# Fantasy Rules

Dunkest is the most played NBA Fantasy basketball, where players’ scores are calculated entirely and exclusively based on statistics collected by OPTA.


# Welcome Page

{% embed url="<https://www.figma.com/proto/8ngBsB2u0rjBevRCpnYrbq/Dunkest-Welcome-Post?node-id=0-1&t=FmjT38IU59VAX4Ch-1>" %}


# Team Creation

To start playing, simply register and create your fantasy team. With a single account, you can manage up to 4 teams.

#### **Initial Budget**

Each team has 95 credits (CR) available to purchase 10 players and 1 coach.

#### **Squad Composition**

Each squad consists of:

* 2 Centers
* 4 Forwards
* 4 Guards
* 1 Coach

You may select a maximum of **3 players from the same NBA team**, including both players and coach.\
During the **Playoffs**, this limit increases to **6 total** (or 5 players plus the coach).

#### **Available Formations**

You can choose one of the following game formations:

* 2-2-1
* 1-2-2
* 2-1-2
* 1-3-1
* 3-1-1


# Leagues

#### **Once your fantasy team is created, it is automatically entered into three leagues:**

* **General League**: includes the total score from all 64 Regular Season Matchdays plus the Playoffs Matchdays.
* **Nation League**: groups teams by the country of residence indicated during registration.
* **Favorite Team League**: includes all teams that selected the same favorite club.

***

#### **IMPORTANT**

Big news for this season, the **Regular Season and Playoffs are unified into a single tournament**:\
You no longer need to create a new team for the Playoffs. The same team created during the Regular Season will continue into the Postseason, with the following rules:

* The **budget** earned during the Regular Season will be **maintained** for the start of the Playoffs.
* **Transfers** from the end of the Regular Season and for all the Playoffs will be **unlimited and free**.
* The **maximum number of players allowed from the same real-life team increases** during the Playoffs.
* There will be **a single overall ranking**, with no separate leaderboards for Regular Season and Playoffs.

***

#### **Additionally, you can enter your fantasy team in:**

* **Public Leagues**: open to everyone, visible and accessible without an invitation.
* **Private Leagues**: accessible only via a join code, ideal for small groups or friends' competitions.

***

#### **In Private Leagues, you can choose between two game modes:**

**All vs All**

The leaderboard is based on the **cumulative fantasy points** scored across all Matchdays.

**Head-to-Head**

Users challenge each other every Matchday in a 1-on-1 game, according to a pre-established schedule that is generated 1h before the start of the starting Matchday.

The outcome of the match corresponds to the total points scored by the fantasy teams. Example:

* Team A 250pts – Team B 220pts: Team A has more points and thus wins the match;
* Team A 220pts – Team B 250pts: Team B has more points and thus wins the match;
* Team A 250pts – Team B 250pts: the teams scored a tie, thus to declare the winner for the match the following criteria will be adopted: as the first criterion the highest score in the general ranking (the game is won by the team that has more points in the general ranking), as the second criterion the highest value of the starting five (the match is won by the team that has the starting five that has scored more points), as the third criterion the registration date (the match is won by the team that has been registered first).

**Team ranking** will reflect the record of wins-losses of each team. In case of a tie, the team with the highest score in the general ranking will win (as a second criterion, the team to win is the one that was registered first).

The Head-to-Head league can be composed by a maximum number of teams, which will depend on the number of Matchdays, keeping in mind that:

* If in a Head-to-Head league there are less teams, than the maximum allowed, the matches will loop until the last matchday of the league
* If the league includes an odd number of teams, a default team will be created automatically called “Dunkest Team” to which each day a score will be assigned equal to the average of points scored by all the teams registered in Dunkest in the matchday in progress
* Differently from a General Ranking league, it is not possible to add new participants when the league has started

**Note**: all the leagues will continue during Regular Season and Playoffs, no need to create a new one for the Playoffs.&#x20;


# Dunkest Cup

From this season, all users can participate in the new **Dunkest Cup** competition.

Here is the list of teams that are still competing in the Cup:

{% embed url="<https://www.instagram.com/p/DUlcXtCiOm-/?igsh=MXVreHJhaTh6Z2ZvYg==>" %}

**What it is the Dunkest Cup.**&#x20;

{% embed url="<https://www.instagram.com/p/DPBmVsNDb1V/?igsh=MWtna2VnZ2ttZWh1aw==>" %}

It's special **head-to-head (H2H)** competition that runs alongside the Main rankings. It’s created after the season has started and it **will begin on Round 10, including the top 50,000 teams** in the Global ranking.

### Groups phase

The first phase of the Dunkest Cup is a a group phase, where the first 50,000 teams of the Global ranking are **randomly drawn into 5,000 groups of 10**. A full round-robin schedule is generated at creation. From **Round 10 to Round 27**, every round is one H2H fixture; the team with **more fantasy points in that round** wins the game. Group standings are ordered by **W–L record**, then by **fantasy points accumulated in Dunkest Cup rounds**.

At the end of Round 27, the **top three** from each group plus the **1.384 best fourth-placed teams** across all groups (ranked by W–L, then Dunkest Cup points) **qualify** for Knockout (total **16,384** teams). All others are eliminated from the Cup.

### Knockout phase

There is **one pause round** after Groups. Knockout then starts **on Round 33** and proceeds as **single-elimination with random pairings each Round** (no fixed bracket). In every tie, whoever scores **more fantasy points in that Round** advances. If still tied, the team with the **better overall Global Championship ranking** advances (the platform’s standard tie-break applies and, if needed, implicitly considers registration date).&#x20;

And this goes on until the final game in which two teams will compete for the win!


# Managing Team

### **Each Matchday (G) is divided into several Turns (T1, T2, T3...),**

With each Turn corresponding to a block of games played on the same day. This structure allows you to make changes to your lineup between Turns.

***

### **No Automatic Substitutions**

Substitutions are **not automatic**.\
If a player in your starting five does not play or scores fewer points than expected, you must manually substitute them.

That’s why it’s important to build your lineup strategically based on the Turn schedule, placing players in the starting five or on the bench accordingly.

***

### **What You Can Do Between Turns**

Between the **last game of one Turn** and the **first game of the next**, you can:

* **Replace a starting player** with a player from the bench, as long as the bench player has not yet played.
* **Change your Captain**, as long as the new captain has not yet played.
* **Change your formation**, provided the new one is compatible with your available players.

All changes must be **completed before the start** of the next Turn. You may also undo changes, but only if the new Turn has not yet started.

***

### **Resting Teams**

If a team is marked as **“resting”** during a Matchday, all its players (including unavailable players and the coach) will be assigned their **average T1 score**, which corresponds to the average of the points they’ve earned in previous Matchdays.

⚠️ **Important**: Resting players do **not receive the captain bonus multiplier** even if selected as Captain.

***

### **Bench Rules**

When you make a substitution:

* The player coming **into** the game will earn their points normally.
* The player going **out** will see their score **halved**, except for the **sixth man**, who always earns **100%** of their points, even from the bench.

At the end of the Matchday, your team’s total fantasy score will be calculated as follows:

* **100%** of the points from starting players, sixth man, and coach
* **50%** of the points from players on the bench

***

### **Captain**

* The Captain’s score is **multiplied by 1.5**
* The Captain can be changed **between Turns**, provided the new Captain has not yet played


# Player Scoring

The **score of each player** takes into consideration the personal performance (regular time plus overtimes) and the result of his team.

The players' score is calculated as the sum of the following statistical actions:

| PLAYER ACTION                       | BONUS            | MALUS |
| ----------------------------------- | ---------------- | ----- |
| Point scored                        | +1               |       |
| Defensive rebound caught            | +1               |       |
| Offensive rebound caught            | +1.25            |       |
| Assist                              | +1.5             |       |
| Steal/Turnover                      | +1.5             | -1.5  |
| Blocked shots performed /  suffered | +1.5             | -0,5  |
| Double Double                       | +5               |       |
| Triple Double                       | +10              |       |
| Quadruple Double                    | +50              |       |
| Starting five                       | +1               |       |
| 3 Point Field Goals Made: 3/4/5+    | +3/+4/+5         |       |
| Team win                            | +5% of his score |       |
| Missed shot                         |                  | -1    |
| Missed free throw                   |                  | -1    |

## **Captain**

The Captain’s score is **multiplied by 1.5**

## **Data Source**

Scores are calculated based on the official **OPTA box scores**.\
This data source is final and unquestionable, and all statistics are measured objectively and unequivocally according to the players’ actual performances during real matches.\
Therefore, no responsibility is accepted regarding the accuracy of the data.

The organization reserves the right to modify one or more data points in the event of clear errors or differing interpretations of game actions by the data provider.


# Coach Scoring

The **score of the coach** is calculated as the sum of the following actions, multiplied by a **coefficient**:

| ACTION                                                | BONUS/PENALTY |
| ----------------------------------------------------- | :-----------: |
| Team win with a margin of 1-5 points                  |      +15      |
| Team win with a margin of 6-10 points                 |      +18      |
| Team win with a margin of 11-15 points                |      +20      |
| Team win with a margin of 16-20 points                |      +23      |
| Team win with a margin of 21-25 points                |      +25      |
| Team win with a margin of 26-30 points                |      +28      |
| Team win with a margin of 31-35 points                |      +30      |
| Team win with a margin of 36-40 points                |      +33      |
| Team win with a margin of > 40 points                 |      +35      |
| Overtime win (independently of the margin of points)  |      +18      |
| Points scored > o = a 120 pts                         |       +5      |
| Points suffered < o = a 95 pts                        |       +5      |
| Team defeat with a margin of 1-5 points               |       -7      |
| Team defeat with a margin of 6-10 points              |      -10      |
| Team defeat with a margin of 11-15 points             |      -13      |
| Team defeat with a margin of 16-20 points             |      -15      |
| Team defeat with a margin of 21-25 points             |      -18      |
| Team defeat with a margin of 26-30 points             |      -20      |
| Team defeat with a margin of 31-35 points             |      -23      |
| Team defeat with a margin of 35-40 points             |      -25      |
| Team defeat with a margin of > 40 points              |      -30      |
| Overtime loss (independently of the margin of points) |      -10      |
| Points scored < o = a 95 pts                          |       -3      |
| Points suffered > o = a 120 pts                       |       -3      |

## Coach Coefficient

The score of the coach is multiplied by a coefficient that expresses the **difficulty of the game**. This coefficient is calculated based on the difference of credit quotations between the two challenging coaches.

