HOLLYWOOD SPORTSBOOK: PARTNERS’ GAMES RULES (Version 1.4)

These are the Terms and Conditions and Rules for all bets offered, on various partners’ products and games, by any of the companies in the Hollywood Sportsbook Group of Companies, as well as other bookmaking operations managed by Hollywoodbets on behalf of other licensees, which shall hereafter be referred to as “Hollywoodbets”.  A list of the companies which comprise the Hollywoodbets Group and the bookmaking operations managed by Hollywoodbets are available on the Hollywoodbets website which can be found at www.hollywoodbets.net.

Please select a link below to view detailed information and the relevant terms and conditions and rules applicable to your chosen topic or partner:

  1. General
  2. Betgames Africa
  3. Jika Sports
  4. Fixed Odds Fantasy Sports
  5. Lotto Instant Win
  6. Evolution and Ezugi
  7. Same Match Betbuilder Terms & Conditions/Rules
  8. Golden Race

  1. General

Hollywoodbets offers punters an opportunity to bet on numerous products and games, supplied by various international providers through its arms-length relationship with its software service provider, which in turn relies on its contractual obligations and warranties with each individual provider.

All provisions of Hollywoodbets’ General Terms and Conditions apply.

  1. Betgames Africa Rules:

       All games have a unique serial number which is used as a reference to settle bets.

2.1 Lucky 5 Rules

2.1.1 Five (5) winning balls out of 36 are randomly drawn to the cylinders of the game machine.

2.1.2 The draw is deemed to have taken place when Mixing and Selection process is over. In all other cases the draw is either void and all the stakes are returned, or Mixing and Selection process is continued until 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.1.3 The order of the winning balls of the draw is determined by the machine cylinders from left to right. The cylinder to the left is considered to be first and the one on the right is the last. The order in which the cylinders are filled does not have any influence on the result of the draw.

2.1.4 Game machine – a mechanical device used to put, shuffle and randomly select the winning balls.

2.1.5 Balls – a set of thirty-six (36) balls which is used for the game. The balls are white, blue, green and red. There are 9 balls of each colour and the balls are numbered from 1 to 36. Total sum of the balls is 666. Total sum of the white balls is 45, total sum of the green balls is 126, total sum of the red balls is 207 and total sum of the blue balls is 288.

2.1.6 Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

2.1.7 Cylinders – 5 identical parts that are connected to the drum of the game machine where the winning balls are drawn. Each of the 5 winning balls are presented and shown in separate frames.

2.1.8 Mixing and Selection process – a process is considered as started when all balls fall into the Drum of the game machine after the presentation of the balls. The process is considered as finished when 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.1.9 Odds – numerical expression determined by the game organizer, which is multiplied by the player’s stake to calculate the winnings.

2.2 Lucky 6 Rules

2.2.1 Six (6) winning balls out of 60 are randomly drawn into the cylinders of the game machine.

2.2.2 The order of the winning balls is determined by the machine cylinders from left to right. The cylinder to the left is considered to be the first. The order in which the cylinders are filled does not have any influence on the result of the draw.

2.2.3 Game machine – a mechanical device used to put, shuffle and randomly select the winning balls.

2.2.4 Balls – a set of sixty (60) balls which is used for the game. There are 30 red and 30 blue balls. The balls are numbered from 0 to 9. Total sum of the numbers on the balls is 270. Total sum of the numbers on the red balls is 138 and total sum of the numbers on the blue balls is 132.

2.2.5 Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

2.2.6 Cylinders – 6 identical parts that are connected to the drum of the game machine where the winning balls are drawn. All 6 winning balls are shown in the separate frame.

2.2.7 Mixing and Selection process – a process that is considered as started when all balls fall into the Drum of the game machine. The process is considered as finished when all 6 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.2.8 Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

2.2.9 0 (zero) is considered an even number.

2.3 Lucky 7 Rules

2.3.1. Seven (7) winning balls out of 42 are randomly selected to the game tube.

2.3.2. The draw is deemed to have taken place when at least 7 winning balls are selected.

2.3.3. If more than 7 balls are placed in the tube only the first 7 balls are counted and the other balls in the tube are ignored.

2.3.4. Game machine – a mechanical device used to put, shuffle and randomly select the winning balls of the draw.

2.3.5. Balls – a set of forty two (42) yellow and black balls which is used for the game. There are 21 balls of each colour and the balls are numbered from 1 to 42. Total sum of the balls is 903. Total sum of the yellow balls is 451 and total sum of the black balls is 452.

2.3.6. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are shuffled and the winning balls are randomly selected.

2.3.7. Tube – a part of the game machine that is connected with the drum where the randomly selected balls are placed. 7 winning balls are presented and shown in separate frame.

2.3.8. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

2.4. Gameplay

2.4.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

2.4.2. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round). 

2.5. Betting limits – Applicable to all Betgames games

Maximum winnings as per the table in paragraph 2.14 of the General Terms & Conditions.  A minimum betting stake of R1 is applicable online and R5 in the retail outlets.

2.6. Special cases

2.6.1. Cancelled draws.

All bets on cancelled draws are void and all stakes shall be refunded.

Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenters’ mistakes.

Presenters’ mistakes that result in cancelled draws:
- The balls are not prepared before the start of the draw. The presenter must put the balls in the specified place, so it can be clearly seen that a full set of unmixed balls is used.
- A ball or balls cannot be seen on screen due to the dealer‘s actions.

2.6.2. Video and audio streaming does not match or do not exist.

- If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.
- If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, the draw is deemed to have taken place.

2.6.3. Mixing and selection process (Lucky 5) may be continued if:

- Less than 5 balls are selected into the cylinders of the game machine when the mixing and selection process is over.
- During the process a selected ball or balls fall back into the drum of the game machine.

2.7. Game organization procedure

2.7.1. Game draws run regularly, 24/7 with maintenance breaks on demand.

The organizer has the right to change the time and duration of the broadcasts.

2.7.2. Longer breaks may occur due to technical failures in the studio. All bets placed on scheduled draws during a break are void and stakes are returned to the players.

2.7.3. Results of each draw and an archive for the broadcasts can be found on the game organizer‘s website.

2.8 Wheel of Fortune

2.8.1 The wheel is initially spun counter-clockwise and then spun clockwise.  One spin is made per draw except for cases when the spin must be repeated (where 3 clockwise rotations are not completed).

2.8.2 The draw is valid when the wheel makes at least 3 full spins clockwise.  A green light is lit when 3 clockwise rotations are completed.

2.8.3 The result of the draw is the sector’s number or symbol where the pointer lands after the wheel has stopped turning.

2.8.4 If the pointer stops between sectors, on the metal handle which divides sectors, the sector on the right-hand side of the metal handle on which the pointer stops, is considered to be the correct result of the draw.

2.8.5 There is one betting round which takes place between game spins.  The game runs every 2 minutes daily.

2.8.6 Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

         Presenter’s mistakes that can result in cancelled draws:

         2.8.6.1 The Wheel of Fortune does not make at least three (3) full spins during repeated spin (see 2.8.7);

         2.8.6.2 The presenter makes physical contact with the Wheel of Fortune when the wheel is already spinning or the presenter changes the speed of the wheel in any other way;

2.8.7 Repeated spin. A spin has to be repeated if the Wheel of Fortune does not make three (3) full spins from the beginning of the spin until the wheel comes to a complete stop.

2.8.8 If the sound during the broadcast is lost or the presenter announces the wrong winning sector, the correct draw results are determined by the video broadcast.  If a player cannot see the live broadcast due to technical reasons (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.  Results of each draw and archive for the broadcasts can be found on the game organizer’s website.  

2.9 Dice Duel

2.9.1 Dice are rolled only once during a draw except in special cases when the roll has to be repeated (see 2.9.5).  A roll is deemed to have taken place when both dice stand making visible the combination on one of their sides and clearly make a two dice combination.

2.9.2 The result of the draw is the two dice combination determined by:

  • the pip numbers on the top side of the dice after they have been rolled on the table;
  • the colour of both dice.

