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Rules for a FTBL Roulette Match

The special feature of FTBL Roulette is that users place bets in proportion to their teams’ ratings. The users are provided with an equal number of chips – 36 each, with a total equivalent of 66 points. Compensation of the difference between the bets on the match occurs on account of different probabilities in set pieces (free kicks and penalties) awarded by the Game System. The higher the rating, the greater the probability of scoring from a set piece. The higher the rating, the greater the probability that a penalty will be awarded (the probability of scoring from a penalty is equal for both sides at 0.75, or 75%).

 

The winner of the match is determined by the results of eleven mini-times and a random number of set-pieces. Each mini-time consists of two spins of the roulette wheel (one for each of the teams taking part in the match). Before each mini-time the users lay bets on the roulette table with gambling chips, which symbolise the players in their teams.

Every winning bet in a mini-time carries a specific number of points. The points gained during the mini-times are totalled, and that total determines the number of goals scored in that mini-time (every 50 points gained equals a goal).

Goals can also be scored from set pieces, which occur at random between mini-times. The probability of scoring a goal from a set piece depends on the relative ratings of the teams in the match.

The team that scores more goals in the match is the winner. If the teams score an equal number of goals, the result is a draw. A FTBL Roulette game can be organised both as a separate match (a friendly) and as part of a tournament. Users can compete in tournaments run according to a cup system or a group system (group stage + knockout stage). If a drawn match is not permitted under the tournament's regulations, extra time is played, consisting of two additional mini-times for each team. If they still do not produce a winner, there is a penalty shoot-out.

Gambling Chips

Gambling chips, which symbolise players and are given the numbers of the first team (numbers 1 to 11) and the reserve team (numbers 12 to 23), are divided into:

- tactical, worth three points

- striker, worth 1 point

- goalkeeper, worth 1 point

- captain, worth 1 point

Before the start of the match each user has an identical number of gambling chips at his disposal. They include:

- 15 tactical chips for Nos.2, 3, 4, 5, 6, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21

- 15 striker chips for Nos.7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11

- 3 goalkeeper chips for Nos.1, 22, 23

- 3 captain chips – “C”

N.B.: You appoint your team captain by yourself and can give him any number except the goalkeepers' numbers (In Dream FTBL games goalkeeper cannot be a captain). If your fantasy team is captained by a keeper, the Game System will give the captain’s badge to the field player in your fantasy team with the highest rating.

Therefore, before the start of a match each user has 36 gambling chips with a total value equivalent to 66 points.

Mini-Times

A FTBL Roulette match consists of 22 mini-times (spins of the roulette wheel) - 11 for each team. In each mini-time a user can play combinations of bets that differ by number of points: from 1 to 11.

Combination 1 — 1 chip worth 1 point (captain, striker, goalkeeper);

Combination 2 — 2 chips worth 1 point;

Combination 3 — 3 chips worth 1 point;

Combination 4 — 1 chip worth 1 point + 1 tactical chip;

Combination 5 — 2 chips worth 1 point + 1 tactical chip;

Combination 6 — 3 chips worth 1 point + 1 tactical chip;

Combination 7 — 1 chip worth 1 point + 2 tactical chips;

Combination 8 — 2 chips worth 1 point + 2 tactical chips;

Combination 9 — 3 chips worth 1 point + 2 tactical chips;

Combination 10 — 1 chip worth 1 point + 3 tactical chips;

Combination 11 — 2 chips worth 1 point + 3 tactical chips.

The sequence of the various combinations is at your discretion.


Тypes of Bets in Mini-Times

The possible types of bets that can be made on the roulette table in mini-times are shown in the following table:

 
Title
Description
Winnings for a chip worth 1 point
Winnings for a chip worth 3 points
(Number of Assistant on the Roulette Table)
Simple Bets
1
number
on a specific number, except Nos. 11r, 9b, 10b
36
108
2
one-two
on 2 adjacent numbers, except the pairs 9r-9b, 10r-10b, 11r-11b, 11r-9b, 9b-10b
18
54
3
line
on any vertical line of three numbers, except the lines of numbers 9b, 10b, 11r
12
36
4
square
on four adjacent fields, except the squares 11b-11r-9r-9b, 9r-9b-10r-10b
9
27
5
sixline
on any two adjacent vertical lines, except the six adjacent numbers 11b-11r-9r-9b-10r-10b
6
18
12, 13, 14, 15, 16, 17, 18, 19, 20, C
6
1st 12 DF
on the first dozen, bordered by lines inclusively: 22r-1b-1r and 3r-C-4r
3
9
2
7
2nd 12 MF
on the second dozen, bordered by lines inclusively: 15b-5r-5b and 8b-8r-18b
3
9
3
8
3rd 12 FW
on the third dozen bordered by lines inclusively: 21r-19b-20r and 11r-9b-10b (last row)
3
9
4
9
left
on the horizontal row: 22r-13b-3b-3r-15b-6r-17r-8b-21r-11b-11r-11r
3
9
11
10
center
on the horizontal row: 1b-12r-2r-C-5r-6b-7b-8r-19b-9r-9b-9b
3
9
9
11
right
on the horizontal row: 1r-4b-14b-4r-5b-16r-7r-18b-20r-10r-10b-10b
3
9
10
12
red
on all red numbers
2
6
7
13
black
on all black numbers
2
6
8
14
catenaccio
on the left side of the field, bordered by lines inclusively: 22r-1b-1r and 6r-6b-16r
2
6
C
15
pressing
in the middle half of the field, bordered by lines inclusively: 3r-C-4r and 21r-19b-20r
2
6
C
16
charge
on the right side of the field, bordered by lines inclusively: 17r-7b-7r and 11r-9b-10b (last row)
2
6
C
Multiple Bets
17
wingers L
on Nos.10b, 10b, 9b, 9b, 11r
7.2
21.6
7
18
wingers R
on Nos.11r, 11r, 11b, 9r, 10r
7.2
21.6
8
19
free kick
Nos. 5b, 5r, 6r, 6b, 7b, 7r, 8r, 8b
4.5
13.5
5
20
brunt
Nos.10b,10b, 10r, 9r, 9b, 9b, 11b, 11r, 11r
4
12
9
21
build up
Nos.2r, 3b, 4b, 5r, 6b, 7r, 8b, 9r, 10r, 11b
3.6
10.8
6
22
corner R
on red numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 11
3
9
10
23
corner B
on black numbers 1, 3, 4, 5, 6, 7, 8, 9, 9, 10, 10, 11
3
9
11
24
bench
on numbers 13b, 12r, 4b, 3r, C, 4r, 6r, 6b, 16r, 7r, 7b, 17r, 19b, 20r, 21r
2.4
7.2
21
25
goal kick
on numbers 1r, 1b, 22r, 2r, 3b, 14b, C, 5b, 5r, 15b, 8r, 8b, 18b, 11b, 9r, 10r
2.25
6.75
1

IMPORTANT: In each of the 11 mini-times a user must place at least one chip on a number. The bets in a mini-time should cover no more than half of the roulette table - 18 sectors. If these rules are not observed, the Game System will not allow the bet.

N.B. Bets may not be laid on number 9 black, 10 black and 11 red, since they have pairs of the same colour. Only “one-two” bets are possible on identical numbers of the same colour.

Both users lay bets in a mini-time simultaneously, not seeing each other's bets until all bets are laid. The Game System automatically blocks bets that do not meet the rules. The Game System advises the user on what bets he can make. If the bets satisfy the listed demands, the "bet laid" button lights up. By pressing this button, users confirm the bets they have laid in a particular mini-time.

After each mini-time the chips that make up the bet are removed from the current game, regardless of the outcome of the mini-time.

N.B.: if a user does not lay bets in the allotted time (or does not use all the chips designated for bets in a mini-time), the Game System will lay bets according to the following plan: a chip worth one point will be placed on the Captain sector, and the remaining chips in the selected combination will be placed on a colour. If no combination has been selected, the Game System will select the combination with the lowest number of those remaining.

After the bets have been confirmed by the users, the mini-time begins. The roulette wheel is spun twice, the bets are first shown and the home team takes the first turn. The procedure is then repeated for the other team. A winning bet brings to the user's account the number of points shown in the table. The wins for all the mini-times are totalled up, and the sum arrived at determines the number of goals scored in the match. Every 50 points gained means a goal is scored.

In the course of a match a significant amount of both positive and negative statistics are compiled. For the positive statistics, see “Award of Tournament Points in FTBL Roulette”. Negative statistics are expressed in yellow and red cards. A yellow card is given after a team’s second consecutive move – the number that comes up on the roulette wheel - without a result. In the event of a third such move in succession, a red card is given. In the event of the same number receiving a second yellow card, a red card is given. Red cards are not shown to goalkeepers.

 

MALFUNCTION VOIDS ALL PAYS AND PLAYS