*Ex. When a coach with a higher price wins against a coach with a lower price his score is multiplied by a value lower than 1 - see coefficient table. Similarly, when a coach with a lower price wins against a coach with a higher price, his score is multiplied by a value greater than 1 - see table of coefficients - thus obtaining an additional bonus).*

## Coefficient Table

When the score obtained by the coach is positive, it is multiplied by the value indicated in the table. When it is negative it is divided by the same value.

| Difference in credits | Coach with higher price | Coach with lower price |
| --------------------- | :---------------------: | :--------------------: |
| > o = 16,00           |           0.70          |          1.60          |
| 12,00 -15,99          |           0.75          |          1.50          |
| 8,00 - 11,99          |           0.79          |          1.41          |
| 6,00 - 7,99           |           0.83          |          1.32          |
| 4,00 - 5,99           |           0.87          |          1.23          |
| 2,00 - 3,99           |           0.91          |          1.14          |
| 1,00 - 1,99           |           0.95          |          1.05          |
| 0,00 - 0,99           |           1.00          |          1.00          |

{% hint style="info" %}
*Even in the event of dismissal, absence or disqualification of the coach, he will get his score anyway.*
{% endhint %}


# Market

The **transfer market** opens at the end of each Matchday and closes **one minute before the start of the first match of the next Matchday**.

* Unlimited **transfers per Matchday** are allowed, including the coach.&#x20;
* Till the start of the first Matchday, tranfers are **free**.
* When the seasons starts, every transfer "costs" **-5pt malus** that will be subtracted from the total score of the next Matchday

{% hint style="info" %}
***Transfers are unlimited until the start of the first Matchday following the team’s registration.***
{% endhint %}


# Player Value and Capital Gains

The value in credits assigned to a player can fluctuate from one Matchday (G) to the next.

The change in a player’s credit value is called a **capital gain** (*plusvalenza*, if it increases) or a **capital loss** (*minusvalenza*, if it decreases).

Capital gains and losses take into account **two parameters**:

* The **score obtained by the player**
* The **starting value of the player**: for the same score, a player with a lower starting value will generate a **larger capital gain** compared to a player with a higher value.

{% hint style="info" %}
***This variation will increase or decrease your credit budget, thereby affecting your purchasing power.***
{% endhint %}


# Postponed or Suspended Games

## **Suspended, Advanced or Postponed Matches**

If one or more matches are rescheduled **to a moment after the Matchday has ended** but **before the next one begins**, they will be **considered valid** for fantasy scoring purposes.

If one or more matches are rescheduled **while the Matchday is already in progress**, the involved players (including coaches, injured and suspended players) will receive their **average score for the Matchday originally scheduled** in the calendar.

If one or more matches are **postponed just a few hours before the Matchday starts**, players (including coaches, injured and suspended) will also receive their **average score from the originally scheduled Matchday**.

In the case of **postponements during Matchday 1**, all affected players (including coaches, injured and suspended) will receive their **average score**, which in this case will be **0 points**, as no games have been played yet.

***

## **Resting Teams**

During the season, there may be Matchdays in which some teams do not play, as part of the league’s calendar optimization.

All players (including coaches, injured and suspended) from **resting teams** will:

* Receive their **average score**
* **Not generate** capital gains or losses
* **Not receive the Captain multiplier** (×1.5) even if selected as Captain
* Receive **50% of their score** if placed on the bench

***

## **Off-Schedule Teams**

Teams **not included in the calendar** (players, coaches, and unavailable players) will **not** be considered “resting teams” and will **not** receive their average score.\
Instead, they will receive **0 points**.

This applies, for example, to teams that have been **eliminated** or are **already qualified** and waiting for their opponent in the next Playoff round.

***

## **Special Cases**

In the event of extraordinary circumstances, the organization reserves the right to make any necessary decisions. These will be communicated promptly through the app, news updates, and official social media channels.


# Late Registration

It is possible to register even **after the championship has already begun**.

### **Entry Score**

At the end of the Matchday in which you register, you will receive a score equal to the **average points earned by all teams registered up to that moment**.

### **Initial Budget**

Your budget will be: 95 **credits + 0.3 credits for each Matchday already played**.\
*Example:* you register in Matchday 7 → 95 + (0.3 × 6) = **96,8 credits**

### **Registering During a Matchday**

* You can buy the players that are still available.
* Your team’s score will **still be the average score**.
* Value variations will be active, but your **budget will remain unchanged**.


# Fantasy Pass

In order to improve your fantasy teams, you can buy the Fantasy Pass (24,99€), which include&#x73;**:**

* **Extra credits:** they increase your budget of credits (max +10 credits)
* **Unlimited trades:** every Matchday you can make unlimited trades without malus
* **No ads:** it eliminates advertising from the website and app for the entire season.
* **Personalized push notifications:** push notifications about the status of the players on your roster
* **"On fire" Players:** indication on the Pitch and Players' List of the "On Fire" status for a player, i.e. if he has been particularly fit in recent matches
* **Players’ availability:** indication on the court and in the players’ list of the % that tha player has to play.
* **Weekly Newsletter**: in depth fantasy analysis based on the last matches, players' performances and schedule, in order to manage and improve your fantasy team at the best.&#x20;
* **Youtube Live**: dedicated Live on our Youtube channel, where we prepare the fantasy team for the upccoming Matchday

**Important**

* The Fantasy Pass is valid till 31.08.26
* The Fantasy Pass is valid for the single team where it's purchased for.&#x20;


# Prizes

{% hint style="warning" %}
**NOTICE ON PRIZE ELIGIBILITY**

Prizes are available exclusively to users residing or being domiciled in the following countries: Austria, Czech Republic, Finland, Germany, Italy, Netherlands, Romania, San Marino, Slovakia, Slovenia, Spain, Switzerland, and the United Kingdom.

Therefore, users residing in any other country are not eligible to participate in the prize competition.
{% endhint %}

\
**From this season, the Regular Season and Playoffs are merged into a single General Ranking**, which is the one that will assign the prizes for the Fantasy Game mode.\
The rankings eligible for prizes are:

* **Matchday Ranking**: based on the scores achieved by your team in each Matchday.
* **General Ranking**: based on the scores achieved by your team across all Matchdays, from the first Regular Season Matchday to the last Playoff Matchday.
* **Dunkest Cup Ranking**: based on the teams finishing in the top 4 positions of the Cup, according to the rules described in the “Dunkest Cup” section.

In the event of a tie, a single criterion will be applied: the date and time of team creation (the team created first ranks higher).

***

#### IMPORTANT

To participate in the contest, the following requirements must be met and indicated at the time of registration:

* Being resident or domiciled in Italy, the Republic of San Marino, Germany, Austria, the United Kingdom, the Netherlands, Finland, Romania, Slovenia, Switzerland, Slovakia, the Czech Republic or Spain.
* Being of legal age.
* Holding a “Fantasy Pass” subscription for your team.

***

## Below is the list of prizes for the 2025/26 Dunkest season:

### **Matchday Ranking**

The 1st place winner of each Matchday will receive a prize, which varies depending on the Matchday as listed below:

* Matchdays 1–7, 9–15, 17–23, 25–31, 33–39, 41–47, 49–55, 57–63: €100 Airdom.com shop voucher.
* Matchdays 8 and 40: Air Jordan Luka 4 shoes.
* Matchdays 16 and 48: Air Jordan Tatum 4 shoes.
* Matchdays 24 and 56: Nike Freak 7 shoes.
* Matchdays 32 and 64: Nike LeBron Next Gen shoes.
* Matchdays from 65 onwards until the end of the Playoffs: €50 Amazon voucher.

***

### **General Ranking**

* 1st: A Dunkest trip for one person, chosen among those organized for the 2026/27 season.
* 2nd: €1,000 Amazon voucher.
* 3rd: €500 Amazon voucher.
* 4th–5th: €300 Amazon voucher.
* 6th–10th: €200 Amazon voucher.
* 11th–20th: €100 Airdom voucher.
* 21st–30th: €50 Airdom voucher.

***

### **Dunkest Cup Ranking**

* 1st: €1,000 Amazon voucher.
* 2nd: €500 Amazon voucher.
* 3rd–4th: €200 Amazon voucher.


# Draft

The Draft Mode allows for the creation of a Private League with exclusive rosters, where each player can simultaneously belong to only one team.

The selection of players for each team should be decided by the participants (eg: an auction around a table, a call via Zoom, etc). At the end of the selection, one **Draft Commissioner** (the one who created the League) manually enters the players in each roster.

The Draft Mode is the same as the Classic Mode, except for the following points:

* the registered team does not participate in the Classic Mode
* rosters are exclusive: each player can only be chosen by one team
* the only purchases that the user can do are: Draft Pass and No advertising
* trades do not generate any penalties in points
* trades can be opened and closed by the Commissioner only in the windows provided by the Dunkest schedule, which remains identical to the Classic Mode
* there’s a grandstand with 3 players’ slots: the players in that position will not obtain any score and during a Matchday they can’t be moved into the court.
* there is no head coach
* the values of players do not change based on their performances


# Draft Creation

During the creation of the League, the Commissioner shall set the following parameters:

* **League name**
* **Player selection mode:** with or without credits
* **Budget:** available to each user to buy free agent or propose trades to other teams (it can also be 0). If the credit mode was chosen, it is necessary to establish a budget for the auction
* **Competition mode:** classic ranking or Head-to-Head (H2H) mode
* **Captain bonus**: this value can be customized between x1 / x1,5 / x2

After all participants have joined and the League has started, it will be possible to set the following, **additional parameters:**

* **Starting Matchday:** The Commissioner can choose whether to start the League the upcoming Matchday, or on a different Matchday;
* **Trades deadlines:** the Commissioner can choose whether to let the trades open automatically between one Dunkest Matchday and another, or maintain direct control and decide independently when to open and when to close the trades (always within the time window established by the Dunkest schedule and NEVER with a matchday in progress).