There are 36 Dual Dice combinations

2.9.3 There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.  A betting round takes place between the game draws. When the ongoing draw is finished, the betting round for the next draw immediately starts.

2.9.4 Maximum winnings as per the table in paragraph 2.14 of the General Terms & Conditions. 

2.9.5. Special cases:

2.9.5.1. Cancelled draws:

  • Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistake;
  • Presenters’ mistakes that can end up with cancelled draws:
  • Dice fall off the table before, during or after the repeated roll;
  • During repeated roll dice stops on its edge after the roll;
  • During repeated roll dice does not stand fully on one of its sides;
  • During repeated roll a dice combination cannot be determined;
  • After the repeated roll one, or more than one die fully, or partially covers line of marked zone for lucky combination;

2.9.5.2. A repeated roll must be performed if:

  • Dice stops on its edge after the roll;
  • Dice does not stand fully on one of its sides;
  • A dice combination cannot be determined
  • After the roll one, or more than one die fully, or partially covers line of marked zone for lucky combination;
  • Dice falls off the table before, during or after the first roll;

2.9.5.3. Video and audio streaming do not match or do not exist;

  • If sound is lost during the broadcast or the presenter announces the wrong winning combination, the correct draw outcomes are determined by the video broadcast.
  • If a player cannot see the live broadcast due to technical reasons at their end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.
  • Results of each draw and archive for the broadcasts can be found on the game organizer’s website.

2.9.6. Game organization procedure:

  • Game draws run 24/7 with maintenance breaks on demand.
  • Organizer has the right to change the time and duration of the broadcasts.

2.10 Bet On Poker

“Bet-on-Poker” is a live game with similar rules and gameplay to the most popular poker game – Texas Hold’em Poker.

Each Position receives two (2) face-up cards. The Board is dealt face-up. Results are determined based on the video stream and scanner data which captures every face-up card placed on the table.  The goal of the game is to form the best five card Combination using Position’s pocket cards and the Board. The Position or Positions with the highest Hand ranking win.

A Draw or Tie is possible in the game if more than one Position has the same Combination. In this case, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds, as a dead-heat or tie (refer 2.8 of the General Terms and Conditions).  All Positions and Hands win and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board.

2.10.1 Possible poker combinations (from the lowest to the highest):

  • High Card. Any hand that does not form any of the bellow mentioned combinations. The Hand with the highest card wins.
  • Any two (2) cards of the same rank (two aces, two kings and etc.). If several Hands have a Pair, the Hand with the higher Pair wins. If several Hands have the same rank pair, the Hand with the higher kicker wins.
  • Two pair. Any two (2) cards of the same rank together with another two (2) cards of the same rank. If several Positions have a Two pair Hand, the Hand with the higher pairs wins. If two players have the same rank pairs, the Hand with the higher kicker wins.
  • Three of a kind. Any three (3) cards of the same rank. If several Hands have Three of a kind, the Hand with the higher Three of a kind wins. If two Hands have the same Three of a kind, the Hand with the higher fourth or/and fifth card wins.
  • Any five (5) consecutive cards of different suits. Aces can count as either a low card (A-2-3-45) or a high (10-J-Q-K-A).
  • Any non-consecutive five (5) cards of the same suit. If several Hands have a Flush, the Hand with the higher pocket card(s) used to form the best Hand wins.
  • Full House. Any three (3) cards of the same rank together with any two (2) cards of the same rank. If several Hands have a Full House, the Hand with the highest Three of a kind wins. If several Hands have the same Three of a kind, the Hand with the higher Pair wins.
  • Four of a kind. Any four (4) cards of the same rank. If several Hands have Four of a kind, the Hand with the higher Four of a kind wins. If several Hands have the same Four of a kind, the Hand with a higher kicker wins.
  • Straight Flush. Any Straight with all five (5) cards of the same suit. If several Hands have a Straight Flush, the Hand with the higher Straight Flush wins.
  • Royal Flush. A straight from Ten to Ace with all five (5) cards of the same suit. This is the strongest poker Hand.

2.10.2 The dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise. Each Position receives two pocket cards and is numbered from 1 to 6 (Hand 1, Hand 2, Hand 3, Hand 4, Hand 5, Hand 6).

  • The first betting round. The first betting round begins even before dealing of the pocket cards. Punters can place their bets one or more available outcomes.
  • Bets can be places on unlimited number of outcomes. Punters can place bets on one, two, three, four, five or all six Hands in one or several betting rounds.
  • The second betting round. Pocket cards are dealt after the first betting round and updated odds of each hand are shown on screen. The second betting round begins. Bets placed in the first betting round have no impact on bets in the second betting round.
  • The third betting round. The dealer discards one card from top of the deck and deals the Flop (the first three (3) community cards) face-up after the second betting round and odds of each Hand are updated. The third betting round begins and punters can place their bets on chosen outcome or outcomes.
  • The fourth betting round. One card from top of the deck is discarded and the Turn (the fourth community card) is dealt face-up, odds are updated and the fourth betting round begins.
  • There will be cases when some betting outcomes will have no chance of winning after the Flop or/and the Turn. These outcomes will be marked as Lost on screen and shown instead of odds;
  • Some Positions might form the highest possible Hands after the Flop or the Turn. These Hands or outcomes will be marked as Won and shown instead of odds on screen;
  • No more bets will be accepted for Won and Lost betting outcomes. Bets on other betting outcomes can be placed freely.
  • The dealer deals the River (the fifth community card) after the fourth betting round and the program determines the draw results. Winning Hand or Hands are marked as Won and losing Hand or Hands are marked as Lost. Winning punters are paid their winnings, the dealer announces the winner or winners, shuffles the cards and starts a new draw.

2.10.3 Special cases:

2.10.3.1. Cancelled draws. Poker draws may be cancelled if:

  • The scanner cannot read the card or its readings do not match the card on the table;
  • A card or cards are misplaced or get mixed;
  • Technical problems occur: internet connection problems, technical failures in the studio or dealer’s mistakes.
  • Dealer’s mistakes that can cause the draw to be cancelled:
  • The dealing sequence is altered
  • A card or cards are marked or damaged;
  • A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;
  • A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;
  • The dealer forgets to use the cut card;
  • The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.
  • If the draw is cancelled, all bets are void and stakes are returned to punters (odds are equalized to one (1.00)).

2.10.3.2. Card Burning. Cards can be burned during the game if:

  • The dealer takes and shows a card face-up from the shoe when the betting round is not finished;
  • A card cannot be scanned or read by the program due to technical reasons.
  • Card burning procedure:
  • The dealer shows the card face-up to all punters;
  • The dealer announces that the specified card will be burned;
  • The dealer places the burned card to her right side near the edge of the table (left side on screen);
  • The dealer takes a new card from the shoe in the place of the burned card.

2.10.3.3  It is considered to be a technical error if there are mismatches in graphical representation (different betting odds, wrong winning or losing hand) and video stream during a draw in a specific betting shop. Bets placed in a shop will be void if a punter can give sufficient evidence to confirm the mistake with visual information (photo or video clip).

  • Game organisation procedure:
  • Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

2.11 War Of Bets

War of Bets is a card game involving two sides - Player and Dealer. It uses a standard playing card deck. The higher card wins. If the two cards played are of equal value, then there is a "War

The game is played between two sides – the Player and the Dealer. The dealer deals one card face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. The goal of the game is to get a higher card according to the ranking (Aces counts as highest cards only and deuces counts as lowest). A War (Tie) occurs if the Player and the Dealer have the same value cards. In this situation War (Tie) outcome wins, both Dealer and Player loses.

First round bets can be placed even before the cards are dealt. Punters can bet on one or more available outcomes. Second round bets can be placed after the Player receives the first card and odds are updated. Bets made in the previous betting round have no influence on further bets therefore punters can place bets on the same or different outcomes more than once.

In the event of a War (Tie) punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Dealer are lost.

