Official Rules:
Important: Apple Inc and Google LLC are not a sponsor, and are not involved in any way with the contest or sweepstakes or activity in any manner.
Fun wagers, jackpots, promotions and rewards do not have a currency denomination and are of zero financial value. A Host creates and publishes a fun event which consists of two markets. The event type can be: Versus (market1 vs market2 and the outcome is either a win, loss or draw of markets) calculated by 70% closest to the winning market and 30% closest to the losing market or 50% each if a draw, Combination (market1 & market2 where each market outcome is independent from each other) calculated as 50% closest to each market, Fun Jackpot (either a versus or combination event) but calculated as 100% match of both markets to win. A Player places a fun wager on the published event and once the Host has ended the event, Players with the closest calculated difference (i.e. lowest) are declared winners and can claim their prize from the Host. For a Jackpot event, if there are no winners (i.e. players who choose the perfect prediction), then all wagers collected are held by the Host and made available for future Fun Jackpot events. For non Jackpot events, if there are no winners, the Host must refund all collected wagers back to all Players (i.e. all Players can claim their wagers back as rewards). Similarly, if an event is cancelled by the Host (i.e. only prior to being marked as LIVE), all collected wagers must be refunded back to all Players (i.e. all Players can claim their wagers back as rewards).
More information at What is FunWager?
Important Basic Rules:
WIN-MUST rule
Only applies to Versus events. If a Player wagers on a Market to win, the Market MUST win.
DRAW-MUST rule
Only applies to Versus events. If a Player wagers on a DRAW, the event result MUST be a draw.
ZERO-MUST rule
If a Player wagers on a 0 for a Market, the Market result MUST be 0.
ZERO-ZERO-MUST rule
If a Player wagers on a 0-0 result, the event result MUST be a 0-0.
EVENT LIVE rule
Once an event is marked as LIVE, the event details cannot be edited - only Market results can be updated until the event is marked as ENDED.
Winner Calculation for Versus events
For a Versus event, either Market1 or Market2 must win, or the outcome can be a draw.
Example 1:
Event result: Market1=4 Market2=2
Market1 is the winner and only Players who wagered on Market1 winning are eligible to win (i.e. Player1 and Player3). All other results are not eligible. The calculation is applied as the difference between the winning Market1 result and the Players winning Market1 prediction multiplied by 70%, and the difference between the losing Market2 result and the Players losing Market2 prediction multiplied by 30%. The outcome of the two calculations are added together and the lowest calculated result wins or ties.
Player1 5 and 3
Player2 2 and 2
Player3 3 and 2
Player4 2 and 7
Player5 4 and 6
As Market1 is the winner, Player2, Player4 and Player5 are eliminated, and the formula is applied to only Player1 and Player3.
Player1 1.00
Player3 0.70
The winner is Player3.
Example 2:
Event result: Market1=6 Market2=8
Market2 is the winner and only Players who wagered on Market2 winning are eligible to win (i.e. Player4 and Player5). All other results are not eligible. The calculation is applied as the difference between the winning Market2 result and the Players winning Market2 prediction multiplied by 70%, and the difference between the losing Market1 result and the Players losing Market1 prediction multiplied by 30%. The outcome of the two calculations are added together and the lowest calculated result wins or ties.
Player1 5 and 3
Player2 2 and 2
Player3 3 and 2
Player4 2 and 7
Player5 4 and 6
As Market2 is the winner, Player1, Player2 and Player3 are eliminated, and the formula is applied to only Player3 and Player4.
Player4 1.90
Player5 2.00
The winner is Player4.
Example 3:
Event result: Market1=6 Market2=6
Therefore a DRAW and the DRAW-MUST rule applies, hence only Players who wagered on a draw are eligible to win (i.e. Player2). All other results are not eligible. The calculation is applied as the difference between each Market result and the Players predictions multiplied by 50% each The outcome of the two calculations are added together and the lowest calculated amount wins or ties.
Player1 5 and 3
Player2 2 and 2
Player3 3 and 2
Player4 2 and 7
Player5 4 and 6
As the event result is a draw, Player1, Player3, Player 4 and Player5 are eliminated, and the formula is applied to only Player2. In this case only Player2 has the only draw prediction and is automatically the winner; however if there were other draw wagers, they would be included in the calculation and the lowest result would be the winner.
Player2 4.00
The winner is Player2.
Important information:
An event is usually marked as ENDED and winners are automatically declared when the official time alloted for the event has ended (e.g. Full Time in Soccer/Football/Rugby and does not include extra time). An example: a referee blows the whistle to end a soccer event after 94 minutes of normal play at 1 vs 1 result. The event is immediately marked as ended by Host and any extra allotted time is not included unless otherwise stated by the Host.
Winner Calculation for Combination events
For a Combination event, Market1 and Market2 are unrelated and do not compete against each other; hence there is no win, loss or draw between markets.