# Draft Types

## With Credits

By choosing this mode, the Commissioner assigns a credit budget that each participant in the Draft will have to use to create each roster (through an auction). The remaining credits may be used afterwards during the trades openings.

{% hint style="info" %}
*EXAMPLE*

It is decided to start with 300 credits each. Each league participant calls a player of his choice, for whom he will automatically offer 1 credit. The other participants can decide to raise, always being careful not to use all their available credits before completing the roster.
{% endhint %}

## Without Credits

By choosing this mode, the league decides that the assignment of players will be carried out without the use of credits. Also in this case, the specific modes must be defined offline by the users. However, the Commissioner will have to assign a budget in credits for the post draft (which can also be equal to 0), to be used to buy Free Agent or offer trades to other participants.

{% hint style="info" %}
*EXAMPLE*

The order of call among the various participants in the League is decided through a random draw. Since there are no credits, the chosen player is automatically acquired in the roster of the team that called him. After each round, the call starts again in the opposite order with respect to the previous one, thus restarting from the last (snake mode). This procedure is repeated until all the rosters are completed.
{% endhint %}


# Market

Free Agents are players who do not belong to any team participating in the League and can be acquired during the trades time window according to the following procedure:

How to acquire a free agent:

* **Select within your roster a player you wish to waive** and among the Free Agents choose a player of the same position of the released player.
* **If you have enough budget, decide how many credits to offer**
* **After confirming the offer**, the offer will appear in the "Offer list" below the "Team" page and can be changed at any time.
* **3 hours before the Trades close**, the participant who offered the highest bid will automatically see the new player appear in the roster in the same position as the one substituted. The traded player will be placed in the free agent list and therefore will be available starting from the next trades time window.
* **When the trade fails,** the credits offered are credited back and the waived player will remain on the team.

Special cases:

* **In the event of a tie,** the auction is won by the player ranking the lowest in the League ranking.
* **In the event of multiple offers made by always cutting the same player,** if all the offers are successful, the system will attribute to the user the player whose offer was made first in chronological order.


# Trades

It is also possible to offer a trade with a player belonging to another League participant.

The rules are the same as for the Free Agent trades, with the difference that it will not be necessary to wait until the end of the market time window to make the trade. The participant may decide at any time whether to accept or reject the offer received.


# 🆕 What's New

Many news for the 2025/26 Dunkest season, here the main ones:

### Single Season – Regular Season + Playoffs

Starting this season, the Dunkest championship becomes a single competition, running from the first Matchday of the Regular Season to the last of the Playoffs. At the start of the Play-In and Playoffs you won’t start from zero: your team’s budget will be the one you’ve built up during the Regular Season, players’ capital gains will be maintained, and there will also be Matchday prizes during the Playoffs! A long journey, but a great reward for the winner… you’ll find it below!

### Prize Pool

This year we’re making history, with the biggest prize pool in Dunkest’s more than 10-year history. Alongside the well-established partnership with Airdom and generous Amazon gift cards, there’s the super prize for the winner of the overall ranking: a Dunkest Trip for one person for the 2026/27 season!

<figure><img src="/files/ZPErtj4LiHjiokhYNRSm" alt=""><figcaption></figcaption></figure>

### Dunkest Cup

Another huge new feature this season: starting from Matchday 10, the top 50,000 teams in the overall ranking will take part in the Dunkest Cup. A new game mode, played with the same teams already created and running parallel to the season, featuring a group phase and a knockout phase. All matches will be Head-to-Head, guaranteeing the thrill of uncertainty right up to the last game of each Matchday!\
There’s also a great prize pool for the teams that reach the Final 4 of the Dunkest Cup!

<figure><img src="/files/HWNegCkBfS0TN0Jbj9xv" alt="" width="375"><figcaption></figcaption></figure>

### Jersey and Avatar Customization

You can customize your avatar and your jersey design (colors and style).

* **Avatar:** To change your avatar, simply click on your avatar in the top-left corner and select “Edit pic”

<figure><img src="/files/SZwR8Qp5I68rM8JRWsfD" alt="" width="375"><figcaption></figcaption></figure>

* **Jersey:** To customize your jersey, follow these steps:\
  – Go to your Team page and click on the Settings icon.\
  – Select “Edit Jersey.”

<figure><img src="/files/jPc8mDYY50GAwNCsY1mm" alt="" width="375"><figcaption></figcaption></figure>

\
– Choose your preferred colors and design.

<figure><img src="/files/KZ0mEYlIp0GIr5z06KdM" alt="" width="375"><figcaption></figcaption></figure>

### Player Modal

Assign the captain, make substitutions, or remove/trade players directly from the player modal.

<figure><img src="/files/Pg1xolxx0NcfG2QUQg3v" alt="" width="375"><figcaption></figcaption></figure>

### Share Team

Post your lineup on social media with official Dunkest branding and player stats.

<figure><img src="/files/wpz5B06YX6P69qwji4xU" alt="" width="375"><figcaption></figcaption></figure>

### Improved Flow – Creating or Joining a Private League

Creating or joining a Private League (the Fantasy section, not Draft) is now even easier thanks to the convenient box available in the Home Team / My Leagues section.

<figure><img src="/files/NGGjws2CI9ozo5JomAjI" alt="" width="375"><figcaption></figcaption></figure>


# Terms and Conditions

### 1. Preamble

The provision of the "Dunkest" Online Gaming Service to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), with registered office at Via San Zeno 145, 25124, Brescia (BS), VAT No. 03549330987, email <info@fantaking.it>, is governed by these general terms and conditions ("Terms and Conditions").

### 2. Definitions

The following terms and phrases shall have the meanings set forth below, it being understood that terms defined in the singular shall also be understood as defined in the plural and vice versa.

* **"Application":** shall mean the "Dunkest" application made available by Fantaking Interactive to Users within the Apple Store and Google Play platforms;
* **"Agreement":** means the agreement entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;
* **"Game" or "Service"** means the "Dunkest" service provided by Fantaking Interactive to registered Users through the Application in compliance with the Rules and official documentation published by Fantaking Interactive also within the Website, and the features from time to time made available by Fantaking Interactive and published within the Application;
* **"Participant":** means the user who takes part in the game as a result of Registration;
* **"Registration":** shall mean the procedure made available by Fantaking Interactive in the Application for the purpose of creating the User account necessary to access the Game;
* **"Rules":** shall mean the official Rules, made available by Fantaking Interactive within the Application and/or the Website, governing and regulating the Service;
* **"Web Site":** means the site available online at: <https://www.dunkest.com>;
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### 11. Suspension of the service

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### 13. Data Protection

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The processing of the User's personal data is carried out in compliance with the information for the processing of personal data, made available by Fantaking Interactive at <https://www.dunkest.com/privacy> .

### 14. Modification of the General Terms and Conditions

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### 15. Applicable Law

This contract is governed by Italian law. Any dispute relating to the interpretation and execution of this contract shall be subject to the jurisdiction of the court of the place where the User, as a consumer, has his residence.

Should any of the provisions contained in the Terms and Conditions be deemed invalid, void or unenforceable for any reason whatsoever, such provision shall be deemed severed and shall not affect the validity and enforceability of the other provisions.


# Modo Clasico

**Dunkest es el fantasy de balncesto sobre la NBA**  (National Basketball Association).

\
Dunkest es un juego de **fantasy de baloncesto** basado en estadísticas: las puntuaciones de los jugadores se calculan única y exclusivamente a partir de las estadísticas recogidas por **OPTA**. \
Cada acción en la cancha —como puntos, rebotes, robos o asistencias— contribuye a la puntuación final, sin intervención humana ni valoraciones subjetivas. Solo datos medibles y verificables.


# Equipo Inicial

Para empezar a jugar, simplemente regístrate y crea tu equipo Dunkest. Con una sola cuenta, puedes gestionar hasta **4 equipos**.

**Presupuesto inicial**\
Cada equipo dispone de **95 créditos** (CR) para fichar a **10 jugadores y 1 entrenador**.

* 2 pívots
* 4 aleros
* 4 bases/escoltas
* 1 entrenador jefe

Cada equipo de fantasía puede tener hasta **3 jugadores** que pertenezcan al mismo equipo de cada competición, incluyendo tanto a los jugadores como al entrenador. Durante los **Playoffs**, este límite aumenta a **6** en total (o 5 jugadores más el entrenador).&#x20;

El quinteto inicial puede disponerse de acuerdo con las siguientes formaciones (bases/escoltas-aleros-pívots):&#x20;

* 2-2-1
* 1-2-2&#x20;
* 2-1-2&#x20;
* 1-3-1
* 3-1-1


# Ligas

Cada equipo de se inscribe automáticamente en tres ligas:

* **Liga General:**\
  Incluye a todos los equipos de fantasía inscritos en Dunkest (para casa competicion)
* **Liga nacional:**\
  Incluye a todos los equipos pertenecientes a la misma nación.
* **Liga del equipo favorito:**\
  Incluye a todos los equipos de Dunkest que hayan elegido el mismo equipo de baloncesto favorito.

***

**IMPORTANTE**\
Gran novedad para esta temporada: la **Temporada Regular y los Playoffs** se unifican en un único torneo:

Ya no necesitas crear un nuevo equipo para los Playoffs. El mismo equipo creado durante la Temporada Regular continuará en la Postemporada, con las siguientes reglas:

* El presupuesto obtenido durante la Temporada Regular se mantendrá para el inicio de los Playoffs.
* Los traspasos desde el final de la Temporada Regular y durante todos los Playoffs serán **ilimitados y gratuitos**.
* El número máximo de jugadores permitidos del mismo equipo real aumentará durante los Playoffs.
* Habrá una **única clasificación general**, sin rankings separados para Temporada Regular y Playoffs.

***

Además de esas ligas principales, también puedes unirte a otras ligas o crearlas:

* **Ligas públicas:**\
  Están abiertas a todo el mundo.
* **Ligas privadas:**\
  Normalmente se celebran entre amigos y solamente se puede acceder a ellas con un código de invitación.