The game involves two sides – the Player and the Dealer. The dealer of the game deals one card face-up to each side in every draw.  Cards are dealt to sides by one card in turn until both sides have one card face-up.  The Player always receives the first card.  When both sides each have one card face-up, the situation is assessed and it is determined who has won – the Player or the Dealer, or if it ended in War.

The winning side is the one that has a card of a higher value after each side have one card face-up.  If after a deal of cards for the Player and the Dealer, both have cards that have the same value, then draw finishes in War outcome.

2.11.1 Gameplay:

  • The first betting round. Bets can be placed even before the cards are dealt, during the first betting round. Punters can bet on one or more available outcomes.
  • The second betting round. After the first betting round the Player receives the card and new odds for the betting outcomes are displayed on the screen and the second betting round begins. Bets made in the first betting round have no influence on bets of the second betting round, therefore punters can place bets on the same or different outcomes more than once.
  • End of the game, result announcement. After the second betting round Dealer gets card face-up, outcome of the draw is determined and new draw begins.

2.11.2. The change of cards:

  • When less than 40 cards remain in the shoe the dealer announces that the shoe will be changed after a draw.
  • The dealer places all used and unused cards to the box of used cards. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full box of used cards is emptied and placed back on the table. This change is made real-time when punters and audience can see it.
  • After change of cards is completed, the dealer announces that between 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards (3/4/5/6) discarded is generated randomly during each change of cards.
  • When the shoes are changed, the second dealer comes and shuffles the cards while everyone sees it and prepares the cards for dealing.

2.12 Bet On Baccarat

The game is played between two sides – the Player and the Banker. The dealer deals two cards face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. In special situations the third card is dealt to the Player and (or) the Banker. The goal of the game is to collect a total sum of points as close as possible or equal to 9 (nine).  A Tie occurs if the Player and the Banker have the same number of points.

The value of numerical cards from Deuce (2) to Nine (9) is equal to the number of points of the given card. The value of Face cards and Ten (10) is zero (0). Ace has a value of 1 (one) point. All card points are summed up to calculate the total sum of player’s points. If the total sum is expressed in a double-digit figure, the score of the Player is the right digit of the total of the cards. For example, the sum of Nine (9) and Four (4) is 13, so the score will be 3. The sum of Seven (7) and Eight (8) is 15, and the score will be 5.

First round bets can be placed even before the dealing of the first card. Punters can bet on one or more available outcomes. Second round bets can be placed when the Player has received the first card and odds are updated. Bets made in the previous betting round have no influence on later bets, therefore punters can place bets on the same or different outcomes more than once. Third round bets can be placed when the Banker receives the first card and odds update. After this betting round the Player and the Banker receive the second and, if necessary, the third card(cards). The results are calculated and the winner of the draw is displayed on screen.

In case of a Tie, punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Banker are void and punters get their stakes back.

In addition to the main bets like Player, Banker or Tie there are extra betting options such as bets on pairs and bets on the total of dealt cards. Odds for these outcomes change with each betting round.

Bets on pairs (Player Pair, Banker Pair and Any Pair) apply only for the first two cards of the Player and Banker. The third card does not count and is not used to form pairs.

Bets on the total of dealt cards can be placed as well. Bet on Small wins when the total of dealt cards is 4. Bet on Big wins when 5 or 6 cards are dealt.

Additional bets are not linked with the main bets. It is possible to place the main bet on Player and additional bet on Banker Pair and vice versa. Additional bets can be placed without betting on the main bets.

2.12.1 Tables for the rules of dealing the third card:

2.12.2 Exceptions to the Rules:

  • If Player or Banker is dealt 8 or 9 points in the first two cards, such hand is called a Natural hand, and no more cards are dealt. The total sums of the Player and the Banker points are calculated and the winner is announced. This rule supersedes all other rules.
  • If Player is dealt 6 or 7 points in the first two cards, and Banker is dealt 5 points, or less (0, 1, 2, 3, 4) in the first two cards as well, then the Banker gets the third card.

2.12.3 Gameplay:

  • The first betting round. Bets can be placed even before the dealing of the first card. Punters can bet on one or more available outcomes.
  • The second betting round. After the first betting round the Player receives the first card and new odds for the betting outcomes are displayed on screen and the second betting round begins. Bets made in the first betting round have no influence for bets of the second betting round therefore punters can place bets on the same or different outcomes more than once.
  • The third betting round. After the second betting round the Banker receives the first card and new odds for the betting outcomes are displayed on screen and the third betting round begins. After this betting round the Player and the Banker receives the second and, if necessary, the third card each. The results are calculated and the winner of the draw is displayed on screen.

 2.12.4 Change of cards:

  • When less than 40 cards remain in the shoe, the dealer announces that the shoe will be changed after the ongoing draw.
  • The dealer places all used and unused cards to the used card box. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full used card box is replaced with an empty box as well. This change is made real-time when punters and audience can see it.
  • After change of cards is completed, the dealer announces that 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards (3/4/5/6) discarded is generated randomly during each change of cards.
  • The second dealer comes and shuffles the cards while everyone sees it and prepares the cards for dealing. Both shoes are visible on screen all the time so punters can see the shuffling and change of cards.

2.12.5 Special cases:

Cancelled draws. Bet-on-Baccarat game draws may be cancelled if:

  • The scanner cannot scan the card or its readings do not match the card on the table;
  • A card or cards appear in a wrong place or gets mixed;
  • Technical problems occur (internet connection problems, technical failures in the studio or dealer’s mistakes).
  • Dealer’s mistakes that can cause the draw to be cancelled:
  • The dealing sequence is altered;
  • A card or cards are marked or damaged;
  • A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;
  • A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;
  • The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.
  • If the draw is cancelled, all bets are void and stakes returned to players (odds are equalized to one).

    Card burning. Cards can be burned during the game if:

  • The dealer takes and shows a card face-up from the shoe when the betting round is not finished;
  • A card cannot be scanned or read by the program due to technical reasons.
  • Card burning procedure:
  • The dealer shows the card face-up to all players;
  • The dealer announces that the specified card will be burned;
  • The dealer places the card into the used card box;
  • The dealer takes a new card from the shoe in the place of the burned card.

2.13 Speedy 7

There are only two outcomes, with the player needing to predict whether the card will be red or black. There are seven cards dealt per two-minute draw and a player can join at any time. There are bonuses for four and seven correct predictions in a row. The odds on black and red being predicted are similar and continues to grow as four or seven successive correct picks come up. The live dealer uses six 52-card decks with a standard shuffler.

Players predict what the next face-up card will be, and correct successive predictions will start the streak. Only one streak per player at a time.  A Player can start playing in any betting round of a draw and may cash out during any betting round of a draw.  If a player cashes out, a player can still start a new streak - even during the same draw. The lucky streak ends after the seventh card in the draw is dealt, either when the player does not make any choice during betting round or cashes out.

Cards are dealt one by one after each betting round until 7 cards are dealt on the table.  The betting round is active before the first dealt card and after each dealt card except the seventh card. Once betting round is over, a new card is dealt. After each dealt card, and in accordance with the fixed rules, the odds are determined by how many players correctly predicted the card. Draw ends when the seventh card is dealt, winnings are determined and paid out to the players who have not yet cashed out.

2.13.1 Gameplay:
- Game consists of seven betting rounds. During each betting round the player can predict the card to be dealt next.
- The first betting round begins before the first card is dealt, during which the player can place a bet for only one of the betting options available, predicting the next opened card (this rule applies to all betting rounds).
- Once the first betting round is completed, the first card is dealt and the outcome of the betting round is determined, the cumulative winnings are calculated, and the new betting round starts.
- Updated odds are displayed before the second betting round starts. Players who win in the first betting round can make one of the following actions:
- Continue playing by predicting the next card.
- Cash out (there will be a dedicated button for that). In this case, the accumulated winning will be paid out.
- No action taken during the betting round (e.g. player cannot decide, internet connection was lost etc.). In this case, the accumulated winning will be cashed out once the betting rounds’ time expires (see above).
- The betting rounds from three to six follow the rules described above.
- As per, the player can start playing in any of the betting rounds.

