Jackpot Silver
6 9 5 8 , 4 4
Jackpot Gold
3 9 1 2 1 , 8 4
Jackpot Maximum
8 4 5 3 , 2 1

9. TV BЕТ

E-SPORTS

NARDY (BACKGAMMON) – Undoubtedly, it’s one of the oldest and most popular strategic board games. For player’s convenience, the game is presented with the rules of short Nardy (Backgammon) game. The games are held in 24/7 LIVE mode between two virtual players. These two virtual players are represented as white and black „checkers”. The host of the game makes moves for players alternately for white and black, throwing dice and moving checkers according to general rules and priorities of the rules described below. White checkers are the first in the new game. The game is played until the victory of black or white checkers (player 1 or 2) and determined at the end of the game. As the main rule of the game, the host moves checkers only based on the result of a dice roll.

The goal of the game is to transfer your checkers into the „house” and then remove them from the board. The first player to remove his checkers from the board wins the game.

TVBET’s Nardy (Backgammon) gives you the opportunity to continuously observe game progress, allowing to bet on the overall result of the game, the result of the black or white checker move, various properties of this result (amount, handicap, parity or oddness), as well as it gives you options for betting on each checker’s move. As a result, connoisseurs and amateurs of Nardy (Backgammon) get winnings and enjoyment of the game every minute, betting on the results of each move. Players can cheer for the outcome of the game for a longer time and get their reward.

The odds for the dice rolls are fixed, but the odds for the game and checkers are dynamic and change with each move of the game.

In addition to winning, players can get a nice bonus in the form of a jackpot. There may be several of them during one game.

  1. TERMS AND DEFINITIONS IN THE GAME
    1. Backgammon board- a special large game board for short backgammon made with a rectangular tray in the middle of the board and serves for throwing game dice. From the player’s point of view, there are playing fields above and below the dice tray, the „bar” playing fields are white (at the top of the tray) and black (at the bottom of the tray). All other gaming locations are standard – from the observer point of view, the white „house” is situated at the bottom right of the board, the „yard” – at the bottom left; black „house” - top right of the board, the „yard” - top left of the board;
    2. Dice- a game set of two large dice (Six sides each with 1 to 6 points accordingly), which is used in the game for rolling and determining how exactly the movement of checkers must be performed exactly according to the rules and priorities;
    3. Event (Batch)- the whole game of Backgammon that starts with the first move of white checkers and lasts an indefinite number of moves until one of the players removes all 15 of his checkers from the board;
    4. Event (Round)- the basic component of the game, which takes place for even interval of time, and is performed in turn for white and black checkers. It is accompanied by a roll of dice and the subsequent movement of the checkers („knocking out”, „reset”);
    5. The result of the game- one of the two situations in the game, when a white or black player wins, having removed all 15 checkers from the board;
    6. The result of the round- the situation after the roll of a dice, when the points from a dice surface are transmitted to the system. According to received values, 1 to 4 checkers are moved, knocked out or not, etc.;
    7. Victory of the game– one of the option of the outcome of the line, the situation in the game when a player moved all his checkers „home” and then consequently removed („knocked”) them from the board.
    8. Flawless victory– one of the options of the outcome of the line for the completed game; a type of victory for one of the players, when one player has already removed all 15 checkers from the board, and another player has not removed any yet;
    9. A total of moves (Over / Under)- a set of line of outcome options for a completed game; betting on the condition that the entire Backgammon game lasts longer or less than the specified total number of moves;
    10. Handicap by checkers- a set of options for the outcome of a line for a completed game; betting on the condition of what will be the gap between white or black checkers win (minus handicap), and with what difference of the white and black checkers will not lose (plus handicap);
    11. Victory with knocked-out checkers- two options for the outcome of the line for the completed game. When the result of the game is determined, it is calculated which player is the winning one according to the amount of checkers he managed to remove from the board;