***

En las **Ligas Privadas**, puedes elegir entre dos modos de juego:

* **Modo Clasico de Clasificacion:**\
  Los equipos participantes se clasifican en función de la puntuación obtenida en las diferentes jornadas.
* **Modo Cara a Cara (Head-to-Head):**&#x20;

Los usuarios se retan cada jornada en un partido de 1 contra 1, según un calendario preestablecido que se genera una hora antes del inicio de la jornada.

El resultado del partido se corresponde al total de puntos obtenidos por los equipos de fantasía. Por ejemplo:

* Equipo A: 250 ptos. – Equipo B: 220 ptos.: el equipo A tiene más puntos y, por tanto, gana el partido.
* Equipo A: 220 ptos. – Equipo B: 250 ptos.: el equipo B tiene más puntos y, por tanto, gana el partido.
* Equipo A: 250 ptos. – Equipo B: 250 ptos.: los equipos han empatado. Para declarar al ganador del partido, se adoptarán los siguientes criterios: como primer criterio, la mayor puntuación en la clasificación general (el partido lo gana el equipo que tiene más puntos en la clasificación general); como segundo criterio, el mayor valor del quinteto inicial (el partido lo gana el equipo que tiene el quinteto inicial que haya conseguido más puntos); como tercer criterio, la fecha de inscripción (el partido lo gana el equipo que se haya inscrito primero)

La clasificación del equipo reflejará el registro de victorias y derrotas de cada equipo. En caso de empate, el equipo con mayor puntuación en la clasificación general será el ganador (como segundo criterio, el equipo que gane será el que se haya registrado primero).

La liga cara a cara puede estar compuesta por un máximo de equipos, siempre teniendo en cuenta lo siguiente:

* Si una liga cara a cara tiene menos de los equipos necesarios, los partidos se desarrollarán en bucle hasta la última jornada de la liga.
* Si la liga incluye un número impar de equipos, se creará automáticamente un equipo por defecto llamado «Equipo Dunkest» al que se le asignará cada día una puntuación igual a la media de puntos conseguidos por todos los equipos registrados en Dunkest en la jornada en curso.
* A diferencia de una liga de clasificación general, no es posible añadir nuevos participantes cuando la liga haya comenzado.

**Nota:** todas las ligas continuarán durante la Temporada Regular y los Playoffs, **no es necesario crear una nueva para los Playoffs**.


# Dunkest Cup

A partir de esta temporada, todos los usuarios podrán participar en la nueva competición **Dunkest Cup**.

**Qué es la Dunkest Cup**\
Es una competición especial **head-to-head (H2H)** que se disputa en paralelo al ranking principal. Se crea después de que haya comenzado la temporada y empezará en la **Jornada 10**, incluyendo a los **50.000 mejores equipos** del ranking global.

#### Fase de grupos

La primera fase de la Dunkest Cup es una fase de grupos, donde los 50.000 primeros equipos del ranking global se reparten aleatoriamente en **5.000 grupos de 10**. Al crearse se genera un calendario completo de todos contra todos.\
De la Jornada 10 a la 27, cada jornada corresponde a un enfrentamiento H2H; el equipo que obtenga más puntos fantasy en esa jornada gana el partido.\
Las clasificaciones del grupo se ordenan por balance victorias-derrotas (W-L) y luego por los puntos fantasy acumulados en las jornadas de la Dunkest Cup.

Al final de la Jornada 27, se clasifican para la fase eliminatoria los tres primeros de cada grupo más los **1.384 mejores cuartos clasificados** de todos los grupos (ordenados por W-L y después por puntos de la Dunkest Cup), para un total de **16.384 equipos**. Los demás quedan eliminados de la Copa.

#### Fase eliminatoria

Hay una jornada de pausa tras la fase de grupos. La fase eliminatoria empieza en la **Jornada 33** y continúa como eliminación directa con emparejamientos aleatorios en cada jornada (sin cuadro fijo). En cada enfrentamiento avanza el equipo que consiga más puntos fantasy en esa jornada.\
Si sigue habiendo empate, pasa el equipo con mejor posición en el ranking global (se aplica el desempate estándar de la plataforma que, si es necesario, considera implícitamente la fecha de registro).

Y así hasta el partido final en el que dos equipos competirán por la victoria.


# Gestionar tu equipo

Cada **Jornada (G)** se divide en varios **Turnos (T1, T2, T3...)**, y cada Turno corresponde a un bloque de partidos jugados el mismo día.\
Esta estructura te permite realizar cambios en tu alineación entre Turnos.

### Sin sustituciones automáticas

Las sustituciones **no** **son automáticas**.\
Si un jugador de tu quinteto inicial no juega o anota menos puntos de lo esperado, debes sustituirlo manualmente.\
Por eso es importante construir tu alineación de manera estratégica según el calendario de Turnos, colocando a los jugadores en el quinteto inicial o en el banquillo en consecuencia.

### Qué puedes hacer entre Turnos

Entre el último partido de un Turno y el primero del siguiente puedes:

* Sustituir un titular por un jugador del banquillo, siempre que el jugador del banquillo **no haya jugado todavía**.
* Cambiar al **Capitán**, siempre que el nuevo Capitán **no haya jugado todavía**.
* Cambiar la formación, siempre que la nueva sea compatible con los jugadores disponibles.

Todos los cambios deben completarse **antes del inicio del siguiente Turno**.\
También puedes deshacer cambios, pero solo si el nuevo Turno **no ha comenzado**.

### Equipos en descanso

Si un equipo aparece marcado como “en descanso” durante una Jornada, **todos sus jugadores** (incluidos los no disponibles y el entrenador) recibirán su **puntuación media T1**, que corresponde al promedio de puntos obtenidos en las Jornadas anteriores.\
⚠️ **Importante**: los jugadores en descanso **no reciben el multiplicador de Capitán** aunque sean seleccionados como Capitán.

### Reglas del banquillo

Cuando haces una sustitución:

* El jugador que entra en el partido obtendrá normalmente sus puntos.
* El jugador que sale verá su puntuación **reducida a la mitad**, salvo el **sexto hombre**, que siempre obtiene **el 100 % de sus puntos**, incluso desde el banquillo.

Al final de la Jornada, la puntuación total fantasy de tu equipo se calculará así:

* **100 %** de los puntos de los titulares, del sexto hombre y del entrenador
* **50 %** de los puntos de los jugadores en el banquillo

### Capitán

La puntuación del Capitán se multiplica por **1,5**.\
El Capitán puede cambiarse entre Turnos, siempre que el nuevo Capitán **no haya jugado todavía**.


# Puntuación de los jugadores

La puntuación obtenida por cada jugador tiene en cuenta su rendimiento personal (tiempo regular más prórrogas) y el resultado de su equipo. Se calcula como la suma de las siguientes acciones estadísticas:

| ACCIÓN DEL JUGADOR                   | BONIFICACIÓN         | FALTA |
| ------------------------------------ | -------------------- | ----- |
| Punto conseguido                     | +1                   |       |
| Rebote defensivo                     | +1                   |       |
| Rebote ofensivo                      | +1.25                |       |
| Asistencia                           | +1.5                 |       |
| Robo/pérdida de balón                | +1.5                 | -1.5  |
| Tapones efectuados/recibid           | +1.5                 | -0,5  |
| Doble-doble                          | +5                   |       |
| Triple-doble                         | +10                  |       |
| Cuádruple-doble                      | +50                  |       |
| Quinteto inicial                     | +1                   |       |
| Triples anotados: 3/4/5+             | +3/+4/+5             |       |
| Bonificación por victoria del equipo | +5% de su puntuacion |       |
| Tiro fallado                         |                      | -1    |
| Tiro libre fallado                   |                      | -1    |

## Capitán

La puntuación del Capitán se multiplica por 1,5

## Fuente de datos

Los puntajes se calculan según los **box scores oficiales de OPTA**.\
Esta fuente de datos es **definitiva e incuestionable**, y todas las estadísticas se miden de manera objetiva e inequívoca según el rendimiento real de los jugadores durante los partidos.\
Por lo tanto, no se asume ninguna responsabilidad respecto a la exactitud de los datos.\
La organización se reserva el derecho de modificar uno o más datos en caso de errores evidentes o interpretaciones diferentes de las acciones de juego por parte del proveedor de datos.


# Puntuación del entrenador

La puntuación del entrenador se calcula a partir de la suma de las siguientes acciones:

| ACCIÓN                                                            | BONIFICACIÓN/FALTA |
| ----------------------------------------------------------------- | :----------------: |
| Victoria del equipo por 1-5 puntos                                |         +15        |
| Victoria del equipo por 6-10 puntos                               |         +18        |
| Victoria del equipo por 11-15 puntos                              |         +20        |
| Victoria del equipo por 16-20 puntos                              |         +23        |
| Victoria del equipo por 21-25 puntos                              |         +25        |
| Victoria del equipo por 26-30 puntos                              |         +28        |
| Victoria del equipo por 31-35 puntos                              |         +30        |
| Victoria del equipo por 36-40 puntos                              |         +33        |
| Victoria del equipo por > 40 puntos                               |         +35        |
| Victoria en la prórroga (independientemente del margen de puntos) |         +18        |
| Puntos anotados ≥ 120                                             |         +5         |
| Puntos recibidos ≤ 95                                             |         +5         |
| Derrota del equipo por 1-5 puntos                                 |         -7         |
| Derrota del equipo por 6-10 puntos                                |         -10        |
| Derrota del equipo por 11-15 puntos                               |         -13        |
| Derrota del equipo por 16-20 puntos                               |         -15        |
| Derrota del equipo por 21-25 puntos                               |         -18        |
| Derrota del equipo por 26-30 puntos                               |         -20        |
| Derrota del equipo por 31-35 puntos                               |         -23        |
| Derrota del equipo por 36-40 puntos                               |         -25        |
| Derrota del equipo por > 40 puntos                                |         -30        |
| Derrota en la prórroga (independientemente del margen de puntos)  |         -10        |
| Puntos anotados ≤ 95                                              |         -3         |
| Puntos recibidos ≥ 120                                            |         -3         |

### Coeficiente del Entrenador

La puntuación del entrenador se multiplica por un coeficiente que refleja la dificultad del partido. Este coeficiente se calcula en función de la diferencia de valoraciones en créditos entre los dos entrenadores enfrentados.