2.13.2 The shuffle of cards:

There are two decks used in the game – one is being used for dealing the cards during the draw while the second one is not being shuffled.
At the end of the draw, the dealer collects a deck of used cards, which will be shuffled during the next draw. The                deck which was being shuffled in the previous draw will be used for the next dealing of cards.

2.13.3 Bonuses:
The 4-card streak Bonus. This is a bonus for a lucky streak of four betting rounds that can be won by players who have correctly selected four cards in a row in the same draw without taking the cash out option.  The player will receive a Bonus of the initial stake regardless of the subsequent outcome of player’s game.

The 7-card streak Bonus. This is a bonus for a lucky streak of seven betting rounds that can be won by players who started playing from the first betting round and have selected all cards correctly without taking the cash out option. Bonus will be paid out as an additional winning calculated by fixed odds multiplied by the stake of player’s initial bet.

Fixed odd value for the 7-card streak bonus is determined by the gambling company.

2.13.4 Cancelled draws
           A draw might be cancelled if:

                - The scanner cannot scan the card, or its readings do not match the card on the table;
                - A card or cards appear in a wrong placement or gets mixed;
                - Technical problems occur in the studio (internet connection problems, technical failure or dealer’s mistake).
                - Dealer’s mistakes that can cause the draw to be cancelled:
                - The dealing is sequence altered
                - A card or cards are marked or damaged;
                - A card or cards fall off the table or cannot be seen on a screen due to the dealer’s fault;
                - A card or cards in the deck are turned face-up due to incorrect shuffling;
                - The dealer incorrectly scans cards and readings of the scanner do not match the cards on the table.
                - The dealer draws two cards for one betting round.
                - If the draw is cancelled, player will receive a refund of their stake or accumulated winning.

2.14 6+ Poker

“6+ Poker” is a live game with similar rules and gameplay to the standard Poker Hold’em version.  Each draw consists of a 36-card deck, with the lowest card being a six. 

The beauty of the game is that there are subtle differences between 6+ Poker and the traditional version, and these alterations enhance interactivity, efficiency, win opportunities and outcomes. The changes are simple, and ease-of-use is a key factor:

- All cards lower than the 6 are being removed from the deck.
- Ace is now part of the Straight combination (example: A-6-7-8-9)
- The Flush combination becomes higher than the full house
- A Three of a kind becomes higher than the straight combination.

The player receives two (2) face-up cards. The Dealer takes two (2) cards face down.  Results are determined based on the video stream and scanner data which captures every face-up card placed on the table.  The goal of the game is to form the best five card Combination using Player’s pocket cards and the Board.

2.14.1 Possible poker combinations (from the lowest to the highest):

  • High Card. Any hand that does not form any of the below mentioned combinations. The Hand with the highest card wins.
  • Any two (2) cards of the same rank (two aces, two kings and etc.). The Hand with the higher Pair wins.
  • Two pair. Any two (2) cards of the same rank together with another two (2) cards of the same rank. The Hand with the higher set of pairs wins.
  • Three of a kind. Any three (3) cards of the same rank. The Hand with the higher Three of a kind wins.
  • Any five (5) consecutive cards of different suits. Aces can count as either a low card (A-2-3-45) or a high (10-J-Q-K-A).
  • Any non-consecutive five (5) cards of the same suit.
  • Full House. Any three (3) cards of the same rank together with any two (2) cards of the same rank. The Hand with the highest Three of a kind wins.
  • Four of a kind. Any four (4) cards of the same rank. The Hand with the higher Four of a kind wins.
  • Straight Flush. Any Straight with all five (5) cards of the same suit.
  • Royal Flush. A straight from Ten to Ace with all five (5) cards of the same suit. This is the strongest poker Hand.

2.14.2 Betting Rounds

  • The first betting round. The first betting round begins even before dealing of the pocket cards. Punters can place their bets one or more available outcomes. Punters can place bets on the winning hand and the winning combination of cards.
  • The dealer deals two (2) cards face-up to the ‘Player’ and takes two (2) cards face down.
  • The second betting round. Odds are updated and punters have the opportunity to take further bets.
  • The dealer discards one card and deals three (3) community cards to the table.
  • The third betting round. Odds are updated and punters have the opportunity to take further bets.
  • The dealer discards one card and deals a fourth community card to the table
  • The fourth betting round. Odds are updated and punters have the opportunity to take further bets.
  • The dealer discards one card and deals a fifth community card to the table
  • The fifth betting round. Odds are updated and punters have the opportunity to take further bets.
  • The dealer displays the previously unseen cards to reveal the winning hand.

2.14.3 Special cases:

2.14.3.1. Cancelled draws. Poker draws may be cancelled if:

  • The scanner cannot read the card or its readings do not match the card on the table;
  • A card or cards are misplaced or get mixed;
  • Technical problems occur: internet connection problems, technical failures in the studio or dealer’s mistakes.
  • Dealer’s mistakes that can cause the draw to be cancelled:
  • The dealing sequence is altered
  • A card or cards are marked or damaged;
  • A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;
  • A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;
  • The dealer forgets to use the cut card;
  • The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.
  • If the draw is cancelled, all bets are void and stakes are returned to punters (odds are equalized to one (1.00)).

2.14.3.2. Card Burning. Cards can be burned during the game if:

  • The dealer takes and shows a card face-up from the shoe when the betting round is not finished;
  • A card cannot be scanned or read by the program due to technical reasons.
  • Card burning procedure:
  • The dealer shows the card face-up to all punters;
  • The dealer announces that the specified card will be burned;
  • The dealer places the burned card to her right side near the edge of the table (left side on screen);
  • The dealer takes a new card from the shoe in the place of the burned card.

 2.14.4 Game organisation procedure:

  •  Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

 

3.3 Jika Sports

3.1 Rules for all Bets

  • A Jika Sports betting event takes place every three minutes.
  • When an event number is not specified by the customer, bets are registered on the next event.
  • Bets on the next event are accepted until the "bets closed" message appears on the screen, after which the bet will be allocated to the successive event.
  • Winnings can be collected shortly after the result of an event is displayed on the results screen.
  • The minimum stake per bet is R1.00 online and R5.00 retail with a maximum pay-out per bet as displayed in the Table 2.14.5 in the General Terms & Conditions.
  • You can place combination bets on the same event type (not across different Jika Sports event types) which will return a multiple of the odds that are displayed.
  • A customer who places any bet on these events takes sole responsibility for his actions in placing a bet and for checking his ticket to ensure it correctly reflects his chosen bet, and will not hold the operator liable for any loss or damage suffered. The operator will also not be liable for any system malfunction that may result in the nullification, cancellation or refund of a bet at any time.
  • No horses are scratched from Jika Sports races.
  • There are no dead heats (position draws) in Jika Sports horse races.
  • Bet types that are offered by the operator may be altered from time to time.

3.2 Independence and Fairness

The results of the events are determined independent of the betting operator. The systems have been independently certified to be fair according to a reputable certification authority.

The operator will not be liable for any system malfunction that may result in the nullification, cancellation or refund of a bet at any time.

3.3 Virtual Betting Rules & Information

A virtual betting events take place every configurable number of minutes.

The video animation will display a Draw/Event Number, customers need to specify the Draw Number or Event Number they would like to place a bet on. Bets on an event are accepted until the "bets closed" message appears on the screen or until “x” seconds before the event starts (this time is configurable), after which the customer will need to place a bet on a different event. Winnings can be collected once the result of an event is displayed on the results screen.

You can place combination bets on these events which return a multiple of the odds that are displayed.

A customer who places any bet on these events takes sole responsibility for his actions in placing a bet and for checking his ticket to ensure it is correctly reflects his chosen bet and will not hold the operator liable in for any loss or damage suffered.

The operator will also not be liable for any system malfunction that may result in the nullification, cancellation or refund of a bet at any time.

No participants are scratched from virtual races.

There are no dead heats (position draws) in virtual races.

Bet types that are offered by the operator may be altered from time to time.