    12. Draw on „knocked-out” checkers– an option of the outcome of the line for the completed game. When the result of the game is determined, the sum of the knocked-out checkers for both players is calculated and must be the same;
    13. Dice Double- a option of the outcome of the line for the move when two identical numbers (a set of points) immediately fall out ona dice roll, for example, 1 and 1, 2 and 2, 3 and 3, 4 and 4, 5 and 5, 6 and 6;
    14. Numbers on dice- a set of options for the outcome of a line for a move; betting on the condition that at least one specified number will fall out at the dice (a set of points);
    15. The sum of the two dices- a set of options for the outcome of the line for the move, the total number that is obtained by adding the number on the first and second dice;
    16. The sum of the dices in the range of- a set of options for the outcome of the line for the move, betting on the condition that the total sum of points on the dices will be in a given range of values
    17. Odds- a numeric multiplier with a decimal point to thousand assigned to a specific type of game outcome, which determines how many times the player’s bet on the specific type of outcome will be increased to determine his winnings if the outcome of the game and the outcome or his condition matches. The magnitude of the odds determines the mathematical probability of the outcome - the closer the odds is to one (1.000), the more likely the outcome or its condition will coincide with the result of the game;
    18. Dynamic odds- a numerical multiplier with decimal point of thousand, assigned for a specific type of outcome of the entire batch (checkers, main outcomes), which changes with each move (new round for checkers moves);
    19. A round of accepting bets- time period in the form of a countdown within one move, allocated for receiving bets on the outcome of the line on the events of the move and the game. The end of the round is followed by a new dice roll - the move of another player;
    20. Bet on the move- one of the outcomes chosen by player, which is in his opinion, should match the value or condition with the result of throwing dice or moving checkers;
    21. A bet on a game- one of the outcomes selected by player, which is in his opinion, should match the value or condition of the game with the result of the game, the total score of checkers or moves at the time of its completion;
    22. Bet amount- the amount of money that the player offers to the betting company, so that in case his bet (s) plays, it’s calculated the winning amount together with the odds.
    23. Coupon (ticket) - an electronic or printed document confirming the deal between player and betting shop for one or more bets. The coupon has the following details: date, time, coupon number, rate information, total amount of bets, total coefficient, type of bet (single bet, express or system) and other. The coupon allows you to add bets on the current and / or the upcoming games within one type of game, as well as add bets between different games;
    24. Regular coupon (ticket) - a type of coupon where the bets, odds and winnings are calculated according to the rules of the single bet;
    25. Combination coupon (ticket) - a type of coupon where the bets, odds and winnings are calculated according to the rules of the accumulator or system;
    26. Single bet - a type of coupon calculation where the winning is obtained by simply adding the winnings from each bet that is part of the coupon;
    27. Accumulator - a type of calculation of a combinational coupon, where the winning equals multiplying the total amount of the coupon bet by the total factor, which is calculated by multiplying the outcome rates which the accumulator consists of, only provided that all outcomes are played;
    28. Line - a complete list of all types of outcomes offered to players with the following parameters: outcome code, type names of (winning conditions) outcome and its odds. Bets on the game are accepted only within the framework of the outcome of the line;
    29. Outcome - one of the variations of the line, the exact result or the condition of coincidence with it, which with some probability can predict the result of the game and this is expressed in the value of the odds for this outcome;
    30. Outcome code - a unique number of the outcome of the game, indicated in the printed line or on the broadcast monitor, according to which this outcome can be determined in the program of the betting shop;
    31. Jackpot - an additional possible bonus to winning of a coupon (ticket), which falls out randomly. The size and type of the current jackpot is displayed on the game broadcast monitor and is played within all other games;
  2. GAME RULES

