Utangulizi Katika Sheria na Masharti haya ("hapa" Masharti "): - Rejeleo la "Betika" "Sisi" "yetu" au "sisi" ni kumbukumbu kwa Paladin and Associates Company Limited, Betika na au warithi wake katika jina na waliopewa
Marekebisho katika Masharti 2.1. Betika ina haki ya kuendeleza Masharti hayo mara kwa mara ili kuendana na mabadiliko ya kisheria, kuweka mabadiliko katika biashara yetu au huduma zinazotolewa, au kuboresha uwazi wa Masharti. 2.2. Mabadiliko yote yatachapishwa kwenye tovuti. Masharti ya kisasa zaidi yatapatikana kwenye tovuti. Ikiwa ukaendelea kutumia Huduma baada ya tarehe ambayo Masharti yameanza kutumika, utachukuliwa kuwa umekubali mabadiliko hayo. Usajili wa Akaunti 3.1. Kusajili akaunti na Betika, Lazima uwe na umri wa miaka 18 na kuendelea. Betika ina haki ya kuuliza uthibitisho wa umri kutoka kwa mteja yeyote na akaunti yake isimamishwe hadi nyaraka za kuridhisha zitakapotolewa 3.2. Wakati mtumiaji wa chini ya umri anagunduliwa, Betika ina haki ya kufunga akaunti hiyo kwa muda usiojulikana. Pesa zote zilizowekwa katika akaunti hiyo zitachukuliwa. Betika pia itaripoti tukio hilo kwa GBT au mamlaka nyingine yoyote na mchezaji atapata athari za taarifa hiyo 3.3. Kama sehemu ya mchakato wa usajili, Utalazimika kuingiza taarifa yako ya binafsi ambayo ni pamoja na nambari yako ya simu. 3.4. Huwezi kupata huduma kupitia akaunti ya mtu mwingine, Unapojaribu kupata Huduma hiyo kupitia akaunti ya mtu mwingine, Tuna haki ya kufunga akaunti zako zote na kukuzuia kutumia huduma zozote za baadae 3.5. Huwezi kuhamisha Akaunti yako kwa mchezaji mwingine yoyote au mtu mwingine 3.6. Unahitajika kuweka taarifa zako za usajili kwa upya wakati wote. Ikiwa utabadilisha nambari yako ya simu au mawasiliano yoyote au taarifa ya kibinafsi, tafadhali wasiliana nasi ili kurekebisha taarifa za Akaunti yako. Betika ina haki ya kufunga akaunti endapo taarifa iliyotolewa itajulikana kuwa ya uwongo au isiyo sahihi. Ulinzi wa Akaunti na Faragha 4.1. kwakua unawajibika kwa bashiri zote zilizowekwa kwenye akaunti yako, Lazima uweke kwa usiri taarifa ya ufikiaji wa akaunti yako ("taarifa ya Upataji") pamoja na jina lako la mtumiaji, neno la siri, nambari ya akaunti au taarifa nyingine yoyote inayotumiwa kupata akaunti yako. 4.2. Ikiwa kuna fedha za kutosha katika akaunti yako, bashiri zote zitasimama ikiwa jina lako la mtumiaji na neno la siri zimeingizwa kwa usahihi (ikiwa umeidhinishwa wewe au la). 4.3. Ikiwa, wakati wowote, unahisi kuwa mtu mwingine anaweza kufahamu taarifa zako za Ufikiaji, unapaswa kuzibadilisha mara moja kupitia Tovuti. Tafadhali wasiliana nasi ikiwa huwezi kufanya mabadiliko hayo 4.4. Ikiwa utapoteza taarifa zako za akaunti yako au kuamini kuwa mtu mwingine anaweza kuwa na taarifa zako za Ufikiaji, unapaswa kuwasiliana nasi . 4.5. taarifa zako zote za binafsi kwa mujibu (kwa mfano jina lako, anwani ya barua pepe, nambari za kitambulisho, nambari ya akaunti) itakuwa na sera yetu ya faragha Akaunti zisizotumika 5.1.: // Akaunti yako itazingatiwa kuwa haitumiki wakati haijakuwa na shughuli yoyote kwa miezi 6. Shughuli ya akaunti hufafanuliwa kama ifuatavyo:
5.2. Baada ya kumalizika kwa miezi 6, Betika ina haki ya kufunga Akaunti yako na baadaye inaweza ikurudishie pesa au kushughulikia kwa njia iliyotolewa kwa sheria chini ya gharama zozote za kuajiri. Kwa mchezaji
Kwa Betika
Matendo yanayokatazwa 7.1. Vitendo vifuatavyo ("Matendo yanayokatazwa") ni marufuku kuhusiana na Matumizi yako ya Huduma na itapelekea uvunjwaji wa Masharti.
7.2. Endapo tunayo sababu ya kuamini kwamba Wewe (au akaunti yako) umeunganishwa na vitendo/sheria vinavyokatazwa au vinginevyo Tuna sababu ya kuamini kuwa unakiuka Masharti ya Mkataba wako, Tutakuwa na haki kwenye akaunti yoyote ya betika inayoshikiliwa na wewe kwa hiari yetu kuwa:
7.3. Hatutawajibika kwa hasara au uharibifu wowote ambao unaweza kusababishwa kwa sababu ya vitendo vyovyote visivyoruhusiwa. unakubali kushirikiana katika uchunguzi wowote kuhusiana na Sheria za vitendo Ofa za Uendelezaji
CHA JUU BOOST Inafanyaje kazi?
* Ushindi wote utatozwa ushuru. Highest Odds Campaign Ni promosheni inayowazawadia wateja walioweka ubashiri kwa odds za juu zaidi na kushinda. Washindi 20 watapata zawadi kupitia promosheni kuanzia tarehe 11/Juni/ hadi Julai 11 2021. Ili kushinda ni lazima uwe mteja wa Betika uliyejisajili. Kama hujajisajili, bonyeza sajili, kisha ingia na uweke ubashiri. VIGEZO NA MASHARTI
Kujitenga
Kuweka bashiri
Makosa
Uwekaji pesa
Malipo Na Utoaji wa pesa
Intellectual Property
17.1. Betika hupokea marejesho, maoni na yaliyomo kutoka kwa wasambazaji kadhaa. Watoa huduma wengine wa bidhaa wa tatu wanaweza kuhitaji Mteja akubali masharti na vigezo wa ziada yanayosimamia utumiaji wa mapendekezo yao, maoni na yaliyomo. Ikiwa Mteja hajakubali masharti na vigezo wa mtu wa tatu, Mteja anakubali kwamba yeye hatatumia mapendekezo husika. Maoni au yaliyomo. 17.2. Betika haikubali jukumu lolote kwa heshima ya mapendekezo ya mtu wa tatu, maoni na yaliyomo
Jukumu letu
18.2.16. Hasara yoyote inayotokana Na Uvunjaji WA Masharti haya 18.2.17. Hasara zozote ambazo hazijasababishwa na uvunjaji wa masharti na vigezo huu kwa upande wetu 18.2.18. Upotezaji wa biashara; 18.2.19. Mwenendo unaodhalilisha, au haramu kwa mteja mwingine yeyote; 18.2.20. Hasara yoyote inayotokana na matumizi, dhuluma au matumizi mabaya ya Akaunti yako ya Mchezaji au bidhaa na huduma zetu zozote na tovuti inayolingana. 18.2.21. Hasara yoyote iliyoingizwa katika kupitisha habari kwa Tovuti au kwa barua-pepe 18.2.22. Kutofaulu kwa upande wetu kuingiliana na Wewe ambapo tunaweza kuwa na wasiwasi juu yako 18.2.22. kutofaulu kwa upande wetu kuingiliana na Wewe ambapo tunaweza kuwa na wasiwasi juu ya harakati
zako Dhima yako Mengineyo
Taarifa
Sheria ya Uongozi na Mamlaka
Kuweka.
Malipo na Utoaji Pesa
12.8. Tuna haki ya kuchukua bidii ya kuhakikisha uhalali wa ubashiri wowote, ama ushindi kama utaratibu kabla ya kumlipa mchezaji ama kumruhusu kutoa hela hiyo katika akaunti.
17.1. Betika inapokea mrejesho, maoni na maudhui kutoka kwa wasambazaji mbalimbali. Baadhi yao wanapendekeza
wateja kukubaliana na kanuni zilizowekwa na taratibu za utumiaji wa taarifa, maoni na maudhui.Kama mteja
hatokubaliana na vigezo na masharti yaliyowekwa, moja kwa moja mteja anakuwa amekubali kuwa hatotumia maudhui,
kanuni na mrejesho wa taarifa uliowekwa.
Jukumu letu
Wajibu wako
Mengineyo Matukio yaliyo nje ya uwezo wetuHatutaenda kinyume na masharti haya ama kuhusika na ucheleshwaji wa
kiuntendaji ama kushindwa kutekeleza wajibu wetu wowote kwa kuzingatia masharti haya,kama ucheleweshwaji huo
au shindikano hilo limetokana na matukio,matukio au sababu zilizo nje ya uwezo wetu. Home Mengineyo Makubaliano Yote Hamisho la makubaliano.