 

 4. Fixed Odds Fantasy Sports

4.1 Rules of the Game

4.1.1 Definitions

The following words and terms should be interpreted as follows, unless, the context clearly implies otherwise.

  • “in-Game Point System” shall mean the points system as used and as may be updated from time to time by the Company and as found under paragraph 4.2 to these rules. Through the in-Game Point System Players are awarded points according to the performance of the chosen Athletes in Matches. The in-Game Point System is exclusively based on how such Athletes fare during the relative Matches;
  • “Fantasy Football Rules” shall refer to the fantasy football rules below as paragraph 4.2;
  • “Athlete(s)” shall mean players of real-life official teams who may take part in Matches. Players shall be provided with the possibility of choosing a combination of real-life athletes and bet on their performance;
  • “GameWeek” shall refer to the duration of any particular Session to be taken into consideration for Matches being played in that particular Session;
  • “Match(es)” shall mean real life official football or other matches and/or events of officially recognized leagues and championships and formal tournaments, external to the Bet itself;
  • “Session(s)” shall mean the particular grouping of Matches as provided on the Internet Site on which bets can be placed

4.1.2 Overview

Payouts for winners are determined by Hollywoodbets. Odds are subject to fluctuations and might therefore be adjusted/changed. All bets will be settled at the odds offered at the time the bet was placed.

Bets shall only be accepted in relation to teams and/or Athletes that are playing during the GameWeek.

Players shall only be able to place bets before the first Match involving any team and/or Athlete to be selected for the proposed bet.

The Fantasy Football Rules shall be applied to every Athlete (whether as part of the starting line-up or a substitute) who plays at least a minute in the relative Match.

 

4.2 Fantasy Football Rules

4.2.1 Player Scoring

The following rules shall be used for determining the in-Game Points achieved by a Player on a bet in a Session in a GameWeek:

#

Rule description

Goalkeeper

Defender

Midfielder

Forward

1

For playing up to 60-minutes

1

1

1

1

2

For playing 60-minutes or more

2

2

2

2

3

For each goal scored

8

8

5

5

4

For each goal assist

5

5

2

1

5

For a clean sheet

3

3

1

0

6

For every 3 shots saved

2

2

1

1

7

For each penalty saved

5

0

0

0

8

For each penalty miss

0

-2

-2

-2

9

For every 3 goals conceded

-1

-1

0

0

10

For a yellow card (if no red exists)

-1

-1

-1

-1

11

For a red card

-3

-3

-3

-3

12

For each own goal

-2

-2

-2

-2

13

For every 3 corners won

2

2

1

1

14

For every 3 shots off target

0

0

-2

-2

15

For every 3 fouls won

0

0

1

2

16

For every 3 fouls committed

-1

-1

-1

0

17

For every 2 offsides provoked

0

1

0

0


4.2.2 Fantasy Football Match Duration

In-Game Points are awarded for the normal duration of a football match, including stoppage / injury time as well as for extra time. Penalty shoot-out is not part of a football match for Fantasy Football scoring purposes.

rules below shall apply to all sports unless specifically retracted and contradicted under the rules of a specific sport.

4.2.3 Fantasy Teams Scoring

For each fantasy team created in the Game a total score at the end of the GameWeek is calculated as the sum of the scores that each Athlete making up the fantasy team achieved during a GameWeek.

For every fantasy team, a captain and a vice-captain may be set by a Player. If the captain plays more than zero (0) minutes, his score shall be doubled. If the captain does not play at all in a GameWeek, the Vice Captain’s score shall be doubled.

4.2.4 Squad Formation Rules

A fantasy team consisting of eleven (11) Athletes shall meet the following rules:

(i) 1 goalkeeper

(ii) 3 – 6 defenders

(iii) 2 – 6 midfielders

(iv) 1 – 3 forwards

A maximum of four (4) Athletes from the same real-life team can be selected.

4.2.5 Cancellation Rules

4.2.5.1 Match Postponements/ Cancellations

If a Match is postponed (before it was started) by the relevant Football Association for the next day and it is able to remain in the current GameWeek, it is rescheduled in the game system.

If the Match is postponed (before it was started) for a date after the end of the current GameWeek, it is considered cancelled for the current GameWeek and the cancellation rules are applied on the fantasy teams scoring and bets.

If the Match is postponed, cancelled or interrupted after the 60th minute, the scoring rules will be applied normally according to the stats until the interruption and it is considered completed.

If the postponed, cancelled or interrupted Match is played less than 60 minutes it is considered cancelled and the cancellation rules are applied on the fantasy teams scoring and bets.

4.2.5.2 Cancellation Rules For Fantasy Teams Scoring and Bets

In case that a Fantasy Football Team consists of Athletes whose Match is considered cancelled and the number of such Athletes is more than 4 for an 11 Athletes Fantasy Football Team, then the Fantasy Football Team is considered invalid.  All Bets on invalid Fantasy Football Teams will be declared void, stakes will be refunded and odds will be settled at 1.00.


5. Lotto Instant Win (by PinProjekt)

5.1 General

These rules define terms and conditions for organizing betting games on live lottery draws.

Preconditions for participation in the games are set by general rules of the Operator.

Glossary:

  • ‘Bet’ - Stake on a particular betting offer
  • ‘Draws’ - Individual draw with a unique identification number
  • ‘Drum’ – Automated machine for drawing balls
  • ‘E-ticket’ - Graphical record and entry of an accepted ticket
  • ‘Games’ - Described betting options on live studio draws
  • ‘Jackpot’ - Progressive prize pool
  • ‘Maximum payout’ - Biggest possible win set by the operator
  • ‘Minimum stake’ - Lowest possible bet per combination on the betting offer
  • ‘OCR’ - Optical character recognition software
  • ‘Odds’ - Betting offer used for win calculation
  • ’Operator’ - license holder for the organization of games of chance
  • ‘Player’ - Participant in the betting on live draw game
  • ‘Player unique identification number’’ - A unique number that identifies each participant
  • ’Provider’ - Live Lottery Limited
  • ‘Service Mode’ - An interruption of the video stream enabled by the Operator in order to fix a technical difficulty.
  • ‘Special games’ - Betting offer on side games
  • ‘Stake’ - Bet amount on a particular ticket
  • ‘Streaming’ - Video stream of the draw
  • ‘Studio’ - Space in which the draws take place
  • ‘Ticket’ + ‘E-Ticket’ - Entry on the size of the bet, chosen numbers and potential win
  • ‘Win’ - Amount of achieved winnings according to these rules

 

In live games, the draws take place using a drum machine, in which the betting offer is determined prior to placing a bet.

By placing a bet, the player enters into agreement with Hollywoodbets in which they stake a money amount and the Operator agrees to payout winnings if such should occur according to these rules. The operator is responsible for payouts to the players if they fulfill win conditions set by these ‘Terms and Conditions’.

Bets can be placed on mobile or website platforms.

These rules represent the sole legal basis for concluding the agreement Hollywoodbets and the player. These rules (Terms and Conditions) oblige the parties in an agreement.

The Ticket in regards to these Rules is considered a confirmation of the accepted bet. The Player of the games is considered a person who has concluded an agreement with Hollywoodbets based on the above and who holds a valid Ticket. The Ticket must be issued before the designated draw had taken place for which the Ticket had been issued.

 

5.2 ORGANIZATION, DESCRIPTION AND TIME SCHEDULE OF THE GAMES

The games are run continuously (24/7), by draws of numbered balls one after the other in real time.

The winning combination is achieved by the drawn numbers for each individual game.

In order to distinguish the numbers, there is a printed horizontal line below each printed number on the ball.

The games are run in studios with live streaming of different types of games.  The games are set by name, type and by price per combination. The studios are marked by a number and each studio has different types of games in the offer.

The draws take place one after the other continuously 24/7 by drawing balls from the drum machine which automatically reads the drawn balls using an OCR and sorts the balls by itself to the designated ball holders in preparation for the next draw.

 

5.3 PLACING BETS OVER THE INTERNET

In order to participate in the games over Internet, the player has to be registered with Hollywoodbets.