    1. Two virtual players take part in the game - white checkers (white player) and black checkers (black player);
    2. The board (from the viewer’s point of view) is normally divided into a white „house” (bottom right of the board), a white „yard” (bottom left), a black „bar” (bottom under the tray), a white „bar” (above the tray), a black „house” (top right of the board) and black „yard” (top left):

    3. The numbering of points on the board from 1 to 24 for white and black checkers is separate, starting from each house;
    4. The farthest point for black checkers is the 24th point; it is also the 1st point for white checkers and vice versa;
    5. Each player has 15 checkers;
    6. Arrangement of checkers at the beginning of the game:two checkers are situated at the 24th point, five at the 13th, three at the 8th and five at the 6th;
    7. The goal of the game is to transfer the checkers into your „home” and then remove them from the board. The player whose all the checkers were removed from the board wins the game;
    8. The host rolls the dice in turn for each player, and makes a move for him;
    9. The first move of each game is made by whites;
    10. The number on the dice indicates how many points the player (the host) can move the checkers per turn;
    11. Checkers moves:
      1. Checkers always move in only one direction - from points with large numbers to points with lower numbers;
      2. A checker can move to spaces occupied by the same checkers or to open spaces. These can be only the spaces, that are not occupied by two or more opposite color checkers;
      3. The highest number on the dice always gives priority to the first move;
      4. If the checker is in the „bar”, such checker always goes first, starting the move from the farthest point;
      5. Moves are performer always for two checkers. If one of the checkers cannot make a move, only one checker is moved then;
      6. The player, who received double dice moves each checker twice.
      7. If possible each player must follow both numbers drawn on the dice (or all four if a double dice received). If you can play only one number, the player must play this number;
      8. If a player cannot make a move, then he skips it;
      9. When the double dice happens and the player cannot make all four moves, he must make only the moves that are possible;
      10. When a checker stops at a point occupied by one opponent’s checker, the opponent’s checker is considered to be knocked out and placed in the bar;
      11. The logic of each checker move in the frame of a round occurs to the priorities. The first moves are priority #1, if not possible, then # 2, etc.
      12. Priorities for moving checkers within a move:
        • no. 1- A checker located in the bar is moved first. The player cannot move other checkers on the board if at least one checker is in the bar;
        • no. 2- If a combination of dice roll allows you to place a checker in the field over your lone checker, this move is priority. This placement is called "Defense of your checkers." The first checker to defend is the always the one that is closest to the house;
        • no. 3- If the combination of the dice roll allows you to knock out the opponent’s checker, this move is a priority. The first enemy checker to knock out is the one, which is located farthest from its home.
        • no. 4- The checker located farthest from the „house” goes first.
    12. Checkers reset:
      1. When a player has brought all of his fifteen pieces into the house, he can begin to remove them from the board.
      2. The checked removed from the board if the points on the dice roll and the points on the checker’s position match.
      3. When there is no match between dice roll points and the checkers position’s points, it is allowed to move the checker from the position with points smaller than the amount of points on the dice.
    13. Within moves, the odds on the dice do not change, while on the batch (main outcomes and checkers) it can change with each move of the batch;
    14. Sometimes after any move in the game, some outcomes lose any chance of winning. Such outcomes are closed and marked as, displayed on the screen instead of odds;
    15. For outcomes marked as, bets are no longer accepted, while players can place bets on other results without any restrictions;
    16. The time for accepting bets on the current main outcomes of the current game and the move lasts for 40 seconds until the dice roll for the next round;
      1. Bets from different outcomes of dice roll of the same move cannot be combined with each other in a coupon;
      2. In the current batch, only one outcome can be added to the same coupon;
      3. An accumulator bet can only be performed by combining the outcomes of different bacthes;
    17. If any combination coupon with any bets for the result of a game was cancelled due to technical or other reasons, then the odds for all bets for this game will be changed to unity (1.000) and will be used to calculate the new total coupon odds;
    18. When the jackpot is won, the winner is provided with the corresponding message in the payment coupon and on the broadcast;
      1. Jackpot can only get a winning coupon;
      2. The jackpot amount won is added to the payout amount for the winning coupon.
    19. Parameters of games that are regulated by the bookmaker:
      1. Jackpot management;
      2. Maximum and minimum bet amount, maximum coupon or outcome winnings and other financial limits;
      3. The size of the odds in the line and their change.
  3. SPECIAL CASES

    1. If during the dice roll one of them fell on an edge in the tray, the hosts rolls the dice within the same move;
    2. If during the dice roll one dice excapes the tray or falls off the table, the host rolls that dice within the same move;
    3. Reasons for returning accepted bets due to technical problems:
      1. There were technical problems: host’s mistake, problems with internet connection or other technical failures in the studio.
      2. If the outcome of a move is cancelled, all bets for this move will be void and returned to players (the odds is equal to one (1.000)).
      3. If a move is canceled, it does not count towards the total moves.
    4. Inconsistencies in the broadcast of the game to the data of the accepted coupon for the same batch move (different odds, incorrect data read) are considered as a technical error. Bets made for this move will be deemed void if the player can provide sufficient evidence of an error in the broadcast (for example, a screenshot, a photo or a video clip).
    5. Technical problems with broadcasting of the sports channel are not grounds for cancelling the result of the game, but serve only as additional confirmation that the games are held live.
    6. Any controversial situation on any move from the game cannot be the reason for stopping the entire game.
  4. GAME ORGANIZATION

    1. Games are held 24/7 in LIVE mode, seven days a week with interruptions in maintenance;
      1. TVBet has the right to change the time until the next dice roll (move) and the time for accepting bets;
      2. You can make sure that the game is live by live broadcasting of a sports TV channel in the studio.
      3. Planned technical work is carried out every Tuesday (7: 00-8: 00 GTM +1).
  5. THE EQUIPMENT USED IN THE GAME

    1. A special board for playing Nardy (Backgammon) with a tray for rolling dice;
    2. Game dice in the amount of 2 pieces;
    3. Game checkers of black and white color, 15 pieces of each color;
    4. Leather cup for mixing dice
  6. LIST OF OUTCOME OPTIONS AND ODDS

    1. All odds in the Backgammon line (Section 6.2) are provided by the basic and dynamic odds of the game(*);






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