Taarifa
Utangulizi Sheria za ubashiri ziko chini ya utaratibu na Masharti kiujumla (iliyoonyeshwa hapa) na itasomwa kwa kushirikiana na vifungu hivi. Usajili Ili kustahiki kucheza, lazima uwe na akaunti iliyosajiliwa na Betika. Unaweza kujiandikisha kupitia njia zozote zilizowekwa hapa chini
Mobile Money// Pesa ya Simu Tigo Pesa
M-Pesa
Airtel
Halo Pesa
Mtandao Jinsi ya kuweka hela mtandaoni
USSD Piga *149*16# na uchague chaguo la 4 kufuata maelekezo Duka la kuweka
Ufafanuzi wa Masharti ya ubashiri
Kuweka ubashiri
Kizuizi katika viwango vya ubashiri na Malipo
Kutoa pesa
Bashiri batili Katika bashiri za kimichezo, ‘bashiri batili’ inamaanisha kwamba bashiri hazitakulipa na utapata kiwango chako cha mwanzo ulichokiweka kubashiri, bashiri zitakuwa batili katika mifano ifuatayo:
KITONGA DEILE JACKPOT Hii ni Jackpot ya kila siku yenye vipengele vitatu
Masharti ya Kitonga Deile Jackpot
KITONGA SUPA
KITONGA JACKPOT YA WIKI
KANUNI ZA JACKPOT YA WIKI ( KITONGA JACKPOT )
25 x 2000 = 64,000/-
MPIRA WA MGUU Matokeo ya ubashiri kwenye mpira wa mguu inategemea katika dakika za mchezo na muda wa kuumiza. Isipokua vinginevyo imesemwa kwenye bashiri husika, overtimes na penalty hazitahathiri matokeo ya ubashiri 1X2. Matokeo ya mechi nzima, kuna uwezekano wa matokeo 3 yafuatayo; 1. (timu ya nyumbani kushinda), x (timu zitoke sawa), 2(timu ya mbali kushinda) 1st HT 1X2. Matokeo ya kipindi cha kwanza cha mechi. Kuna uwezekano wa matokeo 3 yafuatayo;1(ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu ya nyumbani imeshinda), x (ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu zote zimetoka sawa), 2(ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu ya mbali imeshinda) 2nd HT 1X2. Matokeo ya kipindi cha pili cha mechi, bila kuangalia magoli yaliyofungwa katika kipindi cha kwanza. Kuna uwezekano wa matokeo yafuatayo; 1(ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu ya nyumbani imeshinda), x (ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu zote zimetoka sawa), 2(ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu ya mbali imeshinda) Uwezekano Zaidi ya mmoja The outcome of the entire match. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins). matokeo ya mechi nzima. Kuna uwezekano ya matokeo 3 tofauti: 1x (baada ya mechi kuisha timu ya nyumbani itashinda au timu zote zitatoka sawa/droo), x2(baada ya mechi kuisha timu ya mbali itashinda au timu zitatoka sawa/droo), 12(baada ya mechi kuisha timu ya nyumbani itashinda au timu ya nyumbani itashinda) 1st HT Double Chance. Matokeo ya kipindi cha kwanza cha mechi. Kuna uwezekano wa matokeo 3: 1x (ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu ya nyumbani itashinda au timu zitatoka droo), x2(ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu ya mbali itashinda au timu zitatoka droo) 12(ukiangalia tu magoli yaliyofungwa katika kipindi cha kwanza timu ya nyumbani itashinda au timu ya mbali itashinda) 2nd HT Double Chance. Matokeo ya kipindi cha pili cha mechi, bila kuangalia magoli yaliyofungwa katika kipindi cha kwanza. Kuna uwezekano wa matokeo 3: 1x (ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu ya nyumbani itashinda au timu zitatoka droo), x2(ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu ya mbali itashinda au timu zitatoka droo), 12(ukiangalia tu magoli yaliyofungwa katika kipindi cha pili timu ya nyumbani itashinda au timu ya mbali itashinda) Draw No Bet (DNB). Timu gani itashinda katika mechi. Kama timu zitatoka droo, chaguo litakua batili na halitahesabiwa katika bonasi zinazotolewa. 1st HT Draw No Bet. Timu gani itashinda wakati wa mwisho wa kipindi cha kwanza. Kama wakati wa kipindi cha kwanza timu mbili zilifunga magoli sawa, chaguo litakua batili na halitawekwa katika kuhesabiwa kwa bonasi zinazotolewa 2nd HT Draw No Bet. Timu gani itashinda wakati wa mwisho wa kipindi cha pili, bila kuangalia magoli yaliyofungwa wakati wa kipindi cha kwanza. Kama wakati wa kipimdi cha pili timu mbili zilifunga magoli sawa chaguo itakua batili na haitawekwa katika mahesabu ya bonasi Goal Goal / No Goal (GG/NG). Kuna matokeo mawili yanayowezekana: GG (timu zote zimeshinda wangalau goli moja kila mmoja wakati wa mechi nzima), NG (timu zote au moja haijafunga goli lolote wakati wa mechi nzima) 1st HT Goal Goal / No Goal. Kuna matokeo 2 yanayowezekana: GG (timu zote zimefunga goli wangalau moja kila mmoja kwa kipindi cha kwanza cha mechi), NG (timu zote au moja haijafunga goli lolote wakati wa kipindi cha kwanza cha mechi) 2nd HT Goal Goal / No Goal. Kuna matokeo 2 yanayowezekana: GG (timu zote zimefunga goli wangalau moja kila mmoja kwenye kipindi cha pili cha mechi), NG (timu zote au moja haijafunga goli hata moja katika kipindi cha pili cha mechi) Odd/Even. Ikiwa namba za magoli yaliyofungwa wakati wa mechi nzima itakua odd au sawa. 0-0 matokeo yatachukuliwa kama sawa 1st HT Odd/Even. Ikiwa namba za magoli yaliyofungwa wakati wa kipindi cha kwanza cha mechi itakua odd au sawa. A 0-0 matokeo yatachukuliwa sawa 2nd HT Odd/Even. Ikiwa namba za magoli yaliyofungwa katika kipindi cha pili cha mechi itakua odd au sawa. A 0-0 matokeo yatachukuliwa sawa Odd/Even Home. Ikiwa namba za magoli yaliyofungwa na timu ya nyumbani katika mechi nzima itakua ni odd au even. Ikiwa timu ya nyumbani haijafunga goli lolote, chaguo la ushindi ni even Odd/Even Away. Ikiwa namba za magoli yaliyofungwa na timu ya mbali katika kipindi cha mechi nzima itakua odd au even. Ikiwa timu ya mbali haijafunga goli lolote, chaguo la ushindi ni even Score/No Score. Ikiwa timu iliyochaguliwa (timu ya nyumbani au ya mbali) itafunga goli lolote katika kipindi cha mechi nzima 1st HT Score/No Score. Ikiwa timu iliyochaguliwa (timu ya nyumbani au timu ya mbali) itafunga goli lolote katika kipindi cha kwanza cha mechi 2nd HT Score/No Score. Ikiwa timu iliyochaguliwa (timu ya nyumbani au timu ya mbali) itafunga goli lolote katika kipindi cha pili cha mechi Number of Goals. Nambari ya magoli ambayo yatafungwa katika kipindi cha mechi nzima Total Goals. Namba ya magoli ambayo yatafungwa katika mechi nzima, kuchagua katika viwango vilivyotolewa. Kuna matokeo 3 yanayowezekana; 0-1, 2-3, 4 au zaidi 1st HT Total Goals. Nambari ya magoli yatakayofungwa katika kipindi cha kwanza cha mechi, uchaguzi kati ya ofa zilizotolewa 2nd HT Total Goals. Nambari ya magoli ambayo yatafungwa katika kipindi cha pili cha mechi uchaguzi kati ya ofa zilizotolewa Total Goals Home. Nambari ya mogoli ambayo yatafungwa na timu ya nyumbani katika kipindi cha mechi nzima uchaguzi kati ya ofa zilizotolewa Total Goals Away. Nambari ya magoli ambayo yatafungwa na timu ya mbali katika kipindi kizima cha mechi kati ya ofa zilizotolewa Alama sahihi Alama sahihi ya mechi nzima 1st HT Correct Score. Alama sahihi ya kipindi cha kwanza cha mechi 2nd HT Correct Score. Alama sahihi ya kipindi cha pili katika mechi, bila kuangalia magoli yaliyofungwa wakati wa kipindi cha kwanza Magoli Zaidi ya moja Idadi ya magoli yaliyofungwa wakati wa mechi kulingana na safu tofauti. Kuna safu 13, kati ya goli 1 na 6 na uteuzi kwa 7 au zaidi. Katika tukio la kukosa bao la kufunga, bashiri zote zitapotea Kipindi cha kwanza/kipindi kizima Matokeo ya kipindi cha kwanza cha mechi pamoja na matokeo ya mechi nzima HT More Goals. Katika kipindi kipi magoli mengi yatafungwa. Kuna matokeo 3 yanayowezekana: 1HT (wakati wa kipindi cha kwanza itafungwa magoli mengi), 2 HT (wakati wa kipindi cha pili itafungwa magoli mengi) na x HT (wakati wa kipindi cha kwanza na cha pili itafunga nambari za magoli sawa) Home Win to Nil. Endapo au sio timu ya nyumbani itashinda goli lolote bila kufungwa na mpinzani wake. Kuna matokeo 2 yanayowezekana; NDIO (timu ya nyumbani itashinda bila kufungwa goli lolote) na HAPANA (timu ya nyumbani itafungwa, droo na/au itafungwa goli wangalau moja na mpinzania wake) Away Win to Nil. Endapo au sio timu ya mbali itashinda bila kufungwa goli lolote na mpinzani wake. Kuna matokeo 2 yanayowezekana; NDIO (timu ya mbali itashinda bila kufungwa goli lolote) na HAPANA(timu ya mbali itafungwa, droo na/au itafungwa wangalau goli moja na wapinzani wake) Winning Margin Home. Upeo wa ushindi wa timu ya nyumbani ukichagua kati ya mbadala zinazotolewa. Upeo wa ushindi unakadiriwa kuchukua kwa kiasi cha magoli yaliyofungwa na timu ya nyumbani kiasi cha malengo yaliyofungwa na timu ya mbali Winning Margin Away. Upeo wa ushindi wa timu ya mbali ukichagua kati ya mbadala zinazotolewa. Upeo wa ushindi unakadiriwa kupeleka kwa jumla ya magoli yaliyofungwa na timu ya mbali kiasi cha malengo yaliyofungwa na timu ya nyumbani. Penalty Yes/No. Ikiwa penalty itatolewa wakati wa mechi. Matokeo ya uchapaji wa bashiri hii yanategemea dakika zilizopangwa za kucheza na wakati wa kuumia. overtimes na penalty ya kutolewa nje haitaathiri matokeo ya bashiri. Correct Score Corner. Alama sahihi ya mateke ya kona yaliyofanywa wakati wa mechi. kona tu zilizofanywa wakati wa kawaida zitazingatiwa kuwa ni halali. kona zozote zilizofanywa wakati wa Ziada za ziada hazitazingatiwa kuwa halali. Goal/No Goal (2 goals) Ikiwa timu zote zinafunga angalau magoli mawili, matokeo yake ni ya GOLI. Ikiwa angalau moja ya timu hizo mbili hazina alama angalau mabao mawili, matokeo yake HAKUNA GOLI. Kick Off Timu itaanza wakati wa kuanza mechi First Team to Score Ikiwa bao la kwanza la mchezo limefungwa na timu ya nyumbani, matokeo ni 1. Ikiwa bao la kwanza la mchezo limefungwa na timu ya mbali, matokeo yake ni 2. Ikiwa hakuna bao lililofungwa (0-0), matokeo ni X. Last Team to Score Ikiwa bao la mwisho la mchezo limefungwa na timu ya nyumbani, matokeo yake ni 1. Ikiwa bao la mwisho la mchezo limefungwa na timu ya mbali, matokeo yake ni 2. Ikiwa hakuna bao lililofungwa (0-0), matokeo ni X. Home Win Both Halves Ikiwa timu ya nyumbani inashinda nusu zote, matokeo ya kushinda ni YES. Katika visa vingine vyote matokeo ya kushinda ni NO NB: Nusu mbili zitazingatiwa kama huru kati ya kila mmoja, kwa mfano mwishoni mwa nusu ya kwanza, alama ni 2-0 na matokeo ya mwisho ni 3-1 kisha matokeo ya nusu ya kwanza ni 2-0 na matokeo ya pili ni 1-1. Away Win both Halves. Ikiwa timu ya mbali itapata nusu zote mbili, matokeo ya ushindi ni NDIYO Katika visa vingine vyote matokeo ya kushinda ni NO NB: Nusu mbili zitazingatiwa kama huru kati ya kila mmoja, kwa mfano mwishoni mwa nusu ya kwanza, alama ni 2 -0 na matokeo ya mwisho ni 3-1 kisha matokeo ya nusu ya kwanza ni 2-0 na matokeo ya pili ni 1-1. Home win either half. Ikiwa timu ya nyumbani itashinda angalau nusu, matokeo yatakuwa NDIYO Katika visa vingine vyote, matokeo hayatakuwa NB: Nusu mbili zitazingatiwa kama huru kati ya kila mmoja, kwa mfano mwishoni mwa nusu ya kwanza, alama ni 2-0 na matokeo ya mwisho ni 3-1 basi matokeo ya nusu ya kwanza ni 2-0 na matokeo ya pili ni 1-1. Away win either half. Ikiwa timu ya mbali itashinda angalau nusu, matokeo yatakuwa NDIYO Katika visa vingine vyote, matokeo hayatakuwa NB: Nusu mbili zitazingatiwa kama huru kati ya kila mmoja, kwa mfano mwishoni mwa nusu ya kwanza, alama ni 2-0 na matokeo ya mwisho ni 3-1 basi matokeo ya nusu ya kwanza ni 2-0 na matokeo ya pili ni 1-1. 1X2 – First 5 Minutes Matokeo ya dakika tano (5) za kwanza. Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 04:59 ili kuwekwa kwenye dakika 5 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 – First 10 Minutes Matokeo ya dakika kumi (10) za kwanza. Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 09:59 ili kuwekwa kwenye dakika 10 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 – First 15 Minutes Matokeo ya dakika kumi na tano (15) za kwanza. Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 14:59 ili kuwekwa kwenye dakika 15 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 – First 20 Minutes Matokeo ya dakika ishirini (20). Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 19:59 ili kuwekwa kwenye dakika 20 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 – First 30 Minutes Matokeo ya dakika thelathini (30). Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 29:59 ili kuwekwa kwenye dakika 30 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 – First 60 Minutes Matokeo ya dakika sitini (60) ya kwanza. Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zinateka), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 59:59 ili kuwekwa kwenye dakika 60 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla na ripoti kutoka kwa mtoaji rasmi zitatumika kuamua matokeo sahihi. 1X2 & GG/NG. Ikiwa matokeo ya mwisho ya mechi yatakuwa 1, X au 2 na ikiwa timu zote zitafunga angalau alama moja kila wakati wa mechi nzima (GG) au moja au timu zote hazikufunga bao wakati wa mechi nzima (NG). Bet inatoa matokeo sita iwezekanavyo: 1 & GG, X&GG, 2 & GG, 1 & NG, X&NG e 2 & NG. HT COMBO (1X2 + O/U 1.5). Matokeo ya Nusu ya Kwanza pamoja na idadi ya mabao yaliyofungwa wakati wa Nusu ya Kwanza ya mechi kwa kuzingatia kuonyeshwa kwa kuonyeshwa. Matokeo sita yanawezekana:
1X2 + GG. Kama timu zote zimefunga na matokeo sita (6) yawezekanayo yametolewa baada ya mechi
1X2 HT & GG/NG HT. Matokeo ya nusu ya kwanza na ikiwa timu zote zimefunga katika nusu ya kwanza. Matokeo sita inawezekana hutolewa
DC Combo matokeo mawili (2) ya mechi pamoja na ofa zingine zitolewazo. Matokeo hayo lazima yatokee ili uteuzi uwe mshindi. Chaguzi zilizopo ni;
Mchanganyiko wa Nafasi Matokeo ya ushindi ya mechi AU ikiwa wote, timu moja au hakuna timu watafunga kwenye mechi.Utabiri mmoja tu unapaswa kutokea kwa bet ishinde. chaguzi zilizopo ni;
Timu ya kushinda Timu gani itafunga goli wakati wa kawaida (dakika 90). Kuna matokeo manne yanayowezekana;
Nusu ya kiwango cha juu cha kufunga Lazima utabiri ni wakati gani kati ya kipindi cha kwanza ama cha pili magoli mengi yatafungwa. Kuna matokeo matatu yanayowezekana; 1. (wakati wa nusu ya kwanza magoli mengi zaidi yatafungwa), 2. (wakati wa nusu ya pili magoli mengi zaidi yatafungwa), na sawa (wakati wa kipindi cha kwanza na cha pili watafungwa idadi sawa ya magoli). Clean Sheet Nyumbani/Mbali. Timu yenye clean sheet ina maana kwamba timu haijafungwa goli lolote.
Magoli yanahesabiwa kwa team iliyopata magoli Home No Bet(HNB) Ikiwa timu ya mbali itashinda mechi au ikiwa mechi itaisha kwenye sare. Ikiwa timu ya nyumbani itashinda mechi, ubashiri utatangazwa kuwa batili na hautajumuishwa katika hesabu ya bonasi inayowezekana. Away No Bet (ANB) Ikiwa timu ya nyumbani itashinda mechi au ikiwa mechi itaisha kwenye sare. Ikiwa timu ya mbali itashinda mechi, ubashiri utatangazwa kuwa batili na haitajumuishwa katika hesabu ya bonasi inayowezekana. Alama sahihi kipindi cha kwanza & alama sahihi za mwisho (HT/FT CS) Alama sahihi ya wakati wa kwanza na alama sahihi ya mechi nzima. Uchaguzi ‘4+’ inajumuisha magoli manne (4) ama zaidi yamefungwa. (Eg; 2-2, 3-1, 3-2, …) Muda wa ziada(Ndiyo/Hapana) Ikiwa muda wa ziada utachezwa au la. Kuna chaguzi mbili za kuchagua kutoka; NDIYO - kutakuwa na muda wa ziada au HAPANA - hakutakuwa na muda ziada katika mechi. ikitokea mechi isichezwe au kuahirishwa, bashiri zote zitakua batili. 1x2- Dakika tano (5) za mwanzo Matokeo ya dakika tano (5) za kwanza. Kuna matokeo 3 yanayowezekana: 1 (timu ya nyumbani inashinda), X (timu zitatoka droo), 2 (timu ya mbali inashinda). Matukio lazima yatokee kati ya 0:00 hadi 04:59 ili kuwekwa kwenye dakika 5 za kwanza. Ripoti rasmi za ligi zinazoandaa hafla zitatumika kuamua matokeo sahihi. Zaidi / Chini (spread). Ikiwa jumla ya magoli yaliyofungwa wakati wa kawaida itakuwa juu au chini ya spread ilioonyeshwa. Kulingana na spread iliyopendekezwa inawezekana kufanya tofauti kati ya "Classic Over / Under" (0.5, 1.5, 2,5, 3.5 na 4.5), "Integer Over / Under" (1, 2, 3 na 4) na "Fractional Over / Under "(0.25, 0.75, 1.25, 1.75, 2.25, 2.75, 3.25, 3.75, 4.25 na 4.75). Kipindi cha nusu cha kwanza zaidi/chini (spread) Ufanyaji kazi ni sawa wa ya Juu / Chini, lakini magoli tu yaliyofungwa wakati wa nusu ya kwanza ya mechi yanazingatiwa. Kipindi cha nusu cha pili zaidi/chini (spread) Ufanyaji kazi ni sawa wa ya Juu / Chini, lakini magoli tu yaliyofungwa wakati wa nusu ya pili ya mechi yanazingatiwa. Zaidi/ chini nyumbani (spread) Ufanyaji kazi ni sawa wa ya Juu / Chini, lakini magoli tu yanayofungwa na timu ya nyumbani yanazingatiwa Zaidi/ chini Mbali(spread) Ufanyaji kazi ni sawa wa ya Juu / Chini, lakini magoli tu yanayofungwa na timu ya mbali yanazingatiwa Handicap Matokeo ya mwisho ya mechi kwa kuzingatia handicap katika mabano. Kwa mfano, (0: 1) inaonyesha kuwa timu ya MBALI ina faida ya goli moja, na kwa (1: 0) inaonyesha kuwa timu ya NYUMBANI ina faida ya goli moja. Kipindi cha nusu cha kwanza 1x2 Handicap (Spread) Utendaji ni sawa na handicap ya 1X2 ya msingi, lakini magoli tu yaliyofungwa wakati wa nusu ya kwanza ya mechi yanazingatiwa. Wakati wa nusu ya pili 1X2 handicap (spread). Utendaji ni sawa na handicap ya 1X2 ya msingi, lakini magoli tu yaliyofungwa wakati wa nusu ya pili ya mechi yanazingatiwa. Dakika moja (1)- jumla kutoka a mpaka b Tabiri ikiwa jumla ya magoli ndani ya muda wa dakika 1 umekwisha / chini ya mstari uliyopewa Dakika moja (1)- jumla ya kona kutoka a mpaka b Tabiri ikiwa idadi jumla ya kona ndani ya muda wa dakika 1 imekwisha / chini ya mstari uliyopewa Dakika moja (1)- Jumla ya bookings kutoka a mpaka b Tabiri ikiwa idadi kamili ya bookings ndani ya muda wa dakika 1 imekwisha / chini ya mstari uliyopewa Dakika moja (1)- Jumla ya offsides kutoka a mpaka b Tabiri ikiwa idadi kamili ya offsides ndani ya muda wa dakika 1 imekwisha / chini ya mstari uliyopewa Dakika moja (1)- jumla ya penalti zilizotolewa kutoka a mpaka b Tabiri ikiwa idadi kamili ya penalti ndani ya muda wa dakika 1 imekwisha / chini ya mstari uliyopewa Alama/magoli zaidi ya moja Tabiri alama/magoli kwa wakati wote wa mechi. Magoli yatahesabiwa kwa timu ambayo wamefungwa goli. Chaguzi zinazowezekana: 1: 0, 2: 0 au 3: 0 0: 1, 0: 2 au 0: 3 4: 0, 5: 0 au 6: 0 0: 4, 0: 5 au 0: 6 2: 1 , 3: 1 au 4: 1 1: 2, 1: 3 au 1: 4 3: 2, 4: 2, 4: 3 au 5: 1 2: 3, 2: 4,3: 4 au 1: 5 Nyingine. Timu ya nyumbani hushinda-ubashiri hushinda ikiwa mechi inaisha na timu ya Nyumbani imeshinda kwa wakati wote wa mechi na alama ambayo haijaorodheshwa miongoni mwa chaguzi zingine, Ushindi wa timu ya mbali-ubashiri hushinda ikiwa mechi itamalizika na timu ya mbali itashinda kwa wakati wote wa mechi na alama ambayo haijaorodheshwa kati ya chaguzi zingine Booking 1x2 Tabiri ni timu gani inapewa bookings zaidi kwa wakati wote wa mechi. Kadi ya njano = booking 1; kadi nyekundu = 2 bookings. Chaguzi zinazowezekana: 1 timu ya Nyumbani inapewa bookings zaidi X timu zote mbili zinapewa idadi sawa ya bbookings * 2 timu ya nyumbani inapewa bookings zaidi **BASKETBALL** Head to Head (HH). Winner of the entire match. There are 2 possible outcomes: 1 HH (the home team wins), 2 HH (the away team wins). 1X2 Basket The result of the match after regular time only. 1X2 1st Quarter. The outcome of the first quarter of the match. There are 3 possible outcomes: 1 (considering only the points scored during the 1st Quarter the home team wins), X (considering only the points scored during the 1st Quarter the two teams draw), 2 (considering only the points scored during the 1st Quarter the away team wins). Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. 1X2 1st Half. The outcome of the first half of the match. There are 3 possible outcomes: 1 (considering only the points scored during the 1st Half the home team wins), X (considering only the points scored during the 1st Half the two teams draw), 2 (considering only the points scored during the 1st Half the away team wins). Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. Heads-Up with Handicap (spread). The handicap is given to the favourite team. If you bet on the stronger team, it will need to perform better than the handicap for you to win your bet (the handicap will be preceded by the sign “-“and on the website). The handicap will in fact be subtracted from its final score. Extra time is taken into consideration. 1st Quarter Heads-Up with Handicap (spread). The functioning is the same of the basic Heads-Up with Handicap, but only points scored during the first Quarter are considered. Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. 1st Half Heads-Up with Handicap (spread). The functioning is the same of the basic Heads-Up with Handicap, but only points scored during the first Half are considered. Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. Over/Under (spread). If the total number of points scored during the regular time will be over or under the spread indicated. 1st Quarter Over/Under (spread). If the total number of points scored during the first Quarter will be over or under the spread indicated. Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. 1st Half Over/Under (spread). If the total number of points scored during the first Half will be over or under the spread indicated. Interruptions taking place during later stages of the match do not influence this bet typology, even if as a consequence of such interruption the match is repeated. Odd/Even. If the number points scored during the match is going to be odd or even. Winning Margin. Which is the point margin between the two teams. Winning Margin Home. By which point margin the home team will win the game. Winning Margin Away. By which point margin the away team will win the game. To Score 1st Point. Which team will score the first basket of the match? To Score Last Point. Which team will score the last basket of the match? Overtime (Yes/No). Whether extra time will be played or not. There are two selections to choose from; YES – there will be an overtime or NO – there won’t be an overtime in the match. In case the match is not played or suspended, all bets will be voided. 1-2 Half Time (2 way) Which team will be the lead at the end of first playing half. In the event of draw, the bets will be declared void. Race to x Points Which team will reach the named number of points first in the match. Tennis Head to Head (HH). The winner of the match. There are 2 possible outcomes: 1 HH (the first player wins), 2 HH (the second player wins). Head to Head (HH) 1st Set. The winner of the 1st Set. There are 2 possible outcomes: 1 HH (the first player wins the 1st Set), 2 HH (the second player wins the 1st Set). Head to Head (HH) 2nd Set. The winner of the 2nd Set. There are 2 possible outcomes: 1 HH (the first player wins the 2nd Set), 2 HH (the second player wins the 2nd Set). Set Betting. The correct score of the match in terms of sets won by each player. Over/Under Games (spread). If the total number of games played in the match will be over or under the spread indicated. A tiebreak is regarded as a game. Handicap Games (spread). The winner of the match adding or subtracting the indicated spread to the result of the match. The handicap, if positive or negative is always associated with the first player. Odd/Even Games. If the number of games played during the match is going to be odd or even. Handicap Set The winner of the match adding or subtracting the indicated spread to the result of the match. Example: If you bet on"(H.