The bets can solely be placed at the Operator’s website through the online system by choosing a betting option and confirming the stake on the chosen numbers. The player is offered different betting options and multiple ways to place a single or system bets by choosing a quick pick option, saved combinations of numbers or by re-betting on previous choices. The players will also have betting options on side games (Special Games).

 

5.4 GAMES BY STUDIOS

5.4.1 STUDIO 1 - 48 ball drum

The draws are done using the drum machine containing 48 balls, each ball has a printed number on it from the number 1 to the number 48. In each draw all the 48 balls are drawn based on which the winning combinations are settled for the following games:

5.4.1.1 Win 5/48

In the game Win 5/48 the first 5 balls are drawn from the total of 48 balls in the drum. In the single combination ticket, it is possible to choose at least 1 ball and a maximum of 5 balls for this game. The win is achieved only if all chosen numbers are drawn per accepted combination and the win amount is calculated by multiplying the odds with the stake.

In the system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one system combination is drawn.

In the game Win 5/48 it is possible to bet on the below side games:

  • The colour of the first drawn ball
  • First ball number is under or over 24.5
  • The sum of the first 5 balls is under or over 102.5, under or over 122.5 or under or over 142.5
  • Are there more odd or more even numbers in the first 5 drawn balls

5.4.1.2 Lucky Six, 35/48

In the game Lucky Six the first 35 out of 48 balls are drawn. To play it is possible to choose between 6 and 15 numbers. The win is achieved if 6 numbers are guessed out of 35 drawn. The win amount is dependent on when the 6th selected number is drawn. The odds for the winnings are shown on the video stream for the game Lucky Six where the odds (100 000/1) are shown for a win that can be achieved if the 6 chosen numbers are the first 6 drawn out of 35 and the odds (1/1) are shown under that last drawn ball out of the 35.

On the system ticket it is possible to play 15 numbers at the most. The ticket is winning if at least one combination of 6 chosen numbers had been guessed. The betting offer with odds is visible next to the accepted ticket.

It is possible to bet on the following side games:

  • Number of the completed ball colour sets; none completed, 1 completed, 2 completed, 3 completed and 4 or more completed

5.4.1.3 Win 7/48

In the game Win 7/48 the 7 balls drawn after first 35 drawn are counted towards a win from the total of 48 balls in the drum. In the single combination ticket it is possible to choose between 1 and 5 balls for this game. This win is achieved only if all chosen numbers are drawn per accepted combination and the win amount is calculated by multiplying the odds with the stake.

In the system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one system combination is drawn.

5.4.2 STUDIO 2 - 20 Ball Drum

The draws are done using the drum machine containing 20 balls, each ball has a printed number on it from the number 1 to the number 20. In each draw all the 20 balls are drawn based on which the winning combinations are settled for the following games:

5.4.2.1 Win 5/20

In the game Win 5/20 the first 5 out of 20 balls are drawn. It is possible to choose between 1 and 5 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

It is possible to bet on the below side games:

  • The colour of the first drawn ball
  • First ball number is under or over 10.5
  • The sum of the first 5 balls is under or over 52.5
  • Are there more odd or more even numbers in the first five drawn balls

5.4.2.2 Win 10/20

In the game Win 10/20 the 10 balls drawn after the first 5 out of 20 balls are taken into account. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

In the game Win 10/20 it is possible to bet on the below side games:

  • The sum of the drawn balls is under or over 105

5.4.3 STUDIO 3 - 37 ball drum

The draws are done using the drum machine containing 37 balls, each ball has a written number on it from the number 0 to the number 36.

In each draw 1 ball is drawn based on which the winning combinations are settled for the following games:

Win 1/37

In the game Win 1/37 it is possible to choose from the following betting options:              

  • Colour of the drawn ball
  • Over, under or equal to a chosen number
  • Range of numbers in which the drawn ball is positioned (1-12; 13-24; 25-36 or 1-18; 19-36)*

*While betting on the range of numbers or the ball colour the ticket is losing for all ranges and colours of chosen balls when the ball with number (0, zero) is drawn.

5.4.4 STUDIO 4 - 80 ball drum

The draws are done using the drum machine containing 80 balls, each ball has a written number on it from the number 1 to the number 80.

In each draw all the 80 balls are drawn based on which the winning combinations are settled for the following games:

5.4.4.1 KENO 5/80

In the game Keno 5/80 the first 5 balls are drawn out of 80. To participate, a player needs to choose 5 numbers. The winning ticket and the winning amount are determined by the number of guessed numbers on the ticket.

5.4.4.2 KENO 10/80

In the game Keno 10/80, 10 balls are drawn out of 80 after the first 5. To participate, a player needs to choose 10 numbers. The winning ticket and the winning amount is determined by the number of guessed numbers on the ticket.

5.4.4.3 KENO 20/80

In the game Keno 20/80, 20 balls are drawn out of 80 after the first 5. To participate, a player needs to choose 20 numbers. The winning ticket and the winning amount is determined by the number of guessed numbers on the ticket.

5.4.4.4 Win 5/80

In the game 5/80 first 5 balls are drawn out of 80. It is possible to choose between 1 and 5 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.4.5 Win 10/80

In the game 10/80, 10 balls are drawn out of 80 after the first 5. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.4.6 Win 20/80

In the game 20/80, 20 balls are drawn out of 80 after the first 5. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.4.7 Win 30/80

In the game 30/80, 30 balls are drawn out of 80 after the first 5. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.4.8 Win 40/80

In the game 40/80, 40 balls are drawn out of 80 after the first 5. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.4.9 Win 50/80

In the game 50/80, 50 balls are drawn out of 80 after the first 5. It is possible to choose between 1 and 8 numbers for a single combination ticket. The win is achieved only if all the chosen numbers are drawn. The winning amount is determined by multiplying the stake with the chosen odds.

For a system ticket it is possible to choose up to 15 numbers. The win is achieved if at least one chosen combination in the system ticket had been drawn.

5.4.5 SIDE BETS

Special games and the betting offers on these games are available for different studios under the tab ‘’Special’’.

 

5.5  TICKET CONFIRMATION - e- ticket

E-ticket is an electronic entry of the bet confirmation which is located in the players electronic wallet within the wagering software. E-ticket is the sole proof of participation in the game for the players participating via Internet. E-ticket confirms participation in the draw for which it was accepted and for which the entry has been made on immutable storage.

Once accepted, the E-ticket cannot be canceled.

The Provider will store the results and the accepted E-tickets for 5 years or longer if requested by the legislation and certification authority.  Hollywoodbets will store the data for the time period requested by its licensing authority.

5.6 MAXIMUM WIN

The maximum win is per Table 2.14.5 in the company’s General Terms & Conditions

5.7 DEADLINE FOR PARTICIPATION

Bets for participation in a particular game can be placed in a deadline set by the software code. All bets for each draw shall be closed prior to the start of the designated draw.

5.8 PAYOUT OF WINNINGS

Winnings are paid out instantly to the player’s e-wallet account for each confirmed winning ticket according to the rules.

5.9 METHOD, PROCESS and CONTROL of WINNING PAYOUT CONFIRMATION

The draw of each winning combination takes place as a live event where each ball is read using an OCR. If there is an error while reading the correct ball number, the video evidence of the draw will be considered as the sole and only source for determining the correct results.

All draws that have been temporarily stopped due to technical reasons and have not been caused by reasons stipulated under the section ‘’VOID DRAWS’’, will be continued after the cause of the technical problem has been removed.

5.10 VOID DRAWS

The draw is considered void in following cases:

  • When the first ball has been drawn and not all balls were in the drum.
  • When a drawn ball fell out of the drum machine prior to OCR scanning
  • Any other situation considered, by the Studio management, to be severe enough

In the case of other severe situations which are not described in these rules, the status of the controversial draw will be decided by a special committee determined by the Studio management, in the following 24 hours after the draw.

Return of the stake for void draws:

  • In case of a void draw the bets placed on the draw will be converted to have odds 1.00, and the stake will be returned to the player.
  • In case the draw has finished but it is void only after it has finished, the bets are valid and are not converted to have the odds 1.00.