Ej. Cuando un entrenador con un **precio más alto** gana contra un entrenador con un **precio más bajo**, su puntuación se multiplica por un valor **menor a 1** (ver tabla de coeficientes).\
De manera similar, cuando un entrenador con un **precio más bajo** gana contra un entrenador con un **precio más alto**, su puntuación se multiplica por un valor **mayor a 1** (ver tabla de coeficientes), obteniendo así un **bono adicional**.

## Tabla de coeficientes

Cuando la puntuación obtenida por el entrenador es positiva, se multiplica por el valor indicado en la tabla. Cuando es negativa, se divide por el mismo valor.

| Diferencia en créditos | Entrenador con precio más alto | Entrenador con precio más bajo |
| ---------------------- | :----------------------------: | :----------------------------: |
| > o = 16,00            |              0.70              |              1.60              |
| 12,00 -15,99           |              0.75              |              1.50              |
| 8,00 - 11,99           |              0.79              |              1.41              |
| 6,00 - 7,99            |              0.83              |              1.32              |
| 4,00 - 5,99            |              0.87              |              1.23              |
| 2,00 - 3,99            |              0.91              |              1.14              |
| 1,00 - 1,99            |              0.95              |              1.05              |
| 0,00 - 0,99            |              1.00              |              1.00              |

{% hint style="info" %}
Incluso en caso de despido, ausencia o descalificación del entrenador, **este obtendrá su puntuación de todos modos**.
{% endhint %}


# Mercado

El **mercado de fichajes** se abre al final de cada Jornada y se cierra un minuto antes del inicio del primer partido de la siguiente Jornada.<br>

* Se permiten **fichajes ilimitados por Jornada**, incluyendo al entrenador.
* Hasta el inicio de la primera Jornada, los fichajes son **gratuitos**.
* Cuando comienza la temporada, cada fichaje “cuesta” un **malus de -5 puntos** que se restará de la puntuación total de la siguiente Jornada.<br>

{% hint style="info" %}
Los fichajes son **ilimitados** hasta el inicio de la primera Jornada tras el registro del equipo.
{% endhint %}


# Variaciones de Valores y Precios

El valor en créditos asignado a un jugador puede variar de una Jornada (J) a otra.\
El cambio en el valor de un jugador se denomina plusvalía (si aumenta) o minusvalía (si disminuye).

Las plusvalías y minusvalías tienen en cuenta **dos parámetros**:

* La **puntuación obtenida por el jugador**
* El **valor inicial del jugador**: a igualdad de puntuación, un jugador con un valor inicial más bajo generará una plusvalía mayor en comparación con uno de valor más alto.

Esta variación aumentará o reducirá tu presupuesto en créditos, afectando así tu capacidad de compra.


# Partidos Suspendidos o Cambiados

### **Partidos Suspendidos, Adelantados o Aplazados**

* Si uno o varios partidos se reprograman para un momento en el que la Jornada ya ha finalizado y la siguiente aún no ha comenzado, entonces **se considerarán válidos** a efectos del juego.
* Si uno o varios partidos se reprograman con la Jornada ya en curso, los jugadores (incluidos entrenadores, lesionados y sancionados) **recibirán su puntuación media** correspondiente a la jornada originalmente prevista en el calendario.
* Si uno o varios partidos se aplazan pocas horas antes del inicio de la Jornada, los jugadores (incluidos entrenadores, lesionados y sancionados) **recibirán su puntuación media** de la jornada originalmente prevista.
* En el caso de aplazamientos durante la **Jornada 1**, los jugadores (incluidos entrenadores, lesionados y sancionados) recibirán su **puntuación media**, que al tratarse de la primera jornada será igual a **0 puntos**.

***

### **Equipos en Descanso**

Durante la temporada, puede haber Jornadas en las que algunos equipos no jueguen, como parte de la optimización del calendario de competición.\
Todos los jugadores (incluidos entrenadores, lesionados y sancionados) de los equipos en descanso se comportarán de la siguiente manera:

* Obtendrán su **puntuación media**
* **No generarán plusvalía ni minusvalía**
* **No duplicarán su puntuación si son designados Capitán**
* **Recibirán puntuación reducida al 50 %** si están alineados en el banquillo

***

### **Equipos Fuera de Calendario**

Los equipos que **NO estén en el calendario** (jugadores, entrenadores o no disponibles) **NO serán considerados “equipos en descanso”** y **NO recibirán su puntuación media**, sino **0 puntos**.\
Esto se aplica, por ejemplo, a los equipos eliminados o ya clasificados que estén esperando rival en la siguiente ronda de los Playoffs.

***

### **Casos Especiales**

En caso de eventos extraordinarios, la organización se reserva el derecho de tomar cualquier decisión necesaria, la cual será comunicada oportunamente a través de la app, noticias y canales oficiales en redes sociales.


# Registro tardío

Es posible registrarse incluso después de que el campeonato haya comenzado.

### **Puntuación de Entrada**

Al finalizar la Jornada en la que te registres, recibirás una puntuación igual a la **media de puntos obtenida por todos los equipos registrados hasta ese momento**.

### **Presupuesto Inicial**

Tu presupuesto será de **95 créditos + 0,3 créditos por cada Jornada ya disputada**.\
**Ejemplo:** te registras en la Jornada 7 → 95 + (0,3 × 6) = **96,8 créditos**

### **Registro Durante una Jornada**

Podrás fichar a los jugadores que aún estén disponibles.\
La puntuación de tu equipo será igualmente la **media de puntuación**.\
Las **variaciones de valor** estarán activas, pero tu **presupuesto no se verá modificado**.


# Fantasy Pass

Para mejorar tus equipos de fantasy puedes comprar el **Fantasy Pass (24,99€)**, que incluye:

* **Créditos extra**: aumentan tu presupuesto de créditos (máx. +10 créditos)
* **Traspasos ilimitados**: cada Jornada puedes hacer traspasos ilimitados sin penalización
* **Sin anuncios**: elimina la publicidad de la web y la app durante toda la temporada
* **Notificaciones push personalizadas**: notificaciones sobre el estado de los jugadores de tu plantilla
* **Jugadores “On Fire”**: indicación en el Campo y en la Lista de Jugadores del estado “On Fire” de un jugador, es decir, si ha estado especialmente en forma en los últimos partidos
* **Disponibilidad de jugadores**: indicación en el campo y en la lista de jugadores del % que tiene el jugador de jugar
* **Newsletter semanal**: análisis fantasy en profundidad basado en los últimos partidos, el rendimiento de los jugadores y el calendario para gestionar y mejorar tu equipo fantasy de la mejor manera
* **Youtube Live**: Directos dedicados en nuestro canal de Youtube donde preparamos el equipo fantasy para la próxima Jornada

**Importante**\
El Fantasy Pass es válido hasta el **31.08.26**\
El Fantasy Pass es válido para el **equipo individual** en el que se haya comprado.


# Premios

A partir de este año, la **Regular Season** y los **Playoffs** se unen en una única **Clasificación General**, que será la que otorgará los premios del modo de Juego Fantasy.\
Las clasificaciones para las que están previstos premios son:

* **Clasificación de Jornada**: elaborada en base a las puntuaciones obtenidas por tu equipo en cada Jornada.
* **Clasificación General**: elaborada en base a las puntuaciones obtenidas por tu equipo en todas las Jornadas, desde la primera de Regular Season hasta la última de Playoffs.
* **Clasificación Dunkest Cup**: elaborada en base a los equipos que lleguen a los 4 primeros puestos de la Copa, según las modalidades previstas en el apartado “Dunkest Cup”.

En caso de empate, se aplicará un único criterio: la **fecha y hora de creación del equipo** (quien haya creado antes el equipo será clasificado primero).

***

#### IMPORTANTE

Para participar en el concurso son necesarios los siguientes requisitos, que deberán indicarse en el momento del registro:

* Ser residente o estar domiciliado en Italia, República de San Marino, Alemania, Austria, Reino Unido, Países Bajos, Finlandia, Rumanía, Eslovenia, Suiza, Eslovaquia, República Checa o España.
* Ser mayor de edad.
* Ser titular del abono **“Fantasy Pass”** para tu equipo.

***

## Lista de premios para la temporada 2025/26 de Dunkest

**Clasificación de Jornada**\
El 1º clasificado de cada Jornada ganará un premio, que varía según la Jornada como se indica en la lista siguiente:

* Jornadas 1-7, 9-15, 17-23, 25-31, 33-39, 41-47, 49-55, 57-63: **vale de compra** en Airdom.com por valor de 100 €.
* Jornadas 8 y 40: **zapatillas Air Jordan Luka 4**
* Jornadas 16 y 48: **zapatillas Air Jordan Tatum 4**
* Jornadas 24 y 56: **zapatillas Nike Freak 7**
* Jornadas 32 y 64: **zapatillas Nike Lebron Next Gen**
* Jornadas desde la 65 en adelante hasta el final de Playoffs: **vale Amazon** por valor de 50 €.

**Clasificación General**

* 1º: **viaje Dunkest** para una persona, a elegir entre los organizados para la temporada 2026/27.
* 2º: **vale Amazon** por valor de 1.000 €.
* 3º: **vale Amazon** por valor de 500 €.
* 4º-5º: **vale Amazon** por valor de 300 €.
* 6º-10º: **vale Amazon** por valor de 200 €.
* 11º-20º: **vale Airdom** por valor de 100 €.
* 21º-30º: **vale Airdom** por valor de 50 €.

**Clasificación Dunkest Cup**

* 1º: **vale Amazon** por valor de 1.000 €.
* 2º: **vale Amazon** por valor de 500 €.
* 3º-4º: **vale Amazon** por valor de 200 €.

El reglamento completo del concurso está disponible aquí.