-2.5) Home" the bet will be winning if the first player wins with a margin of victory of at least 3 sets. Match result + Over/Under Games Combo The combined result of which player will win the match and whether the amount of games played in the match is over or under the given number. Score 1st Set The exact correct score of the 1st set in the match Over/Under 1st Set Whether the amount of games played in the 1st set in the match will be over or under the quoted number 1st Set + Match Winner Combo Which player will win the 1st set and the match combined. Number of Sets Played. The total number of sets played by the two players. Sets won player 1. The total number of sets won by the first player. Sets won player 2. The total number of sets won by the second player. Rugby 1X2. The outcome of the match. There are 3 possible outcomes: 1 (the home team wins), X (the teams draw), 2 (the away team wins). Head to Head (HH). The winner of the match considering also possible overtimes. There are 2 possible outcomes: 1 HH (the home team wins), 2 HH (the away team wins). Heads-Up with Handicap (spread). The handicap is given to the favourite team. If you bet on the stronger team, it will need to perform better than the handicap for you to win your bet (the handicap will be preceded by the sign “-“and on the website). The handicap will in fact be subtracted from its final score. Extra time is taken into consideration. Odd/Even. If the number points scored during the match is going to be odd or even. 1X2 1st Half. The outcome of the first half of the match. There are 3 possible outcomes: 1 (considering only the points scored during the 1st Half the home team wins), X (considering only the points scored during the 1st Half the two teams draw), 2 (considering only the points scored during the 1st Half the away team wins). Over/Under (spread). If the total number of points scored during the regular time will be over or under the spread indicated. Cricket 1X2 Predict the match result at full time. Possible options: * Home win (1) *draw(X)*Away win (2) Double chance A Double Chance bet allows you to cover two of the three Possible outcomes in the match with one bet. Possible options: *1 or X (Home wins or draw) *1 or 2 (Home wins or Away wins) * 2 or draw (Away wins or draw) Draw no bet Predict the match result at full time. If the teams draw, the selection will be voided. Possible options: *Home wins *Away wins Winner (incl. super over) Predict the match result at full time (including super over). Possible options: * Home win (1) *Away win (2) Will there be a tie? Predict whether there will be a tie at full time. Possible options: *Yes (there will be a tie) *No (there will not be a tie) Xth innings - competitor1 run range Predict the home run range at Xth innings. Xth innings - competitor2 run range Predict the away run range at Xth innings. Xth innings - Home total at xth dismissal Predict whether home total runs at xth dismissal of Xth innings is over/under a given line. Xth innings - Away total at xth dismissal Predict whether away total runs at xth dismissal of Xth innings is over/under a given line. Xth innings overs 0 to x - 1x2 Predict the match result at 0-xth overs of Xth innings. Xth innings overs 0 to x - Home total Predict whether home total runs at 0-xth overs of Xth innings is over/under a given line. Xth innings overs 0 to x - Away total Predict whether away total runs at 0-xth overs of Xth innings is over/under a given line. Xth innings overs 0 to x - competitor1 run range Predict the home run range at 0-x overs of Xth innings. Xth innings overs 0 to x - competitor2 run range Predict the away run range at 0-x overs of Xth innings. Xth innings over x - Home total Predict whether home total runs at Xth innings over x is over/under a given line. Xth innings over x - Away total Predict whether away total runs at Xth innings over x is over/under a given line. Xth innings over x - Home odd/even Predict whether home runs at Xth innings over x is odd/even. Xth innings over x - Away odd/even Predict whether away runs at Xth innings over x is odd/even. Xth innings over x - xth delivery Home total Predict whether home total runs at xth delivery of Xth innings is over/under a given line. Xth innings over x - xth delivery Away total Predict whether away total runs at xth delivery of Xth innings is over/under a given line. Xth innings - Home total Predict whether home total runs at Xth innings is over/under a given line. Xth innings - Away total Predict whether away total runs at Xth innings is over/under a given line. Xth innings - player total Predict whether player total runs at Xth innings is over/under a given line. Total fours Predict whether Total fours is over/under a given line. Total sixes Predict whether Total sixes is over/under a given line. Xth innings over x - Home dismissal Predict whether home dismissal at Xth innings over x is over/under a given line. Xth innings over x - Away dismissal Predict whether away dismissal at Xth innings over x is over/under a given line. Xth innings - player total fours Predict whether player total fours at Xth innings is over/under a given line. Xth innings - player total sixes Predict whether player total sixes at Xth innings is over/under a given line. Xth innings over x - 1x2 Predict the 1X2 result of Xth innings over x. Team with highest score at xth dismissal Predict which team has the highest score at xth dismissal. Most fours Predict which team has the most fours at full time. Most sixes Predict which team has the most sixes at full time. Xth innings - Home total dismissals Predict whether home total dismissals at Xth innings is over/under a given line. Xth innings - Away total dismissals Predict whether away total dismissals at Xth innings is over/under a given line. Xth innings - player dismissal method Predict player dismissal method at Xth innings. Possible options: *fielder catch *bowled *keeper catch *lbw *runout *stumped *other Xth innings over x - Home boundary Predict whether home team scores fours or sixes at Xth innings over x. Xth innings over x - Away boundary Predict whether away team scores fours or sixes at Xth innings over x. Total run outs Predict whether total runs out at full time is over/under a given line. Total extras Predict whether total extras at full time is over/under a given line. 'extras' are runs which are not scored by the batters (including no-balls, wides, byes and leg-byes) Xth innings - xth partnership 1x2 Predict which player in the partnership score more runs at Xth innings. The partnership and consequently the players within the outcomes refer to the two current batters. The winning outcome is reflecting the batter who scores more runs in the affected innings. Possible options: *player 1 (player 1 scores more runs) *draw (both players score same runs) *player (player 2 scores more runs) Xth innings - xth batter out Predict which player will be dismissed first in a partnership. The partnership refers to the two current batters. Xth innings - Home total fours Predict whether home total fours at Xth innings is over/under a given line. Xth innings - Away total fours Predict whether away total fours at Xth innings is over/under a given line. Xth innings - Home total sixes Predict whether home total sixes at Xth innings is over/under a given line. Xth innings - Away total sixes Predict whether away total sixes at Xth innings is over/under a given line. Xth innings - player to score x Predict whether a player will score up to x runs. Possible options: *Yes (player will score no less than x runs) *No (player will score less than x runs) Xth innings overs 0 to x - Home total dismissals Predict whether home total dismissals at Xth innings overs 0 to x is over/under a given line. Xth innings overs 0 to x - Away total dismissals Predict whether away total dismissals at Xth innings overs 0 to x is over/under a given line. Xth day session x - total Predict whether total runs on Xth day session x is over/under a given line. Xth innings - Home total extras Predict whether home total extras at Xth innings is over/under a given line. 'Extras' are runs which are not scored by the batters (including no-balls, wides, byes and leg-byes). Xth innings - Away total extras Predict whether away total extras at Xth innings is over/under a given line. 'Extras' are runs which are not scored by the batters (including no-balls, wides, byes and leg-byes). Xth innings - Home total run outs Predict whether home total run outs at Xth innings is over/under a given line. Xth innings - Away total run outs Predict whether away total run outs at Xth innings is over/under a given line. Xth innings - Home total in the highest scoring over Predict whether home total runs in the highest scoring over at Xth innings is over/under a given line. Xth innings - Away total in the highest scoring over Predict whether away total runs in the highest scoring over at Xth innings is over/under a given line. Xth innings - Home exact runs Predict home exact runs at Xth innings. Possible options: *below x *x *x+1 *x+2 *x+3 *x+4 *more than x+4 Xth innings - Away exact runs Predict away exact runs at Xth innings. Possible options: *below x *x *x+1 *x+2 *x+3 *x+4 *more than x+4 Xth innings - Home top batter Predict home top batter at Xth innings. Xth innings - Away top batter Predict away top batter at Xth innings. Xth innings - Home top bowler Predict home top bowler at Xth innings. Xth innings - Away top bowler Predict away top bowler at Xth innings. Xth innings - Home last player standing Predict which home batter survives the last ball at Xth innings. Please note: If the innings is finished with less than 10 dismissals for home team, the "last man standing" will be the batter who faced the last delivery. Xth innings - Away last player standing Predict which away batter survives the last ball at Xth innings. Please note: If the innings is finished with less than 10 dismissals for away team, the "last man standing" will be the batter who faced the last delivery. Most extras Predict which team scores the most extras at full time. “Extras” are runs which are not scored by the batters (including no-balls, wides, byes and leg-byes). Most run outs Predict which team scores more run outs at full time. Possible options: *Home *Draw *Away Total in the highest scoring over Predict whether total score at the highest scoring over is over/under a given line. Top batter Predict who is the top batter at full time. Top bowler Predict who is the top bowler at full time. Player of the match Predict who is the player of the match. head2head (1x2) Predict who scores more player performance points between player 1 and player 2. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. Bowler head2head (1x2) Predict who scores more player performance points between player 1 and player 2. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. All-rounder head2head (1x2) Predict who scores more player performance points between player 1 and player 2. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. Keeper head2head (1x2) // Predict who scores more player performance points between player 1 and player 2. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. // Kutabiri kuwa ana alama zaidi ya utendaji wa wachezaji kati ya mchezaji 1 na mchezaji 2. Utendaji wa mchezaji ni alama iliyohesabiwa kwa wachezaji wote wanaogonga na kupiga magoti kwa kutegemea sehemu zote za mchezo. Mchezaji ana alama 1 kwa kila kukimbia ana alama, 20 kwa tiketi, 10 kwa kukamata, 25 na kwa kukanyaga Xth innings - Home odd/even Predict whether home total runs at Xth innings is odd/even. Xth innings - Away odd/even Predict whether away total runs at Xth innings is odd/even. Xth innings - Home to finish with a boundary Predict whether home finish Xth innings with a boundary. Xth innings - Away to finish with a boundary Predict whether away finish Xth innings with a boundary. Which team wins the coin toss? // Je! Ni timu gani inayoshinda sarafu? Predict which team wins the coin toss. // Tabiri ni timu gani itashinda sarafu Total ducks Predict whether the total number of ducks is over/under a given line. The market is referring to the amount of players, who score 0 runs in their innings. Total wides Predict whether total number of wides is over/under a given line. Total dismissals Predict whether a run at total dismissals is over/under a given line. Team with top batter Predict which team the top batter belongs to. Team with top bowler Predict which team the top bowler belongs to. Xth innings - any player to score x Predict whether there is a player scoring up to x at Xth innings. Any player to score x Predict whether there is a player scoring up to x at full time. Top batter total Predict whether total runs scored by top batter are over/under a given line. Rabbit total Predict whether the number of runs scored by 11th batter in the combined innings is over/under a given line. Xth innings - Home total wides Predict whether home total wides at Xth innings is over/under a given line. Xth innings - Away total wides Predict whether away total wides at Xth innings is over/under a given line. Xth innings - Home total ducks Predict whether home total number of players who score 0 runs at Xth innings is over/under a given line. The market is referring to the amount of players, who score 0 runs in their innings. Xth innings - Away total ducks Predict whether away total number of players who score 0 runs at Xth innings is over/under a given line. The market is referring to the amount of players, who score 0 runs in their innings. Player total dismissals Predict whether a Player total dismissals is over/under a given line. Player total player performance Predict whether total player performance is over/under a given line. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. Which team wins the coin toss and the match Predict which team wins both the coin toss and the match. Possible options: *home team *neither *away team Xth innings - 1x2 Predict the 1X2 result of Xth innings. This market is offered only for Test matches and First-Class matches. Most keeper catches Predict which teams have the most keeper catches. Possible options: *home *draw *away Most catches Predict which teams have the most catches. Possible options: *home *draw *away Most stumpings Predict which teams have the most stumpings. Possible options: *home *draw *away Batter head2head (handicap) Predict who scores more player performance points between player 1 and player 2 while take handicap into consideration. Player performance is a score calculated over both the batting and bowling innings for a player, depending on all aspects of the game. A player scores 1 point for each run he scores, 20 for a wicket, 10 for a catch, and 25 for a stumping. Xth innings - xth dismissal method (extended) Predict the method of xth dismissal at Xth innings. Possible options: *fielder catch *bowled *Keeper catch *lbw *run out *stumped *other Xth innings - Home xth dismissal method (extended) Predict the method of home xth dismissal at Xth innings. Possible options: *fielder catch *bowled *Keeper catch *lbw *run out *stumped *other Xth innings - Away xth dismissal method (extended) Predict the method of away xth dismissal at Xth innings. Possible options: *fielder catch *bowled *Keeper catch *lbw *run out *stumped *other Handball 1X2 What will the result be at full time? 1st half-1X2 What will the result be at first half time? Total goals Predict whether the total number of goal at full time is over /under a given line. Home total goals Predict whether the total number of goals scored by competitor 1 at full time is over /under a given line. Away total goals Predict whether the total number of goals scored by competitor 2 at full time is over /under a given line. Handicap You have to predict the final result of the match while taking in consideration the handicap in brackets. For example, (0:1.5) indicates that the AWAY team has 1.5 goal advantage, as for (1.5:0) indicates that the HOME team has 1.5 goal advantage. Odd/Even Predict whether the total number of goals in the match would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). 1st-odd/even Predict whether the total number of goals at 1st half time would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). Double chance A double chance bet allows you to cover two of the three possible outcomes in the match with one bet. Possible options: *1 or X (competitor 1 wins or draw) *1 or 2 (competitor 1 wins or competitor 2 wins) * 2 or draw (competitor 2 wins or draw). Draw no bet Predict the match result at full time. If the teams draw, the selection will be voided. Possible options: *competitor 1 wins *competitor 2 wins Halftime/fulltime Predict the result of a match both at the 1st half time and full time. Possible options: *competitor 1/competitor 1 *competitor 1/draw *competitor 1/competitor 2 *draw/competitor 1 *draw/draw *draw/competitor 2 *competitor 2/competitor 1 *competitor 2/draw *competitor 2/competitor 2. Highest score half Predict which half of the match will provide the highest number of goals. If both halves have same number of goals, the result will be equal. Home highest score half Predict at which half of the match competitor 1 will provide the highest number of goals. If both halves have same number of goals, the result will be equal. Away highest score half Predict at which half of the match competitor 2 will provide the highest number of goals. If both halves have same number of goals, the result will be equal. Xth goal Predict which team will score the Xth goal. Winner inc over time & penalty Predict which team will be the winner (including overtime and penalty) Goal range Predict the goal range of the match at full time. Ice Hockey 1x2 What will the result be at full time? Xth period 1X2 Predict the 1X2 result of Xth period. Total goals Predict whether the total number of goals scored at full time is over /under a given line. Xth period total goals Predict whether the total number of goal scored at Xth period is over /under a given line. Handicap You have to predict the final result of the match while taking in consideration the handicap in brackets. For example, (0:1.5) indicates that the AWAY team has 1.5 goal advantage, as for (1.5:0) indicates that the HOME team has 1.5 goal advantage. Double chance A double chance bet allows you to cover two of the three possible outcomes in the match with one bet. Possible options: *1 or X (competitor 1 wins or draw) *1 or 2 (competitor 1 wins or competitor 2 wins) * 2 or draw (competitor 2 wins or draw) Draw no bet Predict the match result at full time. If the teams draw, the selection will be voided. Possible options: *competitor 1 wins *competitor 2 wins Odd/Even Predict whether the total number of goals in the match would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). Highest score period Predict which period of the match will provide the most score. Possible options: *1st *2nd *3td *equal Xth goal Predict which team will score the Xth goal. Xth period Xth goal Predict which team will score the Xth goal at Xth period time. Xth period odd/even Predict whether the total number of goals at Xth period would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). Volleyball Winner Predict which team will win at full time. Correct set score Predict the correct set score at full time. Total points Predict whether the total number of points scored at full time is over /under a given line. Exact set Predict the exact number of set at full time. Xth set winner Predict which team will win at Xth set. Xth set total points Predict whether the total number of point scored at Xth set is over /under a given line. Xth set odd/even Predict whether the total number of point at Xth set would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). Xth set xth point Predict which team will score the Xth point at Xth set time. X-set race to x points Predict which team will race to a given line of points at Xth set. Darts 1X2 Predict the result at full time. Winner Predict which person/team will be the winner. Xth set winner Predict which person/team will be the winner at Xth set. Total sets Predict whether the total number of sets is over/under a given line. Odd/even sets Predict whether the total number of sets would be odd (1,3,5,7,9...) or even (0,2,4,6,8...). Xth set-which player wins the rest Predict which player will win the rest of Xth set. ** Utangulizi na Masharti ya Jumla** Hati hii ya sera ya faragha inatumiwa kuwajulisha wageni wa wavuti kuhusu sera zetu kwenye mkusanyiko, matumizi, na kufunua habari ya kibinafsi na data iliyokusanywa kutoka kwa wageni wa wavuti. Huko Betika tumejitolea kulinda na kuheshimu faragha yako na kudumisha ujasiri na uaminifu wa wateja wetu.
Aina za Habari za Kibinafsi ambazo tunakusanya Tunakusanya habari za kibinafsi unapoingiliana nasi na kutumia huduma zetu. Wakati mwingine, habari hii
hutolewa na wewe - kama unapojiandikisha kwa mara ya kwanza na unapotumia bidhaa zetu au unawasiliana nasi.
Wakati mwingine watu wa tatu au vyanzo vinavyopatikana hadharani hutupatia habari kukuhusu.
Kwa nini tunakusanya data yako ya kibinafsi na kwa msingi gani? Tunatambua uaminifu na ujasiri ambao wateja wetu huweka ndani yetu kama mtoaji wa huduma. Kwa kurudi, Betika yuko wazi juu ya kwanini tunakusanya taarifa zako. Kwanza kabisa, kukusanya habari yako ni muhimu kwa kukupa huduma na bidhaa unazotaka. Kwa kuongezea, data yako hutumiwa kubinafsisha na kuboresha uzoefu wako kwa kutumia huduma zetu, na kuwasiliana na wewe mara kwa mara na habari muhimu. Katika visa vingine, tunahitaji kukusanya na kutumia habari yako kufuata sheria. Chini ya sheria za ulinzi wa data, tunahitaji pia kubaini msingi ulio halali ambao tunasindika habari yako ya kibinafsi. Tunategemea besi tofauti kwa shughuli tofauti za usindikaji.
Vidakuzi Vidakuzi ni faili zilizo na kiasi kidogo cha data ambayo hutumika kawaida kitambulisho cha kipekee. Hizi zinatumwa kwa kivinjari chako kutoka kwa wavuti unayotembelea na huhifadhiwa kwenye simu yako / kompyuta. Tunatumia vidakuzi kwa sababu zifuatazo:
Tunashiriki lini habari yako ya kibinafsi
Usalama Tunathamini uaminifu wako katika kuipatia habari yako ya kibinafsi, kwa hivyo tunajitahidi kutumia njia zinazokubalika za kibiashara kuilinda kutokana na ufikiaji wowote wa nje au wa ndani bila ruhusa. Betika haichukui jukumu kwa matukio yoyote zaidi ya uwezo wake. Hii ni pamoja na lakini kwa kujumuisha, lakini sio mdogo kwa vitendo vya Mungu au majanga ya asili na pamoja na kupunguzwa kwa nguvu za umeme na mgomo. Kwa kuongezea, hakuna njia ya maambukizi kwenye wavuti, au uhifadhi wa umeme ni salama 100% au inatoa kuegemea kabisa. Kwa hivyo hatuwezi kudhibitisha usalama kabisa Usiri wa watoto Huduma zetu hazijadili na mtu yeyote chini ya umri wa miaka 18. Hatutakusanya habari za kibinafsi kutoka kwa watoto walio chini ya miaka 18. Tukigundua kwamba mtoto chini ya miaka 18 ametupatia habari za kibinafsi, sisi hufuta mara hiyo akaunti yake kutoka kwa seva zetu. Ikiwa wewe ni mzazi au mlezi na unajua kuwa mtoto wako ametupa habari za kibinafsi, tafadhali wasiliana nasi ili tuweze kufanya vitendo muhimu. Mabadiliko kwa sera hii ya faragha Tunaweza kusasisha sera yetu ya faragha mara kwa mara. Kwa hivyo, tunakushauri kukagua ukurasa huu mara kwa mara kwa mabadiliko yoyote. Tutakuarifu kuhusu mabadiliko yoyote kwa kuchapisha sera mpya ya faragha kwenye ukurasa huu. Mabadiliko haya yanafaa mara moja, baada ya kuchapishwa. Wasiliana nasi Kiwa una maswali yoyote au maoni juu ya sera yetu ya faragha, usisite kuwasiliana nasi kupitia barua pepe kwa msaada@betika.com.