5.11 PROCEDURE IN CASE OF TECHNICAL DIFFICULTIES

The Studio management can, for various reasons, stop and cancel a draw.

If such case would occur with mechanical drum or the live video stream, the ‘’Service Mode’’ will be enabled and the draws will be interrupted for a short period. The video is replaced by an announcement describing the service mode until the difficulty is removed.

The draw may be considered void if the technical difficulty is not possible to remove after entering the service mode.

5.12 TRANSITIONAL AND FINAL PROVISIONS

In cases which are not described in these rules, the player is committed to the Studio management and/or Hollywoodbets’ decision.

 

6. EZUGI AND EVOLUTION

6.1 Ezugi

All Ezugi rules and terms and conditions are covered in

6.1.1 Ezugi “Indian” Games

6.1.2 Ezugi Roulette

All Ezugi Roulette rules and terms and conditions are covered in

6.2 Evolution

All Evolution rules and terms and conditions are covered in

6.2.1 Evolution Craps

All Evolution Craps rules and terms and conditions are covered in


6.3 Evolution Jackpots

All Evolution Jackpots are paid by Evolution (not Hollywoodbets) in local currency and will be settled within 21 days.

 

7. Same Match Betbuilder Terms & Conditions/Rules:

7.1 General Terms & Conditions

7.1.1 Same Match Betbuilder is only available on soccer matches and customers can only place bets up to kick-off time.  Same Match Betbuilder is not available in-play.

7.1.2 Same Match Betbuilder cannot be combined with other betting opportunities in a multiple bet.

7.1.3 A minimum of 2 picks and a maximum of 10 picks, from a single match, can be included in the Same Match Betbuilder

7.1.4 If a selection within the Same Match Betbuilder is cancelled, then the entire Same Match Betbuilder is cancelled.  For example, if the goalscorer selection does not take part in the game (for any reason) the entire bet will be cancelled, regardless of the outcome of the remaining selections.

7.1.5 Hollywoodbets shall not be responsible if the Same Match Betbuilder feature is not available on a match for technical or any other reasons.

7.1.6 Hollywoodbets reserves the right to reverse the settlement of a Same Match Betbuilder if any of the selections have been resulted/settled incorrectly.

7.1.7 Hollywoodbets reserves the right to remove the Bet Builder feature for any customer or group of customers where it has reasonable grounds to believe that the customer or group of customers is misusing the feature

7.1.8 The maximum payout for Same Match Betbuilder is limited to R200 000 (two hundred thousand Rand).

7.1.9 Same Match Betbuilder odds are displayed inclusive of the stake.  By way of example odds of 2/1 will be displayed as 3.00 and odds of 15/10 will be displayed as 2.50.

7.2 General Betting Rules

7.2.1 All markets will be settled based on official results.

7.2.2 Same Match Betbuilder bets placed on Football apply to 90 minutes plus injury time, unless it is explicitly stated that the bet applies to Extra-time and Penalties.  Match officials determine whether the full 90 minutes and injury time has been played.

7.2.3 If any individual selection is void, or a player in the bet does not take any part in the match, then the whole bet will be made void.

7.2.4 For any obvious pricing errors, we reserve the right to cancel any bets placed at that wrong price.

7.2.5 If a match is abandoned, any bets where the outcome has already been decided e.g. half-time result or first team to score will stand.  All other bets will be made void regardless of the score-line at the time of abandonment. Abandoned games will be deemed to be games which do not reach their natural conclusion by midnight local time.  Games, where a referee removes the players from the field of play for a temporary period but resumes the remaining minutes of play by midnight local time, will not be deemed as abandoned.

7.3 Bet Type Settlement Rules

7.3.1 Who will win? - You're betting on: the result of the match, after 90 minutes plus injury time, e.g. Team A, Draw or Team B.

7.3.2 Who will score? - You're betting on: whether a nominated player will score a goal at any time during the course of the match (90 minutes plus injury time).

  • In abandoned matches, any player who has already scored at the time of abandonment will be settled as a winner.
  • If the named player does not take part in the match, bets on that player will be void. If the player takes any part in the match, bets will stand.

7.3.3 Who will get carded? - You're betting on: whether the nominated player will receive a Yellow or Red Card in 90 minutes plus injury time.

  • If the player does not play, bets taken on the player will be void.
  • Only cards shown to players currently on the pitch during the 90 minutes plus injury time will count. (i.e. cards shown to managers, players on the bench or after the game do not count).

7.3.4 How many corners? - You're betting on: whether the total number of corners during 90 minutes plus injury time will be above or below the numbers quoted.

  • Only corners that are actually taken will count. If a corner is re-taken, it will only count as one corner

7.3.5 How many booking points? - You're betting on: whether the total number of booking points is above or below the stated total in 90 minutes plus injury time.

  • Yellow Card = 10 & Red Card = 25. If a player receives 2 yellow cards and is consequently shown a red card, the player receives a total of 35 booking points.
  • Extra-time does not count nor do cards shown after the final whistle count towards the total. 

Only cards shown to players currently on the pitch will count. Cards shown to managers or substitutes do not count towards the total.

7.3.6 Will both teams score? - You're betting on: whether both teams will score at least one goal each over the course of the match (90 minutes plus injury time).

7.3.7 What will the score be? - You're betting on: what the score of the match will be at full time, after 90 minutes plus injury time.

7.3.8 How many goals? - You're betting on: how many goals will be scored within the match by in 90 minutes plus injury time: 

  • Whether the total number of goals in the match will be above or below the stated total.  
  • How many goals exactly will be scored in the match, e.g. No Goals, Exactly 1 Goal etc.

7.3.9 What else will happen? - You're betting on: whether a nominated match event will occur during the match (90 minutes plus injury time), including: 

  • Whether a penalty will be awarded over the course of the match.
  • Whether a penalty will be missed over the course of the match. This is any penalty taken that does not result in a goal from that kick.
  • Whether a penalty will be scored over the course of the match (90 minutes plus injury time only).
  • Whether a free kick will be scored over the course of a match. Any bets involving free-kick goals must be scored directly from a free-kick. Penalties do not count.
  • Whether a player is sent off over the course of a match. Only cards awarded once the player is active in the match will count. Any cards are shown after the final whistle do not count. A player to be sent off is settled on any active player that receives a red card, whether that is a straight red card or from 2 yellow card which automatically results in a red card.
  • Whether the woodwork is hit during active play over the course of a match (All markets will be resulted against data received from the result provider at the point of settlement).

7.3.10 How many team goals? -  You're betting on: how many goals a nominated team will score within the match (90 minutes plus injury time) including:

  • Whether the total number of team goals in the match will be above or below the stated total.  
  • How many goals exactly will the nominated team score in the match, e.g. No Goals, Team A Exactly 1 Goal, Team B Exactly 3 Goals etc. (own goals included)

7.3.11 How many goals will a team win by? - You're betting on: by what margin a nominated team will the match win by in 90 minutes plus injury time.

7.3.12 How many team booking points? - You're betting on: whether the total number of booking points for your nominated team/teams is above or below the stated total during 90 minutes plus injury time.

  • Yellow Card = 10 & Red Card = 25. If a player receives 2 yellow cards and is consequently shown a red card, he receives a total of 35 booking points.
  • Extra-time does not count nor do cards shown after the final whistle count towards the total. 
  • Only cards shown to players currently on the pitch will count. Cards shown to managers or substitutes do not count towards the total.

7.3.13 How many team corners? - You're betting on: whether the total number of corners of your nominated team/teams will be above or below the numbers quoted in 90 minutes plus injury time.