Example 1:
Event result: Market1=4 Market2=2
All Player wagers are eligible. The calculation is applied as the difference between Market1 result and the Players Market1 prediction multiplied by 50%, and difference between Market2 result and the Players Market2 prediction multiplied by 50%, The outcome of the two calculations are added together and the lowest calculated result wins or ties.
Player1: 5 and 3
Player2: 2 and 2
Player3: 3 and 2
Player4: 2 and 7
Player5: 4 and 6
The formula is applied to all Players.
Player1: 1.0
Player2: 1.0
Player3: 0.5
Player4: 3.5
Player5: 2.0
The winner is Player3.
Example 2:
Event result: Market1=5 Market2=5
All Player wagers are eligible. The calculation is applied as the difference between Market1 result and the Players Market1 prediction multiplied by 50%, and difference between Market2 result and the Players Market2 prediction multiplied by 50%, The outcome of the two calculations are added together and the lowest calculated result wins or ties.
Player1: 5 and 3
Player2: 2 and 2
Player3: 3 and 2
Player4: 2 and 7
Player5: 4 and 6
The formula is applied to all Players.
Player1: 1.0
Player2: 3.0
Player3: 2.5
Player4: 2.5
Player5: 1.0
The winners are Player1 and Player5.
A Player prediction of 0 on any market is only eligible to win if the Event result is 0 for that market.
Example 1 (Versus event):
Event result: Market1=5 Market2=1
Market1 is the winner and only Players who wagered on Market1 winning are eligible to win (i.e. Player1, Player 3 and Player5). Even though Player3 has Market1 winning, Player3 is eliminated as the result of Market2 was not 0.
Player1 4 and 1
Player2 1 and 2
Player3 5 and 0
Player4 0 and 3
Player5 5 and 4
As Market1 is the winner, Player2 and Player4 are eliminated. Player3 is also eliminated as the result of Market2 was not 0. Hence the win formula (i.e. 70% and 30%) is applied to only Player1 and Player5.
Player1 0.70
Player5 0.90
The winner is Player1.
Example 2 (Versus event):
Event result: Market1=1 Market2=0
Market1 is the winner and only Players who wagered on Market1 winning are eligible to win (i.e. Player1, Player3 and Player5). However as the result of Market2 was 0 and only Player3 wagered on 0, Player1 and Player5 are also eliminated.
Player1 4 and 1
Player2 1 and 2
Player3 5 and 0
Player4 0 and 3
Player5 5 and 4
As Market1 is the winner, Player2 and Player4 are eliminated. Player1 and Player5 are also eliminated as the result of Market2 was 0 and there was a wager on a 0 outcome for Market2 by Player5. Hence the formula is only applied to Player3. Note that if there were other Players with a prediction of Market1 winning and a 0 outcome for Market2, then those Players would also be eligible, and the lowest calculated result would win.
Player3 2.8
The winner is Player3.
Example 3 (Versus event):
Event result: Market1=0 Market2=0
The event result is a special 0-0 draw (the ZERO-MUST rule applies) and there are no Players who wagered on a draw result (or 0-0 result), else only those Players would be eligible to win. However, the result of Market2 was a 0 and Player3 and Player4 wagered on a result of 0; hence only Player3 and Player4 are eligible to win, and all other Players are eliminated.
Player1 4 and 1
Player2 1 and 2
Player3 5 and 0
Player4 0 and 3
Player5 5 and 4
As the event result is a draw and there are no wagers on a draw, all wagers would be eligible; however only Player3 and Player4 wagered on a 0 result. Therefore only Player3 and Player4 are eligible to win, and all other Players are eliminated. A draw result formula (of 50% and 50%) is applied to Player3 and Player4.
Player3 2.5
Player4 1.6
The winner is Player4.
Example 4 (Versus event):
Event result: Market1=1 Market2=3
The event result is a 1-3 win by Market2; however no players have wagered on Market2 winning and therefore all players are eliminated.
Player1 4 and 3
Player2 2 and 2
Player3 5 and 3
Player4 3 and 1
Player5 5 and 4
As there are no eligible winners all players must have their wager refunded and all players will receive a [Claim] button.
There is no winner and all wagers are refunded.
A Player prediction of 0 on both markets is only eligible to win if the Event result is 0 for both markets.
Example 1 (Versus event):
Event result: Market1=0 Market2=0
The event result is a 0-0 DRAW and Players who wagered on a draw are eligible to win (i.e. Player1, Player4 and Player5). However only Player4 wagered on a 0-0 result and therefore Player1 and Player5 are eliminated.
Player1 4 and 4
Player2 1 and 2
Player3 2 and 0
Player4 0 and 0
Player5 5 and 5
The event result is a DRAW and the ZERO-MUST rule applies and all Players except Player4 is eliminated.
Player4 0.00
The winner is Player4.
Example 2 (Versus event):
Event result: Market1=1 Market2=1
The event result is a DRAW and Players who wagered on a draw are eligible to win (i.e. Player1, Player4 and Player5). However Player4 wagered on a 0-0 result which did not occur and is eliminated.