WINTER DROPS & WINS I. MICHEZO YA SLOT
A. KIZIDISHA ZAWADI Mashindano ya wiki
Mahindano ya kila siku
B. Zawadi ya Kawaida ya Pesa Taslimu Mashindano ya wiki ( wiki za kawaida)
Mashindano ya kila siku ( wiki za kawaida)
II. MICHEZO INAYOENDELEA Mashindano ya wiki
Kiwango cha chini cha kubashiri kwa mashindano ya michezo inayoendelea ya wiki imechambuliwa chini : Ushindi wa kufuzu hutumika kutambua kama ushindi wa mteja unachukuliwa kama ushindi wa kufuzu au la kwenye shindao halisi la wiki. Ushindi wa kufuzu maana yake ni kwamba kila ushindi unaofuatana unahitaji kuwa mkubwa zaid mara 2 ya jumla bet/dau lililowekwa. Sheria za Shindano la wiki la Roulette :
Sheria za shindano la wiki la Backjack :
Sheria za shindano la wiki la Baccarat :
Kushuka kwa Tuzo za kila siku
OFA YA MIZUNGUKO YA BURE Vigezo na Masharti. Inavyofanya Kazi.
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VIGEZO & MASHARTI YA BETIKA FASTA • Betika Fasta ni mchezo unaowaruhusu watumiaji kuweka bashiri kwenye michezo mbalimbali ambayo ni pamoja na Kishada, Dhahabu Pesa, Mwendokasi, Namba za Bahati, Kontawa, Kete Mshiko, Tanzanite Bingo, Plinko na Rocki Pepa Siza. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. • Betika inahifadhi haki ya kufuta ushindi wowote, kwa hiari yake, na kuchukua hatua zozote za kurekebisha katika matukio ikijumuisha, lakini sio tu; - Mfumo au programu mbaya au makosa, ikiwa ni pamoja na makosa yanayoonekana; na - Tuhuma kwamba kuna Shughuli zilizokatazwa zinafanywa. • Dau na ushindi vitakatwa kodi zilizopoza serikali na zinaweza kutofautiana mara kwa mara kulingana na marekebisho ya sheria. A. KISHADA • Huu ni mchezo wa Betika Fasta ambao humruhusu mtumiaji kutabiri umbali ambao ndege ya karatasi ( Kishada ) itapaa. • Ikiwa ndege ya karatasi ( Kishada ) itatua katika eneo lililotabiriwa na mteja, mteja atashinda. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa akili bandia na jenereta huru za nambari nasibu. • Unaweza kuweka bashiri juu au chini ya utabiri wako Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na bonyeza mahali pameandikwa Betika Fasta. 2. Chagua KISHADA na ubofye kitufe kilichoandikwa Fly au Rusha. 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida auotomatiki. 4. Chagua umbali wa Ndege na uweke dau chini au juu ya umbali uliouchagua. 5. Umbali wa Ndege unaweza kuwa popote kutoka 00.00 hadi 10.00 m. 6. Weka kiasi chako cha dau. 7. Bofya kitufe kilichoandikwa FLY au Rushaili kuanza mchezo. Kanuni za kubashiri
B. DHAHABU PESA • Katika mchezo huu, kila kigae huficha kitu – na inaweza kuwa sarafu au bomu. • Lengo ni kufunua vigae vingi iwezekanavyo. • Kadiri mchezaji anavyofunua vigae vyenye sarafu, ndivyo malipo yanavyoongezeka. • Ikiwa mchezaji atafungua kigae cha bomu la mkono, atakuwa ameshindwa. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa akili bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ nabonyeza mahali pameandikwa BETIKA FASTA. 2. Chagua DHAHABU PESA na ubofye PLAY au CHEZA 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida au otomatiki. 4. Chagua mchezo wa kawaida au advance ili kuchagua ukubwa wa bodi ya kuchezea na idadi ya vigae vyenye mabomu 5. Weka kiwango cha ugumu kutoka:
6. Weka kiasi chako cha dau. 7. Bofya kitufe cha PLAY au CHEZA ili kuanza mchezo. 8. Chagua vigae vyovyote. 9. Ukifungua sarafu unaweza kuchagua kuendelea hadi kiwango kinachofuata cha vigae au Cash Out. 10. Baada ya kubonyeza CASH OUT, mchezo utakuwa umeisha. 11. Ukifunua kigae chenye bomu mchezo umeisha na utakuwa umeshindwa Kanuni za Kuweka bashiri • Kiwango cha chini cha dau kwa kila bashiri ni TZSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 50,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango cha juu kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. C. MWENDO KASI • Lengo la mchezo huu ni kuhakikisha unajiokoa/unaruka nje ya basi kabla halijagonga ili kushinda. • Huu ni mchezo wa wachezaji wengi ambapo zaidi ya mchezaji mmoja wanaweza kucheza sawa kwa wakati mmoja. • Wachezaji wote wanaocheza mchezo kwa wakati mmoja wataona matokeo sawa, popote walipo. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa Akili Bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na bonyeza mahali pameandikwa BETIKA FASTA. 2. Chagua MWENDO KASI na ubofye PLAYau Cheza 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida auotomatiki. 4. Weka kiasi cha dau na ubofye PLAY au Cheza 5. Kadiri basi linavyozidi kwenda, ndivyo odds zinaongezeka. 6. Bofya ESCAPE AU JIOKOE ili kuruka nje ya basi kabla hailijagonga na ushinde mchezo. 7. Ikiwa basi litagongwa kabla ya kujiokoa, utapoteza mchezo. Kanuni za Kuweka Dau • Kiwango cha chini cha dau kwa kila dau ni TSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni 10,000, 000 TSH. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango cha juu kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. D. NAMBA ZA BAHATI • Huu ni mchezo wa Betika Fasta unaomruhusu mtumiaji kulinganisha nambari zote kutoka kwenye droo ili ashinde • Wachezaji wanaweza kuchagua kiwango cha chini cha nambari 5 hadi nambari 25. • Ili kushinda lazima ulinganishe nambari 5/5. • Jokarihulingana kiotomatiki bila kujali umechagua namba gani. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa akili bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na bonyeza mahali pameandikwa BETIKA FASTA. 2. Chagua NAMBA ZA BAHATI na ubofyePlay au Cheza 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida au otomatiki. 4. Chagua chaguo lako la nambari 5 au zaidi kutoka kwa namba 25 ulizopewa. 5. Weka kiasi chako cha dau. 6. Bofya kitufe cha Play au Cheza ili kuanza mchezo. 7. Unaweza kuwasha Quick Mode (kona ya juu kulia) ili kucheza kwa kasi zaidi. Kanuni za Kuweka bashiri • Kiwango cha chini cha dau kwa kila dau ni TSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TSH 10,000,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango cha juu kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. E. KONTAWA • Huu ni mchezo wa Betika Fasta ambao humruhusu mtumiaji kutabiri urefu wa umbali wa kupanda. • Ikiwa umbali uliopanda ni sawa au juu zaidi ya urefu uliotabiriwa, mtumiaji atashinda. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa Akili Bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na bonyeza mahali pameandikwa BETIKA FASTA. 2. Chagua KONTAWA na ubofye Climb au Panda. 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida au otomatiki. 4. Chagua umbali wa kupanda. 5. Umbali wa urefu wa kupanda unaweza kuwa popote kutoka 1.01 hadi 1,000,000x. 6. Weka kiasi chako cha dau. 7. Bofya kitufe cha Climb au Panda ili kuanza mchezo. 8. Unaweza kuwasha Quick Mode (kona ya juu kulia) ili kucheza kwa kasi zaidi. Kanuni za Kuweka Dau • Kiwango cha chini cha dau kwa kila dau ni TSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 10,000,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. F. KETE MSHIKO • Huu ni mchezo wa Betika Fasta ambao humruhusu mtumiaji kukisia matokeo ya kurusha kete yatakuwaje. • Mchezo unaweza kuchezwa kwa hadi kete 5. Ongeza kete kwa kubofya alama ya kujumlisha (+). • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa akili bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na bonyeza mahali pameandikwa BETIKA FASTA. .2. Chagua KETE MSHIKO na ubofye Roll dice au Zungusha kete. 3. Chagua aina yako ya dau ama juu-chini, sahihi au safu d. Zaidi/Chini: hukuruhusu kuweka dau la juu au chini ya nambari ya matokeo uliyochagua. e. Sahihi: ni lazima uguse matokeo halisi ya upangaji wa kete kama ulivyotabiri. f. Masafa: matokeo yako ya dau lazima yawe ndani ya safu uliyochagua 4. Kuna njia mbili za kucheza mchezo huu: kwa kawaida auotomatiki. 5. Chagua idadi ya kete unayotaka kutumia kati ya 1-5. 6. Weka utabiri wako juu ya matokeo. 7. Weka kiasi chako cha dau. 8. Bofya kitufe cha ROLL DICE au Zungusha kete ili kuanza mchezo. Kanuni za Kuweka Dau • Kiwango cha chini cha dau kwa kila beti ni TZSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 10,000,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. G. TANZANITE BINGO • Huu ni mchezo wa Betika Fasta unaomruhusu mtumiaji KU CASH OUT. • Lengo ni kuongeza kiwango cha ushindi kwa kufanikiwa kufungua sehemu nyingi zaidi. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa Akili Bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1) Nenda kwa https://www.betika.co.tz/ na ubonyeze mahala pameandikwa Betika Fasta. 2) Chagua TANZANITE BINGO na ubofye Start au Anza 3) Kuna njia mbili za kucheza mchezo huu: kwa kawaida au otomatiki. 4) Chagua mwonekano wa kawaida au wa mapema ili kuchagua viwango vya ugumu. 5) Kwa mtazamo wa kawaida, weka kiwango cha ugumu