# Modo Draft

El modo Draft permite crear una liga privada con plantillas exclusivas, donde los jugadores de la NBA (p. ej.: Jokic) pueden pertenecer simultáneamente a un solo equipo.

Los participantes deberán decidir la selección de los jugadores de cada equipo de la NBA (por ejemplo: una subasta en una mesa, una llamada por Zoom, etc.). Al final de la selección, un comisionado del Draft (el que creó la liga) introduce manualmente a los jugadores en cada plantilla.

El modo Draft y el modo Clásico son iguales a excepción de los siguientes puntos:

* El equipo registrado no participa en el modo Clásico.
* Las plantillas son exclusivas: cada jugador de la NBA solo puede ser elegido para un equipo.
* No es posible comprar ventajas de juego, como créditos extras o comodines.
* Los fichajes no generan penalizaciones en los puntos.
* Los fichajes solo los puede abrir y cerrar el comisionado en las ventanas proporcionadas por el calendario de Dunkest, que sigue siendo idéntico al del modo Clásico.
* No hay entrenador jefe.
* El valor de los jugadores no cambia en función de su rendimiento.


# Creación de un Draft

El comisionado tendrá que establecer los siguientes parámetros durante la creación de la liga:

* Nombre de la liga.
* Modo de selección de los jugadores: con o sin créditos.
* Presupuesto: a disposición de cada usuario para que compre agentes libres o proponga fichajes a otros equipos (también puede ser 0). Si se ha elegido la modalidad de crédito, es necesario establecer un presupuesto para la subasta.
* Modo competición: clasificación clásica o modo cara a cara (H2H).

Después de que todos los participantes se hayan unido y la liga haya comenzado, será posible importar los siguientes parámetros adicionales:

* Inicio de la jornada: El comisionado puede elegir si empezar la liga la próxima jornada o en una jornada diferente.
* Fecha límite para fichajes: El comisionado puede elegir si dejar que los fichajes se abran automáticamente entre una jornada de Dunkest y otra, o mantener el control directo y decidir de forma independiente cuándo se abren y cuándo se cierran los fichajes (siempre dentro de la ventana de tiempo establecida por el calendario de Dunkest y nunca con una jornada en curso).


# Tipos de Draft

**CON CRÉDITOS**

Si se elige este modo, el comisionado asignará un presupuesto de crédito que cada participante en el Draft tendrá que usar para crear las plantillas (mediante una subasta). Los créditos restantes pueden utilizarse posteriormente cuando se abran los fichajes.

*Por ejemplo: Se ha establecido que cada uno comience con 300 créditos. Cada participante de la liga convocará por turno a un jugador de su elección por el que ofrecerá automáticamente 1 crédito. Los demás participantes podrán decidir aumentarlo, procurando siempre no utilizar todos sus créditos disponibles antes de completar la plantilla.*

**SIN CRÉDITOS**

Si se elige este modo, la liga decide que la asignación de jugadores se llevará a cabo sin usar créditos. También en este caso, los modos específicos tendrán que elegirlos los jugadores sin conexión. Sin embargo, el comisionado tendrá que asignar un presupuesto en créditos para el posdraft (que también puede ser igual a 0) para comprar agentes libres u ofrecer fichajes a otros participantes.

*Por ejemplo: El orden de convocatoria de los distintos participantes de la liga se decide mediante un sorteo. Como no hay créditos, el jugador de la NBA que se elija se incorporará automáticamente a la plantilla del equipo que lo haya convocado. Al finalizar cada ronda, la convocatoria comenzará de nuevo siguiendo el orden opuesto al de la ronda anterior, por lo que se comenzará por el último (modo Serpiente). Este procedimiento se repetirá hasta que todas las plantillas estén completas.*


# Market

Los agentes libres son jugadores que no pertenecen a ningún equipo que participe en la liga y que pueden adquirirse durante las ventanas de fichajes según el siguiente procedimiento:

Cómo adquirir a un agente libre:

1. Selecciona dentro de tu plantilla a un jugador al que quieras renunciar y elige de entre los agentes libres a un jugador con la misma posición que la del que hayas liberado.
2. Si dispones de suficiente presupuesto, decide cuántos créditos vas a ofrecer.
3. Tras confirmar la oferta, esta aparecerá en la «Lista de ofertas», en la página «Equipo», y podrás cambiarla cuando lo desees.
4. Tres horas antes del cierre de los fichajes, el participante que haya ofrecido la puja más alta verá automáticamente al nuevo jugador en la plantilla, que ocupará la misma posición que la del jugador sustituido. El jugador traspasado se colocará en la lista de agentes libres y, por tanto, estará disponible a partir de la siguiente ventana de tiempo de los fichajes. En caso de empate, ganará la subasta el jugador que ocupe el lugar más bajo en la clasificación de la liga.
5. Si el fichaje falla, los créditos que se hayan ofrecido se devolverán y el jugador al que se haya renunciado permanecerá en el equipo.


# Traspasos de jugadores entre participantes de la liga

También es posible ofrecer el traspaso de un jugador que pertenezca a otro participante de la liga.

Las reglas son las mismas que para los fichajes de los agentes libres. La única diferencia es que no será necesario esperar hasta el final de la ventana de tiempo del mercado para efectuar la operación. El participante podrá decidir en cualquier momento si aceptar o rechazar la oferta que haya recibido.


# Terms and Conditions

### 1. Preamble

The provision of the "Dunkest" Online Gaming Service to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), with registered office at Via San Zeno 145, 25124, Brescia (BS), VAT No. 03549330987, email <info@fantaking.it>, is governed by these general terms and conditions ("Terms and Conditions").

### 2. Definitions

The following terms and phrases shall have the meanings set forth below, it being understood that terms defined in the singular shall also be understood as defined in the plural and vice versa.

* **"Application":** shall mean the "Dunkest" application made available by Fantaking Interactive to Users within the Apple Store and Google Play platforms;
* **"Agreement":** means the agreement entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;
* **"Game" or "Service"** means the "Dunkest" service provided by Fantaking Interactive to registered Users through the Application in compliance with the Rules and official documentation published by Fantaking Interactive also within the Website, and the features from time to time made available by Fantaking Interactive and published within the Application;
* **"Participant":** means the user who takes part in the game as a result of Registration;
* **"Registration":** shall mean the procedure made available by Fantaking Interactive in the Application for the purpose of creating the User account necessary to access the Game;
* **"Rules":** shall mean the official Rules, made available by Fantaking Interactive within the Application and/or the Website, governing and regulating the Service;
* **"Web Site":** means the site available online at: <https://www.dunkest.com>;
* **"User":** means the natural person (consumer) who, following the successful Registration of his/her Data and acceptance of these Terms and Conditions, uses the Service.

### 3. Contract execution and acceptance of the Terms and Conditions

The Contract between Fantaking Interactive and the User is concluded exclusively through the Internet, remotely, following the User's successful Registration.

By registering, the User declares that he/she (i) has read, understood and accepted these Terms and Conditions and the Rules, (ii) has read the privacy policy rendered by Fantaking Interactive and (iii) wishes to provide his/her data.

The User, in order to register shall:

* punctually fill in the registration form made available in the Application by providing complete, true and accurate data and select his/her access password (even if the User connects through his/her social account);
* tick the box relating to the "Terms and Conditions" for acceptance;
* read the privacy policy for the processing of personal data made available by Fantaking Interactive and tick the relevant box to provide their data;
* send Fantaking Interactive the Registration form by clicking on the "Register" function available in the Application, so as to formalize your registration request and allow Fantaking to provide the Service.

Following Fantaking Interactive's receipt of the registration request, the User will receive an email confirmation of successful Registration, which will allow the User to access the Game via his/her credentials or, in case of Registration via social account, to access the Game after logging in via his/her social account.

### 4. In-App Purchases

The Service allows Users to make (optional) in-App purchases for the purpose of enhancing their gaming experience, subject to the terms of the Rules.

The payment of in-App purchases is made through the in-App payment services provided by Google Play/Apple Store, directly between the User and such providers, under their terms and conditions.

The activation of the benefits will take place within 24 hours after Fantaking Interactive receives the payment, except in the case of delays caused by technical problems. In the event of a delay in the activation of benefits, the User may contact Fantaking Interactive and request assistance at the addresses indicated in clause 12.

### 5. Access and use of the service

The User will be responsible for any expenses, including internet connection, that he/she may incur to access the Service.

Limitations on Use of the Service:

* The User (and/or the person exercising parental responsibility) assumes full responsibility for any misuse of the Service and/or use not authorized by applicable law;
* Fantaking Interactive is not liable for any accounts created using a false identity or false information, through social accounts owned by third parties and/or on behalf of someone other than the User;
* The User must use the Service for non-commercial purposes only.

Registration requires the input of the User's data, which will be processed in accordance with data protection regulations. The User acknowledges that the account constitutes for Fantaking Interactive the system of validation of the User's access to the Service and the only suitable means of legitimizing access to the Service. The User therefore agrees and acknowledges that all acts performed through the account assigned to them will be binding on them. The User acknowledges and accepts that, should he/she provide inaccurate, untrue and/or incomplete data during Registration, Fantaking Interactive may be prevented from executing the Service. In any case, Fantaking Interactive reserves the right not to activate and/or deactivate the Service, without notice, until the User corrects/updates the data entered.

The User assumes all liability to Fantaking Interactive and/or third parties for acts performed through his/her account.

By signing these Terms and Conditions, the User agrees to be responsible for all content posted or transmitted in any way in the use of the Service. Fantaking Interactive assumes no responsibility for the conduct of any User, nor is it obligated to monitor the content uploaded by such User. Information provided through the Service may be used by Fantaking (i) in the event that Fantaking Interactive is required to provide the information by order of the Judicial Authority, (ii) to satisfy any applicable law or regulation, and (iii) in order to protect Fantaking Interactive's rights in and out of court.

### 6. Credential security and data update

The User's login credentials are confidential and must be kept by the User, who will be required to take appropriate security measures aimed at their safekeeping.

The User shall update and modify the data provided during Registration so that they are constantly updated, complete and true by accessing his/her personal area.