Player1 4 and 4
Player2 1 and 2
Player3 2 and 0
Player4 0 and 0
Player5 5 and 5
The event result is a DRAW and Players who wagered on a draw are eligible to win except Player4, as the result was not a 0-0 draw. Hence, the draw result formula (i.e 50% and 50%) is only applied to Player1 and Player5.
Player1 3.0
Player5 4.0
The winner is Player1.
Important information:
A result of ZERO for a market means that nothing occurred. Examples are: for Soccer/Football a prediction of ZERO for minute of first goal means that no goal was scored (as there is no minute number 0); for Motorsport a result of ZERO for lap number of first Safety Car means that no Safety Car was deployed (as there is no lap number 0).
Minute of 1st Score Rule
An event which offers a minute of first score for either one or both markets.
Problem 1:
For soccer a match is 90 minutes divided into two 45 minute halves and for rugby it's 80 minutes divided into two 40 minute halves. Other sports may have slightly different time periods. Teams can score in stoppage/over time and is often recorded as:- soccer 45 +2 and rugby 40 +2 to represent 2 minutes into stoppage time for halftime or 90 +3 and 80 +3 for to represent 3 minutes into stoppage time after the official match end.
Solution 1a (default):
A score in stoppage/overtime is recorded as the official time for first half only, but a score after the official end time of the event is recorded as indicated. For example, during a soccer match a goal scored at 45 +2 would be recorded in FunWager as 45, but a goal scored at 90 +3 would be recorded as 93. For rugby, a try scored at 40 +2 would be recorded in FunWager as 40, but a try scored at 80 +3 would be recorded as 83. Therefore 40 and 45 minutes covers multiple possible outcomes and may prove a popular wager.
Solution 1b (optional):
A score in stoppage/overtime is recorded as the official time of either the half or the final minute. For example, during a soccer match a goal scored at 45 +2 would be recorded in FunWager as 45 and a goal scored at 90 +3 would be recorded as 90. For rugby, a try scored at 40 +2 would be recorded in FunWager as 40 and a try scored at 80 +3 would be recorded as 80. Therefore 40,45,80 and 90 minutes all cover multiple possible outcomes and may prove a popular wager.
Prior to the start of an event, a Host needs to clearly communicate to Players whether Solution 1a or 1b will be implemented. However, unless stated otherwise, Solution 1a is always considered the default.
Problem 2:
A score could occur in the first few seconds of an event. For example in soccer, a goal is score in the 29th second.
Solution 2:
A score within the first minute of the game (i.e. 29 seconds) is recorded in FunWager as 1 (i.e. within the first minute of the game) and not 0, as 0 represents no score has taken place.
Example 1 (Versus event - low result wins):
Event result (Soccer): Market1=45 +3 Market2=60
The event result is a WIN by Market1 and recorded as 45. Player2 is eliminated as a goal was scored for Market2. Player3 is eliminated as Market2 was greater than Market1.
Player1 32 and 69
Player2 17 and 0
Player3 50 and 24
Player4 48 and 77
Player5 43 and 78
The event result is a WIN by Market1. Player2 and Player3 are eliminated. Player5 is closer to the winning market than Player4 and the 70% / 30% calculation is applied.
Player1 11.8
Player4 7.2
Player5 6.8
The winner is Player5.
Example 2 (Versus event - low result wins):
Event result (Rugby): Market1=0 Market2=80 +6
The event result is a WIN by Market2 and recorded as 80. Player1 and Player4 are eliminated as there was no try scored for Market1. Player2 is eliminated as there was a try scored for Market2.
Player1 32 and 69
Player2 17 and 0
Player3 0 and 78
Player4 43 and 77
Player5 0 and 75
The event result is a WIN by Market2. Player1, Player2 and Player 4 are eliminated. Player3 is closer to the winning market than Player5 and the 70% / 30% calculation is applied.
Player3 1.4
Player5 3.5
The winner is Player3.
Note:
Sports often have [non-continuous] extra time if the event ends in a draw (e.g. extra 10 minutes or sudden death). In this case, the natural game time has ended and any goals/try's etc scored are not considered part of the original event.
A Player prediction for both markets must be perfectly correct (i.e. 100% correct).
Example 1:
Event result: Market1=1 Market2=3
The Fun Jackpot event result is a win by Market2. Only Players who wagered on an outcome of 1 and 3 are eligible to win.
Player1 4 and 4
Player2 1 and 2
Player3 2 and 0
Player4 0 and 0
Player5 5 and 5
All players are eliminated and the entire Fun Jackpot event balance/pot is made available to the Host for future Fun Jackpot events.
Example 2 (Versus event):
Event result: Market1=1 Market2=2
The Fun Jackpot event result is a win by Market2. Only Players who wagered on an outcome of 1 and 2 are eligible to win.
Player1 4 and 4
Player2 1 and 2
Player3 2 and 0
Player4 0 and 0
Player5 5 and 5
Only Player2 has perfectly predicted the result of both markets and wins the entire Fun Jackpot pot.
Player2 0.0
The winner is Player2.