6) Kwenye advance view, weka viwango vya ugumu e. Shaba (Rahisi) - vigae 3 kati ya 4 ni ushindi f. Fedha (Kati) - vigae 2 kati ya 3 ni mafanikio g. Dhahabu (Ngumu) - 1 kati ya vigae 2 ni ushindi h. Dhahabu Mbili (Ngumu mno) - vigae 1 kati ya 3 ni ushindi i.Dhahabu Tatu (Ngumu mno) - vigae 1 kati ya 4 ni ushindi 7) Weka dau lako la ubashiri. 8) Bonyeza kitufe cha Start au Anza ili kuanza mchezo. 9) Anzisha mchezo kwa kufungua moja ya uwanja kwenye safu ya kwanza na ushuke chini. 10) Ukifungua vito unaweza kuchagua kuendelea hadi ngazi inayofuata au Cash Out. 11) Baada ya kubonyeza CASH OUT, mchezo utakuwa umekwisha. 12) Ikiwa utafungua sehemu yenye fuvu chini, utakuwa umeshindwa 13) Sehemu za Bonasi zimefichwa unaposhuka viwango; shaba (kiwango cha ushindi kitaongezeka X2), Fedha (kiwango cha ushindi kitaongezeka x2), Dhahabu (kiwango cha ushindi kitaongezeka x11) 14) Kufungua sehemu zote za bonasikiwango cha ushindi kitaongezeka x 44 Kanuni za Kuweka Dau • Kiwango cha chini cha dau kwa kila beti ni TSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 10,000,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. H. ROCKI PEPA SIZA • Huu ni mchezo wa Betika Fasta unaomruhusu mtumiaji kuchagua chaguo ambalo linamshinda mpinzani wake. • Kuna ishara tatu za mkono ambazo zinatumika katika mchezo huu • Ngumi (ROCKI), mkono wazi (PEPA) na vidole viwili ( SIZA ) • Rocki hushinda Siza; Siza hushinda Pepa; Pepa hushinda Rocki • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa Akili Bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1. Nenda kwa https://www.betika.co.tz/ na ubonyeze mahala pameandikwa BETIKA FASTA. 2. Chagua ROCKI PEPA SIZA 3. Kuna njia mbili za kucheza mchezo huu: kwa kawaida auotomatiki. 4. Weka kiasi chako cha dau. 5. Bofya ishara yoyote kati ya tatu za mkono na uanze mchezo. 6. Kuna matokeo matatu tu yanayowezekana; kushinda, kushindwa au sare Kanuni za Kuweka Dau • Kiwango cha chini cha dau kwa kila dau ni TSH 10. • Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 10,000,000. • Mteja HAWEZI kuweka bashiri ambayo itarudisha kiasi cha malipo cha juu zaidi ya kiwango kilichoonyeshwa. • Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. I. PLINKO • Huu ni mchezo wa Betika Fasta ambao humruhusu mchezaji kutabiri ni wapi mpira utaanguka unapodunda chini. • Mchezaji anaweza kurusha mipira mingi kwa wakati mmoja, kwa kubofya kitufe cha Play au Cheza. • Kila namba iliyo chini ya piramidi inawakilisha kizidishi chako cha kushinda. • Mpira wako ukipiga namba unashinda • Mchezaji anaweza kubinafsisha mchezo kwa kubadilisha kiwango cha ugumu na idadi ya mistari/viwango chini ya piramidi. • Mchezaji anaweza kuharakisha mambo kwa kuongeza Quick Mode, kwa kutumia vitufe vitatu vilivyopo juu kulia. • Uigaji wote wa mchezo huundwa kupitia mchanganyiko wa Akili Bandia na jenereta huru za nambari nasibu. Jinsi ya kucheza 1) Nenda kwa https://www.betika.co.tz/ na ubonyeze mahali pameandikwa BETIKA FASTA 2) Chagua PLINKO na ubofye Cheza. 3) Kuna njia mbili za kucheza mchezo huu: kwa kawaida au otomatiki. 4) Chagua Standard au Advance ili kuchagua viwango vya ugumu. 5) Katika Standard,
6) Mtazamo wa Advance, Kwa wachezaji wanaopenda kuchagua mipangilio ya kibinafsi, hiki ni kipengele kizuri. Ikiwa mchezaji anataka kucheza mara nyingi kwa mipangilio sawa,kitufe cha "Otomatiki" kitakuwa ni bonge la msaada. Tafadhali kumbuka kuwa mipira mingi itadondoshwa kwenye mchezo kwa wakati mmoja. a. Kiotomatiki: Ili kuanza kucheza kiotomatiki , bonyeza kitufe cha "Otomatiki", na kitaonyesha mipangilio ya ziada ambayo mchezaji anaweza kutumia. b. Idadi ya raundi: Mchezaji anaweza kufafanua mapema idadi ya bashiri anazotaka kuweka. Inaweza kuanzia 1 hadi namba "isiyo na kikomo" ya beti. Mchezo utasimama otomatiki mara tu idadi ya michezo uliyochagua itakapokamilika. c. Kiwango cha juu cha dau: Iwapo mchezaji atatumia mipangilio kama vile "ongezeko la hasara" au "ongezeko la ushindi" (soma zaidi kuhusu hilo hapa chini), anaweza kuchagua kiwango cha mwisho cha dau analotaka kutumiakubetia kiotomatiki na endapo atafikia kiwango cha mwisho alichochagua kubetia mfumo hautaendelea kuongeza kiwango cha juu kwenye beti zijazo. d. Unaposhinda: Sehemu hii ina chaguo nyingi tofauti kwa mchezaji kuchagua: i. Komesha - itasimamisha kamari kiotomatiki punde tu dau la kwanza la ushindi litakapowekwa. ii. Weka upya - ikiwa mchezaji ana mipangilio wa "ongezeko la ushindi" uliotumika baada ya dau kushindwa, kiasi cha dau kitarudi kuwa kama cha mwanzo. iii. Maalum - mchezaji ana chaguo la kubinafsisha jinsi kiasi cha dau kitakavyokuwa kwenye kila dau moja la kushinda. Anaweza kuchagua kupunguza dau kwa asilimia fulani (-50%, kwa mfano, itapunguza (kupunguza nusu) kiasi cha dau kwenye kila beti ya ushindi) au kuongeza dau kwa asilimia fulani (100%, kwa mfano) itaongeza (mara mbili) kiasi cha dau kwa kila beti ya ushindi). e. Kwenye kushindwa: Sehemu hii ni tofauti na ile iliyotangulia. Inafafanua tabia ya kuweka kamari kiotomatiki mara dau linapopotea. i. Komesha - itasimamisha kamari kiotomatiki mara tu dau la kwanza la kupoteza linapowekwa. ii. Weka upya - ikiwa mchezaji ana mipangilio ya "ongezeko la ushindi" iliyotumika baada ya dau kuwa hasara, kiasi cha dau kitawekwa upya kiotomatiki hadi kiwango cha awali kilichowekwa kwenye sehemu ya kuweka dau iii. Maalum - mchezaji ana chaguo la kuweka jinsi kiasi cha dau kitakavyotumika kwa kila dau moja la kupoteza. Anaweza kuchagua kupunguza hisa kwa asilimia fulani (-50%, kwa mfano, itapunguza (kwa ½) kiasi cha hisa kwenye kila dau la kupoteza) au kuongeza hisa kwa asilimia fulani (25%, kwa mfano. , itaongeza (kwa ¼) kiasi cha dau kwenye kila dau la kupoteza). f. Baada ya mipangilio yote kurekebishwa jinsi mchezaji anavyotaka iwe, ili kuanza kubetika fasta, ni muhimu tu kubofya kitufe cha "Cheza". Kanuni za Kuweka Bashiri 1) Kiwango cha chini cha dau kwa kila dau ni TZSH 10. 2) Kiwango cha juu cha ushindi ambacho kinaweza kulipwa kwa mchezaji ni TZSH 10,000,000. 3) Mteja HAWEZI kuweka hisa ambayo itarudisha kiasi cha juu cha malipo kuliko kiwango cha juu kilichoonyeshwa. 4) Endapo mfumo utazalisha ushindi unaozidi kiwango cha juu kinachoruhusiwa, kiasi chochote kilicho juu ya kikomo hiki kitachukuliwa kuwa ni batili nahakistahili kulipwa. MASHARTI YA MATUMIZI 1. USALAMA WA AKAUNTI NA FARAGHA 1.1 Iwapo mteja ana zaidi ya namba moja (1) ya simu iliyosajiliwa kwenye mifumo yetu, ni namba moja tu ya simu itastahiki malipo ya ushindi/zao kwa mteja. 1.2 Wateja hawaruhusiwi kushiriki katika Betika Fasta kwa kutumia akaunti ya mtu mwingine au kwa kuruhusu wahusika wengine kushiriki kwa kutumia akaunti zao. Iwapo tutagundua kuwa mshiriki si mmiliki aliyesajiliwa wa akaunti ya Betika, tunahifadhi haki ya kuchukua hatua zinazofaa kwa mujibu wa Sheria na Masharti yetu ya Jumla; ikijumuisha kubatilisha dau na kusimamisha akaunti ya mteja. 2. MATENDO YALIYOPIGWA MARUFUKU 2.1 Vitendo vifuatavyo (“Matendo Yanayopigwa Marufuku”) vimepigwa marufuku kwa uwazi kuhusiana na matumizi ya Betika Fasta na vitajumuisha ukiukaji wa nyenzo wa Masharti na vitabatilisha miamala yote pale ambapo Sheria Zilizopigwa marufuku zitatokea: 5.1.1 Matumizi ya huduma ukiwa na umri mdogo chini ya miaka 18 5.1.2 Udanganyifu au jaribio la kulaghai 5.1.3 Utakatishaji fedha (pamoja na mahali ambapo hii inahusishwa na ufadhili wa kigaidi) 5.1.4 Kuhusika katika kula njama, kupanga matokeo, au udanganyifu wa aina yoyote 5.1.5 Kuweka dau:
2.2 shughuli nyingine yoyote ya uhalifu 2.3 matumizi mabaya ya bonasi au matangazo 2.4 Pale ambapo tuna sababu ya kuamini kwamba Wewe (au akaunti Yako) umeunganishwa na Sheria/Sheria Zilizopigwa Marufuku, au kwamba umekiuka Masharti ya Makubaliano Yako, tutakuwa na haki kwa hiari yetu kuhusu akaunti yoyote ya Betika uliyo nayo kwa: 2.4.1 Kukataa beti au sehemu yoyote ya betiinayotolewa kwetu; 2.4.2 Kubatilisha beti zozote zinazokubalika na kukataa kulipa (kunaweza kuwa na matukio mengine ambapo tunaweza kubatilisha beti kama ilivyofafanuliwa chini ya mchezo/tukio mahususi katika sheria zetu, au vinginevyo kama tutakavyoelekezwa na mdhibiti au mamlaka husika); 2.4.3 Funga kabisa akaunti yako na usitishe makubaliano haya; 2.4.4 Kuzuia salio lote au sehemu ya akaunti yako au dau (ambayo itachukuliwa kuwa umeipoteza); 2.4.5 Kufahamisha mamlaka husika na mdhibiti na kutoa taarifa muhimu za mteja. 2.5 Hatutawajibika kwa hasara au uharibifu wowote ambao unaweza kupata kutokana na Matendo Yoyote yaliyopigwa Marufuku. Unakubali kutoa ushirikiano katika uchunguzi wowote kuhusiana na Matendo yaliyopigwa marufuku. 2.6 Unakubali kutumia Betika Fasta, ikijumuisha vipengele na utendaji wote unaohusishwa nayo, kwa mujibu wa Sheria, sheria na kanuni Zinazotumika, au vikwazo vingine vya matumizi ya Huduma au maudhui yaliyomo. Unakubali kutoweka kwenye kumbukumbu, kutoa tena, kusambaza, kurekebisha, kuonyesha, kutekeleza, kuchapisha, kutoa leseni, kuunda kazi zinazotokana na, kutoa kwa ajili ya kuuza, au kutumia (isipokuwa kama ilivyoidhinishwa wazi katika sheria na masharti haya) maudhui na maelezo yaliyomo au kupatikana kutoka. au kupitia Huduma. Pia unakubali kuto: kukwepa, kuondoa, kubadilisha, kuzima, kushusha hadhi au kuzuia ulinzi wowote wa maudhui katika huduma; kutumia roboti yoyote, buibui, mpapuro au njia nyingine za kiotomatiki kufikia Huduma; kutenganisha, kubadilisha mhandisi, au kutenganisha programu yoyote au bidhaa nyingine au michakato inayofikiwa kupitia Huduma; ingiza msimbo wowote au bidhaa au kuendesha maudhui ya Huduma kwa njia yoyote; au kutumia uchimbaji data wowote, ukusanyaji wa data au mbinu ya uchimbaji. Zaidi ya hayo, unakubali kutopakia, kuchapisha, barua pepe au vinginevyo kutuma au kusambaza nyenzo yoyote iliyoundwa ili kukatiza, kuharibu, au kupunguza utendakazi wa programu yoyote ya kompyuta au maunzi au vifaa vya mawasiliano vinavyohusishwa na Huduma, ikijumuisha virusi vyovyote vya programu au msimbo mwingine wowote wa kompyuta, faili au programu. Tunaweza kukomesha au kukuwekea kikomo matumizi ya huduma yetu ikiwa utakiuka sheria na masharti haya au unajihusisha na matumizi haramu au ya ulaghai ya huduma. 