The User will be able to update and modify his/her access credentials within his/her personal area.

### 7. Intellectual Property

The intellectual and industrial property rights, including the contents, materials, works published and made available in the Service or otherwise present in the Application - including, without limitation, trademarks, distinctive signs, images, catalogs, sounds, photographs, databases, press releases and documents in general reproduced, as well as application software, html codes - are the exclusive property of Fantaking Interactive and/or third party licensors.

The provision of the Service does not imply the transfer of ownership of any intellectual and industrial property rights owned by Fantaking Interactive and/or third party licensors to the User.

The User agrees to respect such rights and not to engage in any conduct that may cause, even potentially, an infringement thereof.

The User agrees to immediately report to Fantaking Interactive any infringement, even potential or suspected, of the intellectual property rights of Fantaking Interactive and/or third party licensors.

### 8. Compliance with the Rules

The User agrees to read and abide by the Rules and in each case the Terms and Conditions and any other directions/communications/instructions made available by Fantaking Interactive within the Website and Application.

### 9. Awards

The Game will provide prizes for Users in accordance with the Rules.

### 10. Warrantiy

Fantaking Interactive undertakes to provide the Service in compliance with the provisions of the Terms and Conditions and the Rules. The User acknowledges and recognizes that during the duration of these Terms and Conditions of Services, interruptions may also occur for maintenance and/or technical interventions, which, as far as possible and except in case of force majeure, will still be communicated to the User.

Fantaking Interactive assumes no responsibility for inefficiencies attributable to force majeure or fortuitous event. Fantaking Interactive shall not be liable to the User, except in the case of willful misconduct or gross negligence, for inefficiencies or malfunctions related to the use of the Internet outside of its control or that of its subcontractors.

In the use of the Service, the User agrees not to use expressions contrary to public order, morality and decency and also agrees to immediately report to Fantaking Interactive the possible presence of messages or communications in violation of these canons by other users.

In particular, Fantaking Interactive does not guarantee that:

* the Service meets the User's needs and is fit for purpose;
* the Service is uninterrupted, timely, secure, and/or error-free;
* results that may be obtained from the User's use of the Service are accurate and reliable;
* defects are corrected;
* the Application or the servers that make the Service accessible to the User are free of viruses or other harmful elements.

The User agrees to indemnify and hold harmless Fantaking Interactive and the companies it appoints to perform the Service from any claims and demands for compensation from third parties arising from the User's misuse of the Service, and/or in violation of and/or non-compliance with these Terms and Conditions and the Rules.

### 11. Suspension of the service

Fantaking Interactive may at any time discontinue the provision of the Service if there are justified security reasons or violations of the law, even ascertained by the competent authorities, as well as in case of conduct contrary to public morality and decency.

### 12. Communications and complaints

Any communication and complaint relating to the Terms and Conditions, the Rules and the Service as well as request for assistance must be made by the User through the form made available within the Application, the Website or in writing to the address: Fantaking Interactive - Via San Zeno 145, 25124 Brescia (BS) or to the e-mail address: <info@dunkest.com>.

### 13. Data Protection

The Parties undertake to comply with applicable data protection legislation.

The processing of the User's personal data is carried out in compliance with the information for the processing of personal data, made available by Fantaking Interactive at <https://www.dunkest.com/privacy> .

### 14. Modification of the General Terms and Conditions

These Terms and Conditions should be reviewed periodically by the User.

These Terms and Conditions may be updated, supplemented or amended at any time by Fantaking Interactive, which will provide notice thereof via the pages of the Website and such updates/amendments and/or supplements will be effective for any future purchases performed by the User during the Game.

There is a right to withdraw from the Service in case of non-acceptance of any changes that Fantaking Interactive may make to the Terms and Conditions or the Privacy Policy, by deleting your personal account in the "Profile" web page of your Personal Area present within the Application. In such case Fantaking Interactive, in the necessary time, will disable access to the Service and cease the processing of the User's personal data.

### 15. Applicable Law

This contract is governed by Italian law. Any dispute relating to the interpretation and execution of this contract shall be subject to the jurisdiction of the court of the place where the User, as a consumer, has his residence.

Should any of the provisions contained in the Terms and Conditions be deemed invalid, void or unenforceable for any reason whatsoever, such provision shall be deemed severed and shall not affect the validity and enforceability of the other provisions.


# Κανόνες Fantasy

Το **Dunkest** είναι το πιο δημοφιλές NBA Fantasy μπάσκετ, όπου οι βαθμολογίες των παικτών υπολογίζονται **ολόκληρες και αποκλειστικά** με βάση τις στατιστικές που συλλέγει η **OPTA**.

Κάθε δράση στο παρκέ — πόντοι, ριμπάουντ, κοψίματα, λάθη — **συμβάλλει στην τελική βαθμολογία**, χωρίς καμία ανθρώπινη παρέμβαση ή υποκειμενική αξιολόγηση.

Μόνο **μετρήσιμα και επαληθεύσιμα δεδομένα** λαμβάνονται υπόψη.


# Δημιουργία Ομάδας

Για να ξεκινήσετε να παίζετε, απλά **εγγραφείτε** και δημιουργήστε την **fantasy ομάδα** σας.\
Με **ένα μόνο λογαριασμό**, μπορείτε να διαχειριστείτε έως και **4 ομάδες**.

***

#### **Αρχικός Προϋπολογισμός**

Κάθε ομάδα διαθέτει **100 credits (CR)** για να αγοράσει **10 παίκτες** και **1 προπονητή**.

***

#### **Σύνθεση Ομάδας**

Κάθε ομάδα αποτελείται από:

* 2 Centers
* 4 Forwards
* 4 Guards
* 1 Προπονητής

Μπορείτε να επιλέξετε **μέγιστο 2 παίκτες από την ίδια ομάδα NBA**, συμπεριλαμβανομένων και του προπονητή.\
Κατά τη διάρκεια των Playoffs, αυτό το όριο αυξάνεται σε **6 συνολικά** (ή 5 παίκτες + ο προπονητής).

***

#### **Διαθέσιμες Διατάξεις**

Μπορείτε να επιλέξετε μία από τις ακόλουθες διατάξεις παιχνιδιού:

* 2-2-1
* 1-2-2
* 2-1-2
* 1-3-1
* 3-1-1


# Λίγκες

Μόλις δημιουργηθεί η fantasy ομάδα σας, αυτή **εισάγεται αυτόματα σε τρεις λίγκες**:

* **Γενική Λίγκα (General League):** περιλαμβάνει τη συνολική βαθμολογία από όλες τις **64 αγωνιστικές της Regular Season** συν τις αγωνιστικές των Playoffs.
* **Λίγκα Χώρας (Nation League):** ομαδοποιεί τις ομάδες με βάση τη **χώρα κατοικίας** που δηλώθηκε κατά την εγγραφή.
* **Λίγκα Αγαπημένης Ομάδας (Favorite Team League):** περιλαμβάνει όλες τις ομάδες που επέλεξαν τον ίδιο αγαπημένο σύλλογο.

***

#### **ΣΗΜΑΝΤΙΚΟ**

Μεγάλη αλλαγή για αυτή τη σεζόν: η **Regular Season** και τα **Playoffs** ενώνονται σε **ένα ενιαίο τουρνουά**.

* Δεν χρειάζεται πλέον να δημιουργήσετε νέα ομάδα για τα Playoffs.
* Η ίδια ομάδα που δημιουργήθηκε στη Regular Season θα συνεχίσει στο Postseason με τους εξής κανόνες:
  * Ο προϋπολογισμός που κερδήθηκε στη Regular Season διατηρείται για την έναρξη των Playoffs.
  * Οι μεταγραφές από το τέλος της Regular Season και για όλα τα Playoffs είναι **απεριόριστες και δωρεάν**.
  * Ο μέγιστος αριθμός παικτών από την ίδια πραγματική ομάδα αυξάνεται κατά τη διάρκεια των Playoffs.
  * Θα υπάρχει **ενιαία συνολική κατάταξη**, χωρίς ξεχωριστούς πίνακες για Regular Season και Playoffs.

***

Επιπλέον, μπορείτε να εγγράψετε την fantasy ομάδα σας σε:

* **Δημόσιες Λίγκες:** ανοιχτές σε όλους, ορατές και προσβάσιμες χωρίς πρόσκληση.
* **Ιδιωτικές Λίγκες:** προσβάσιμες μόνο μέσω **κωδικού συμμετοχής**, ιδανικές για μικρές παρέες ή διαγωνισμούς φίλων.

***

#### **Λειτουργία Ιδιωτικών Λιγκών**

Μπορείτε να επιλέξετε ανάμεσα σε δύο τρόπους παιχνιδιού:

**All vs All**

* Ο πίνακας κατάταξης βασίζεται στους **συσσωρευμένους fantasy πόντους** από όλες τις αγωνιστικές.

**Head-to-Head (1-σε-1)**

* Οι χρήστες αντιμετωπίζουν ο ένας τον άλλον σε κάθε αγωνιστική σε **παιχνίδι 1-1**, σύμφωνα με **προκαθορισμένο πρόγραμμα**, που δημιουργείται **1 ώρα πριν από την έναρξη της αγωνιστικής**.
* Το αποτέλεσμα της αναμέτρησης αντιστοιχεί στο **συνολικό σκορ** των fantasy ομάδων.

**Παράδειγμα:**

* Team A 250pts – Team B 220pts → **Team A νικά**
* Team A 220pts – Team B 250pts → **Team B νικά**
* Team A 250pts – Team B 250pts → **ισοπαλία**. Για να ανακηρυχθεί νικητής:
  1. **Γενική Κατάταξη:** νικά η ομάδα με περισσότερους πόντους στη γενική κατάταξη.
  2. **Αξία Quinteto αρχικής 5άδας:** νικά η ομάδα με το αρχικό πεντάδα που σκόραρε περισσότερους πόντους.
  3. **Ημερομηνία εγγραφής:** νικά η ομάδα που εγγράφηκε πρώτη.
* Η κατάταξη της ομάδας αντικατοπτρίζει το **ρεκόρ νικών-ήττων**.
* Σε περίπτωση ισοπαλίας, νικά η ομάδα με **υψηλότερη βαθμολογία στη γενική κατάταξη**. Αν εξακολουθεί να υπάρχει ισοπαλία, νικά η ομάδα που εγγράφηκε πρώτη.

