minion. For bets involving the number of inhibitors destroyed, each of the six inhibitors counts only once, even if it is destroyed, respawns and is destroyed again. For bets involving the next inhibitor destroyed, each destruction of an inhibitor counts separately, even where it has respawned and is being destroyed for a second or subsequent time.
For bets involving kills (including “First Blood”, which in League of Legends is synonymous with the first kill on the map), the official broadcast or game API if available is definitive in determining whether the death of a Champion counts as a kill. For example, where a Champion is killed by tower or minion damage without the involvement of an enemy Champion this may not be registered as a kill on the broadcast, in which case it does not count as a kill for bet settlement purposes.
For bets involving the next team to score a particular objective or the team to score the most of a particular objective, where a “neither” or “draw” option is offered and is the winning outcome, bets on either team are losers. Where no such selection is offered and neither team is a winner, all bets on the market are void and stakes refunded.
Where one team surrenders, bets stand and are settled as follows:
- For bets involving the map winner, the winning team is the team that did not surrender.
- Bets involving dragons, barons and kills are settled based on the situation at the time the surrender takes place.
- Bets involving towers and inhibitors are settled as if the winning team had destroyed the minimum number of additional towers and / or inhibitors theoretically required to win the game normally from the position when the surrender occurred. For example, if any inhibitor of the losing team is down at the time of surrender then no additional inhibitor is deemed to have been destroyed. If no inhibitor of the losing team is down then the winning team is deemed to have destroyed one additional inhibitor, with priority given to an inhibitor that has already been destroyed if such an inhibitor exists and has respawned. If the winning team has destroyed all tier 1 towers and one tier 2 tower, then it will be deemed to have destroyed three further towers (seven in total), since it would have needed to destroy at least one tier 3 tower and the two nexus towers to have won the game normally from that position.
Match Up Winner -- Winner will be a team who wins more Mapis in Best of # series.
Match Up Winner -- Winner will be a team who wins more Mapis in Best of # series.
Match Up Handicap –Map/Maps advantage for one of the teams.
Map Winner – Map is won by eliminating the entire base and army of the opposing player.