3. MAKOSA YANAYOONEKANA 3.1 Ingawa kila juhudi inafanywa ili kuhakikisha kuwa hakuna hitilafu au kuachwa kwa bidhaa na huduma zetu, asili ya makosa ya kibinadamu au matatizo ya mfumo inamaanisha hali kama hizo zinaweza kutokea. Orodha isiyo kamili ya "makosa dhahiri" imeainishwa hapa chini: • Odds au masharti ya kubeti au dau la mchezo yamenukuliwa visivyo kwa sababu ya makosa ya kibinadamu (kwa mfano, taarifa kuingizwa vibaya, au masoko kuanzishwa kimakosa) au kutokana na utendakazi wa kompyuta; • Beti inakubaliwa kwa bei au hali ya soko ambayo ni tofauti sana na ile inayopatikana sokoni wakati beti lilipowekwa; • Katika muktadha wa biashara ya kawaida ya kamari, na uwezekano wa tukio kutokea, beti linakubaliwa kwa bei ambayo ni dhahiri si sahihi; • Beti zinaendea kukubaliwa kwenye soko ambalo lilipaswa kusimamishwa, au soko tayari limefungwa, au limeahirishwa, ambalo wakati mwingine hujulikana kama "Betikuchelewa"; • Kiasi cha ushindi, marejesho au faida za matangazo au bonasi zinazolipwa kwako zimekokotwa vibaya kutokana na makosa ya kibinadamu au utendakazi wa kompyuta; • Ambapo ushindi ni dhahiri si sahihi au ni tofauti kabisa na zile zinazopatikana sokoni hivi kwamba hili ni kosa au kutokukamilika, k.m., bei inarekodiwa kama 10-1 au ukingo wa kamari ya walemavu umetenguliwa; • Hitilafu imetokana na Matendo Marufuku; • Kwa mujibu wa sheria za bidhaa, ambapo dau haikupaswa kukubaliwa, na Iwapo hali kama hizo zitatokea, tunahifadhi haki (na kwa uamuzi wetu pekee) kughairi beti na ama: I. Sahihisha hitilafu kwenye beti lililowekwa na uweke upya dau kwa bei sahihi au masharti ambayo yalipatikana (au yalipaswa kuwepo) Kwetu wakati beti lilipowekwa; au; II. Tangaza ubatili wa beti na urudishe dau kwenye akaunti Yako ambapo urekebishaji hauwezekani ipasavyo.; na III. Chukua hatua na hatua zinazokubalika zaidi zinazochukuliwa kuwa muhimu na Betika ili kurekebisha hitilafu, hasara au hasara ambayo Betika inaweza kupata kutokana na hitilafu inayosababisha dau lililokubaliwa kimakosa. 3.2 Ikiwa pesa zimewekwa vibaya kwenye akaunti yako kwa sababu ya kosa au kutokukamilika (au vinginevyo kiasi chochote kimewekwa vibaya kwenye akaunti yako): • Unawajibika kutujulisha haraka iwezekanavyo na kwa hali yoyote katika muda usiozidi siku nne (4); • Tunahifadhi haki ya kukata au kubatilisha pesa zozote zilizotumika vibaya kutoka kwa akaunti yako. Pale ambapo fedha kama hizo zimetolewa na Wewe, Tunaweza kukudai urejeshe pesa kamili Kwetu na tunaweza kuchukua hatua nyingine za urejeshaji kama vile kutoza kiotomatiki akaunti yako wakati wowote ina salio chanya. 3.3 Iwapo utatumia pesa zilizowekwa kwa njia isiyo sahihi kuweka dau, tunahifadhi haki ya kubatilisha beti zote kama hizo na kubatilisha ushindi wowote. 3.4 Ikiwa dau zisizo sahihi zitakatwa kutoka kwa akaunti yako: • Unalazimika kutujulisha haraka iwezekanavyo na kwa hali yoyote katika muda usiozidi siku nne (4); • Tunahifadhi haki ya kubatilisha dau zote kama hizo na kubatilisha ushindi wowote; • Iwapo beti zitawekwa kwa kutumia ushindi unaohusiana na bet zisizo sahihi zilikatwa, tunahifadhi haki ya kubatilishakama hizo na kubatilisha ushindi wowote. 3.5 Kuhusiana na mabadiliko yoyote, ikiwa hakuna fedha hizo zinazopatikana katika akaunti yako ili kulipa nakisi yoyote ya fedha kutokana na kubatilishwa (kwa mfano, pale ambapo fedha zimetolewa na wewe), tunahifadhi haki ya kurejesha fedha hizo kutoka kwako. (pamoja na riba kwa viwango vya soko) kwa mahitaji. Ikihitajika, tunaruhusiwa kuweka kiasi chochote kinachofuata unachoweka au kushinda nasi ili kulipa dhima hii. 3.6 Hitilafu zinazohusiana na Sheria Zilizopigwa Marufuku zitashughulikiwa kwa mujibu wa masharti haya. 3.7 Hatutawajibika kwa hasara yoyote ya ushindi (au hasara nyingine) kufuatia makosa au kuachwa na sisi au wewe. 4. MASHARTI YA JUMLA 4.1 Sheria na Masharti Mengine yote (pamoja na sera zote zinazotumika) kwenye kikoa cha Betika yanatumika kwa matumizi ya Betika Fasta. Katika kesi ya mgongano kati ya masharti haya na sheria na masharti ya jumla, sheria na masharti ya jumla yatatumika. 4.2 Katika kesi ya kutokea kwa Sheria zozote Zilizopigwa Marufuku, Betika inaweza kuchukua hatua kama inavyoona inafaa katika mazingira, ikijumuisha, lakini sio tu kubatilisha ushindi au miamala yoyote, kusimamisha akaunti, kuweka kikomo cha uondoaji, na/au kuzuia anwani ya IP( es). |
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SOKA LOTTO (The ’Product ‘) Terms and conditions 1. SOKA LOTTO is a sportsbook jackpot-based product that allows players to place bets ondifferent categories of pre-selected matches using an auto-select feature. 2. SOKA LOTTO is available to both existing and new customers and is accessible throughthe USSD channel only. 3. The auto-select feature shall generate a list of games/matches for a customer andautomatically make selections for each match on the customer’s behalf. 4. Each customer will be presented with a unique selection of matches such that each jackpotis specific to the customer. 5. SOKA LOTTO has four (4) betting categories as follows: I. Category 1 - 5 auto generated matches; winnings capped at TSH 250,000/- II. Category 2 – 9 auto generated matches; winnings capped at TSH 10,000,000/- III. Category 3 – 10 auto generated matches; winnings capped at TSH 25,000,000/- IV. Category 4 – 15 auto generated matches; winnings capped at TSH250,000,000/- 6. Each betting category has a fixed cash stake amount of TSH1, 000/-. 7. Customers are not limited to the number of categories they may place bets on in eachSOKA LOTTO event. 8. If 3 or more matches are postponed or canceled, the stake will be refunded to thecustomer in full. 9. Each customer shall be paid their winnings in full net applicable taxes and the amountsshall not be shared among the winners of the same category. 10. A ‘winner’ is defined as a customer who meets the following criteria: i. Correct outcomes of all the matches in each applicable SOKA LOTTOcategory and list of auto-generated matches once the correct outcomes ofall the matches have been determined and/or resulted; and ii. Placing fixed cash bets with a stake of TSH 1,000/- per bet. 11. Winners shall be required to avail proof of identity documents and source of fundsdocumentation which shall include but is not limited to: ∙ National Identification Card; ∙ Tax Registration Number; ∙ Passport size photographs; ∙ Source of funds declaration; and ∙ Proof of mobile number registration. 12. The documentation above should be made available to us before any payment is made, during which period we will undertake due diligence on the account activity and makeinquiries with mobile money service providers, the Tanzania Police Force, the GamingBoard of Tanzania and any other relevant and competent government authorities, in orderto fulfil our obligations under applicable Anti Money Laundering and Terrorist Financingregulations and industry standards. 13. This due diligence exercise applies to all SOKA LOTTO winners and may delay theturnaround time for effecting payment of winnings. 14. Betika reserves the right to use the names, radio recordings, motion and still images of thewinner or winners, for purposes of publicity, marketing campaigns and administering thiscompetition. 15. The winner(s) consent to the use of their name, image, likeness, voice and biographicalmaterial about them in connection with any and all footage, publicity and relatedpromotional material and for any and all publicity and promotional purposes in respect ofSOKA LOTTO. The winner(s) shall expressly release Betika, its directors, officers, agents,employees, consultants, licensees and assigns from and against any and all claims whichthey have or may have for invasion of privacy, defamation or any other cause of actionarising out of the production, distribution, broadcast or exhibition of photographs, footageor any promotional materials relating to SOKA LOTTO. 16. Customers should confirm All SOKA LOTTO bets before placing a bet, as once submitted,the bets cannot be cancelled or amended. 17. Betika does not guarantee the availability of the SOKA LOTTO on all devices and channelsor its availability all the time. 18. These terms may be amended from time to time by Betika at its sole discretion. 19. This Product is provided “as is”, without warranties of any kind, either express or implied, including without limitation, warranties of title, non-infringement, non-interference,accuracy of data, accuracy of translation, availability, timing, merchantability, fitness for aparticular purpose, other than those warranties which are implied by and incapable ofexclusion, restriction, or modification under the laws applicable to Betika’s General Termsand Conditions and Privacy Policy. 20. The Product is subject to the General Terms and Conditions available here. |
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VIGEZO NA MASHARTI YA AVIATOR Utangulizi
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Endapo mfumo utatoa ushindi unaozidi kiwango cha juu kilichoruhusiwa, kiasi chochote kilicho juu ya ukomo kitachukuliwa kuwa ni batili na ambacho hakistahili kulipwa kihalali. |
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AVIATOR PROMOSHENI Ofa itaanza tarehe 24 Julai 2023 hadi 21 September 2023 (siku zote zikijumuishwa) VIGEZO VYA KUSHIRIKI
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VIGEZO NA MASHARTI YA MATUMIZI
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MTOKO WA KIBINGWA SEASON 6 CAMPAIGN (“the Campaign”) Kampeni itaanza tarehe 02 Oktoba 2023 hadi 31 Oktoba 2023 isipokuwa kama ikitokea tumeahirisha, sitisha au kurefushwa. INAVYOFANYA KAZI Kampeni itakuwa maalum kwa wateja ambao wana akaunti inayotumika ya Betika na kuweka bashiri ya pesa taslimu yenye kima cha chini cha kuanzia TSH 2,000/- na angalau chaguo 3 kwa kila bashiri na jumla ya odds ya 2.5 Kampeni hii inapatikana kwenye chaneli zote za Betika, SMS, USSD na chaneli zote za mtandaoni. Kampeni inajumuisha bashiri za kabla ya mechi na live. MASHARTI YA MATUMIZI
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