  • Only corners that are taken will count. If a corner is re-taken, it will only count as one corner

7.3.14 What else will happen to teams? - You're betting on: whether a nominated match event will occur to a nominated team during the match in 90 minutes plus injury time, including: 

  • Whether a penalty will be awarded for your nominated team over the course of the match.
  • Whether a penalty will be missed by your nominated team over the course of the match. This is any penalty taken that does not result in a goal from that kick.
  • Whether a penalty will be scored by your nominated team over the course of the match.
  • Whether a player for your nominated team is sent off over the course of a match.  Only cards awarded once the player is active in the match will count. Any cards are shown after the final whistle do not count. A player to be sent off is settled on any active player that receives a red card, whether that is a straight red card or from 2 yellow card which automatically results in a red card.
  • Whether the woodwork is hit during active play over the course of a match (All markets will be resulted against data received from the results providers at the point of settlement).

7.3.15 Which player will score first? - You're betting on: which player will score the first/last goal within the match (90 minutes plus injury time).

  • Bets will be settled according to which player scores the first/last goal for their own team during the match.
  • Own goals do not count. For example, if you backed a player to score the first goal in the match and the first goal was an own goal, then the bet will be settled on the next goal that is scored. If your player scores the 2nd goal, then you have a winning bet. If a different player scores next, then your bet is a loser.
  • If your player has not participated in the game when the first goal is scored, bets will be void.
  • If your player has participated in the game and failed to score, bets will stand.

7.3.16 How many player goals? - You're betting on: whether the nominated player will score 1+/2+ or 3+ goals in the match (90 minutes plus injury time). (own goals are excluded)

7.3.17 How will a player score? - You're betting on: the method of how a nominated player will score over the course of the match (90 minutes plus injury time), with the following options available (own goals are excluded):

NB: If the shot is deflected off any other player then the scorer of the goal will follow the decision received by result provider at the time of settlement.

  • Header – the nominated player scores a goal, which is classed as coming off the head or shoulder, whether it is intentional, or not.
  • Free Kick - the nominated player scores a direct free kick for his own team
  • Outside of the box – the nominated player scores from outside the 18-yard penalty area for his own team
  • Penalty – the nominated player scores a penalty for his own team

7.3.18 Who will get carded or sent off?

- You're betting on (for the carded element): whether a nominated player will receive a yellow or red card over the course of the match (90 minutes plus injury time).

- You’re betting on (for the sent off element): whether a nominated player will receive a red card over the course of the match. Only cards awarded once the player is active in the match will count. Any cards are shown after the final whistle do not count. A player to be sent off is settled on any active player that receives a red card, whether that is a straight red card or from 2 yellow card which automatically results in a red card.

  • Cards shown before kickoff, during the half time interval or after full time will not count.
  • Cards shown to players or officials who do not constitute the 22 currently active players will not count.

 

8. Golden Race

Betting limits for all Golden race products are per the General Terms & Conditions Table 2.14.5

Odds – numerical expression determined by Hollywoodbets, which is multiplied by the amount of the player’s stake to calculate the winnings.

8.1 Mega 7 Game Rules

8.1.1. Terms:

                Game machine – a mechanical device used to hold, mix and randomly select the winning balls of the draw.

                Balls – a set of forty-nine (49) white and pink balls used for the game. 1.2.1. There are 25 white balls, 24 pink balls, and the balls are numbered from 1 to 49.

                White balls have odd numbers, and pink balls have even numbers.

                Total sum of the numbers on the balls is 1225. The total sum of the numbers on the white balls is 625 and the total sum of the numbers on the pink balls is 600.

8.1.2. Rules:

                6 winning balls plus 1 bonus ball out of 49 are randomly drawn into the game tube.

                The draw is deemed to have taken place when 7 winning balls are selected. In all other cases the draw is void and all the stakes are returned.

8.1.3. Gameplay:

                There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and starts as soon as the previous draw is finished.

8.1.4.     Game organization procedure:

                The balls must be clearly visible in their place in the game machine before the start of each draw.

                Game draws run 24/7 with maintenance breaks on demand.

                Golden Race has the right to change the time and duration of the broadcasts.

Longer breaks are allowed due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

                The results of each draw are stored in the SyX core wagering system for a minimum period of 30 days

8.2 Super 7 Game Rules

8.2.1. Terms:

                Game machine – a mechanical device used to hold, mix and randomly select the winning balls of the draw.

                Balls – a set of forty-two (42) white and red balls used for the game. There are 21 white balls, 21 red balls, and the balls are numbered from 1 to 42.

                The colors are assigned as follows: White: 1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36, 38, 39, 42. Red: 2, 4, 6, 8, 10, 11, 13, 15, 17, 20, 22, 24, 26, 28, 29, 31, 33, 35, 37, 40, 41

                Total sum of the numbers on the balls is 903. The total sum of the numbers on the white balls is 451 and the total sum of the numbers on the red balls is 452.

8.2.2. Rules:

                7 winning balls out of 42 are randomly drawn into the game tube.

                The draw is deemed to have taken place when 7 winning balls are selected. In all other cases the draw is void and all the stakes are returned.

8.2.3. Gameplay:

                There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.  A betting round takes place between the game draws and starts as soon as the previous draw is finished.

8.2.4. Game organization procedure:

                The balls must be clearly visible in their place in the game machine before the start of each draw.

                Game draws run 24/7 with maintenance breaks on demand. Golden Race has the right to change the time and duration of the broadcasts.

                Longer breaks are allowed due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

                The results of each draw are stored in the SyX core wagering system for a minimum period of 30 days.

8.3 Spin2Wheels Game Rules

8.3.1. Terms:

                The draw is broadcast live. The draws are held using certified wheels. Two wheels are spun simultaneously.

                The duration of the event envelope is fixed. A draw lasts about 6 minutes, therefore there are 10 draws per hour.

                The player can choose to place single bets on the first wheel, or on the second wheel or bet on both wheels. The bets placed on both wheels can be combined to obtain higher prices (Multiplier mode).

8.3.2. Game Rules:

                First wheel with 37 sectors. Second wheel with 19 sectors.

                The presenter spins both wheels simultaneously for an undefined time.

                The result of the draw is the sector’s number or symbol or colour where the pointer lands after the wheel(s) stops turning.

                In all other cases the draw is void and all the stakes are returned.

8.3.3. Gameplay:

                There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

                 The player can place single bets on the wheel of 37 or the wheel of 19 or both.

                None of the bets including the multiplier bets placed on the wheel of 37 can be winning when the wheel stops on the “Star sector”.

                None of the bets including the multiplier placed on the wheel of 19 can be winning when the wheel stops on the “Star sector”.

                A betting round takes place between the spins and starts as soon as the previous spin is finished.

8.3.4. Game organization procedure:

Game draws run 24/7 with maintenance breaks on demand. Golden Race has the right to change the time and duration of the broadcasts.

                Longer breaks are allowed due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

                The results of each draw are stored in the SyX core wagering system for a minimum period of 30 days.

 

8.4. Keno Game Rules

8.4.1. Terms:

                Game machine – a mechanical device used to hold, mix and randomly select the winning balls of the draw.

Balls – a set of Eighty (80) white balls used for the game.  There are 80 white balls and the balls are numbered from 1 to 80.

                Total sum of the numbers on the balls is 3,240.

8.4.2. Rules:

                80 White balls are placed in the lottery drum. 20 balls are drawn per event.

The duration of the event is fixed. The drawing is done automatically using a lottery machine.

                Each draw is broadcast live and is recorded

8.4.3. Gameplay:

                There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

8.4.4. Game organization procedure:

                The balls must be clearly visible in their place in the game machine before the start of each draw.

 Game draws run 24/7 with maintenance breaks on demand. Golden Race has the right to change the time and duration of the broadcasts. Longer breaks are allowed due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

                The results of each draw are stored in the SyX core wagering system for a minimum period of 30 days. 

8.5. Special cases, all games:

                Cancelled draws - Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes.

Where video and audio streaming do not match or do not exist -If the sound during the broadcast is lost or the presenter announces the wrong winning numbers, the correct draw outcomes and winning numbers are determined by the video broadcast. If a player cannot see the live broadcast due to technical reasons at its end (no internet connection, no electricity etc.) but the draw result has been registered and is available in the SyX core wagering system, the draw is deemed to have taken place.

 

 

 

 

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VERSION 1.8, UPDATED 28 OCTOBER 2020



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