***

#### **Πρόσθετοι Κανόνες Head-to-Head**

* Η λίγκα μπορεί να αποτελείται από **μέγιστο αριθμό ομάδων**, ανάλογα με τις αγωνιστικές.
* Αν υπάρχουν **λιγότερες ομάδες από το μέγιστο επιτρεπόμενο**, τα παιχνίδια **επαναλαμβάνονται** μέχρι την τελευταία αγωνιστική.
* Αν η λίγκα έχει **περιθωριακό αριθμό ομάδων**, δημιουργείται αυτόματα μια **προεπιλεγμένη ομάδα “Dunkest Team”**, η οποία κάθε μέρα παίρνει **μέση βαθμολογία** από όλες τις ομάδες που είναι εγγεγραμμένες στο Dunkest για την τρέχουσα αγωνιστική.
* Σε αντίθεση με τη Γενική Κατάταξη, **δεν είναι δυνατόν να προστεθούν νέοι συμμετέχοντες** αφού ξεκινήσει η λίγκα.

**Σημείωση:** όλες οι λίγκες συνεχίζονται **κατά τη διάρκεια της Regular Season και των Playoffs**, δεν χρειάζεται να δημιουργηθεί νέα λίγκα για τα Playoffs.


# Dunkest Cup

Από αυτή τη σεζόν, όλοι οι χρήστες μπορούν να συμμετάσχουν στον νέο διαγωνισμό **Dunkest Cup**.

**Τι είναι το Dunkest Cup:**\
Είναι ένας **ειδικός αγώνας head-to-head (H2H)** που τρέχει παράλληλα με τις **κύριες κατατάξεις**.\
Δημιουργείται **μετά την έναρξη της σεζόν** και ξεκινά στη **10η αγωνιστική**, περιλαμβάνοντας τις **50.000 κορυφαίες ομάδες** στη **παγκόσμια κατάταξη**.

***

#### **Φάση Ομίλων**

* Η πρώτη φάση είναι η **φάση ομίλων**, όπου οι πρώτες 50.000 ομάδες της παγκόσμιας κατάταξης **κλειδώνουν τυχαία σε 5.000 ομίλους των 10 ομάδων**.
* Δημιουργείται πλήρες **πρόγραμμα round-robin** κατά τη δημιουργία.
* Από την **10η έως την 27η αγωνιστική**, κάθε αγωνιστική αποτελεί **ένα H2H παιχνίδι**. Η ομάδα με τους περισσότερους **fantasy πόντους** σε αυτή την αγωνιστική **κερδίζει το παιχνίδι**.
* Η κατάταξη των ομίλων βασίζεται στο **ρεκόρ νικών-ήττων (W–L)** και, σε περίπτωση ισοβαθμίας, στους **fantasy πόντους που συγκεντρώθηκαν στις αγωνιστικές του Dunkest Cup**.
* Στο τέλος της **27ης αγωνιστικής**, οι **τρείς πρώτοι από κάθε όμιλο** μαζί με τους **1.384 καλύτερους τέταρτους** όλων των ομίλων (κατατάσσονται με W–L και Dunkest Cup πόντους) **προκρίνονται στη φάση Knockout** (σύνολο 16.384 ομάδες).
* Όλοι οι υπόλοιποι **αποκλείονται από το Cup**.

***

#### **Φάση Knockout**

* Υπάρχει **μία αγωνιστική διακοπής** μετά τη φάση των Ομίλων.
* Η φάση Knockout ξεκινά στη **33η αγωνιστική** και προχωρά με **απλή αφαίρεση (single-elimination)**, με **τυχαίους ζευγάρια κάθε αγωνιστική** (χωρίς σταθερό bracket).
* Σε κάθε ισοπαλία, η ομάδα με τους περισσότερους **fantasy πόντους** στην αγωνιστική **προκρίνεται**.
* Αν παραμένει ισοπαλία, η ομάδα με την **καλύτερη συνολική κατάταξη στο Global Championship** προκρίνεται (ισχύουν οι **τυπικοί κανόνες tie-break** της πλατφόρμας και, αν χρειαστεί, λαμβάνεται υπόψη η **ημερομηνία εγγραφής**).

Αυτό συνεχίζεται **μέχρι τον τελικό αγώνα**, όπου **δύο ομάδες θα αγωνιστούν για τη νίκη**.


# Διαχείριση Ομάδας

Κάθε **αγωνιστική (Matchday, G)** χωρίζεται σε αρκετές **Σειρές (Turns, T1, T2, T3…)**.\
Κάθε σειρά αντιστοιχεί σε ένα **μπλοκ αγώνων που διεξάγονται την ίδια ημέρα**.\
Αυτή η δομή σας επιτρέπει να κάνετε αλλαγές στο **lineup** σας μεταξύ των Σειρών.

***

#### **Χωρίς Αυτόματες Αντικαταστάσεις**

Οι αντικαταστάσεις **δεν γίνονται αυτόματα**.\
Αν ένας παίκτης στην αρχική πεντάδα **δεν αγωνιστεί** ή σκοράρει **λιγότερους πόντους από τους αναμενόμενους**, πρέπει να τον **αντικαταστήσετε χειροκίνητα**.\
Γι’ αυτό είναι σημαντικό να **χτίσετε στρατηγικά την πεντάδα σας** με βάση το πρόγραμμα των Σειρών, τοποθετώντας τους παίκτες στην αρχική πεντάδα ή στον πάγκο ανάλογα.

***

#### **Τι Μπορείτε να Κάνετε Μεταξύ Σειρών**

Μεταξύ του τελευταίου αγώνα μιας Σειράς και του πρώτου αγώνα της επόμενης, μπορείτε να:

* **Αντικαταστήσετε** παίκτη της αρχικής πεντάδας με παίκτη από τον πάγκο, εφόσον ο παίκτης του πάγκου **δεν έχει αγωνιστεί ακόμα**.
* **Αλλάξετε τον Καπετάνιο**, εφόσον ο νέος καπετάνιος **δεν έχει αγωνιστεί ακόμα**.
* **Αλλάξετε τη διάταξη (formation)**, εφόσον η νέα διάταξη είναι **συμβατή με τους διαθέσιμους παίκτες**.

Όλες οι αλλαγές πρέπει να ολοκληρωθούν **πριν την έναρξη της επόμενης Σειράς**.\
Μπορείτε επίσης να **ανατρέψετε τις αλλαγές**, αλλά μόνο **αν η νέα Σειρά δεν έχει ξεκινήσει ακόμα**.

***

#### **Ομάδες σε Ξεκούραση**

Αν μια ομάδα σημειωθεί ως **“ξεκούραστη”** κατά τη διάρκεια μιας Αγωνιστικής, όλοι οι παίκτες της (συμπεριλαμβανομένων των μη διαθέσιμων παικτών και του προπονητή) θα λάβουν **μέση βαθμολογία T1**, η οποία αντιστοιχεί στον **μέσο όρο των πόντων που συγκέντρωσαν σε προηγούμενες αγωνιστικές**.

⚠️ **Σημαντικό:** Οι παίκτες σε ξεκούραση **δεν λαμβάνουν τον πολλαπλασιαστή μπόνους καπετάνιου**, ακόμη κι αν έχουν επιλεγεί ως Καπετάνιος.

***

#### **Κανόνες Πάγκου**

Όταν κάνετε αντικατάσταση:

* Ο παίκτης που μπαίνει στο παιχνίδι **κερδίζει κανονικά τους πόντους του**.
* Ο παίκτης που βγαίνει **βλέπει τη βαθμολογία του μειωμένη στο μισό**, εκτός από τον **έκτο παίκτη**, ο οποίος **λαμβάνει 100% των πόντων του**, ακόμη κι αν είναι στον πάγκο.

Στο τέλος της Αγωνιστικής, η συνολική **fantasy βαθμολογία της ομάδας** υπολογίζεται ως εξής:

* 100% των πόντων των **αρχικών παικτών, έκτου παίκτη και προπονητή**
* 50% των πόντων των **παικτών στον πάγκο**

***

#### **Καπετάνιος**

* Η βαθμολογία του Καπετάνιου **πολλαπλασιάζεται επί 1,5**
* Ο Καπετάνιος μπορεί να **αλλάξει μεταξύ των Σειρών**, εφόσον **ο νέος Καπετάνιος δεν έχει αγωνιστεί ακόμα**


# Βαθμολογία Παίκτη

Η βαθμολογία κάθε παίκτη λαμβάνει υπόψη **την ατομική απόδοση** (κανονικός χρόνος συν παρατάσεις) και το **αποτέλεσμα της ομάδας του**.

Η βαθμολογία των παικτών υπολογίζεται ως το **άθροισμα των παρακάτω στατιστικών ενεργειών**:

| ΕΝΕΡΓΕΙΑ ΠΑΙΚΤΗ              | Μπόνους          | Ποινή |
| ---------------------------- | ---------------- | ----- |
| Σκορ πόντων                  | +1               |       |
| Αμυντικό ριμπάουντ           | +1               |       |
| Επιθετικό ριμπάουντ          | +1.25            |       |
| Ασίστ                        | +1.5             |       |
| Κλέψιμο / Απώλεια μπάλας     | +1.5             | -1.5  |
| Αποκρούσεις / Δέχτηκες μπλοκ | +1.5             | -0,5  |
| Διπλό-Διπλό                  | +5               |       |
| Τριπλό-Διπλό                 | +10              |       |
| Τετραπλό-Διπλό               | +50              |       |
| Αρχική πεντάδα               | +1               |       |
| Ευστοχίες τρίποντων: 3/4/5+  | +3/+4/+5         |       |
| Νίκη ομάδας                  | +5% of his score |       |
| Αστοχία σουτ                 |                  | -1    |
| Αστοχία βολής                |                  | -1    |

## Καπετάνιος

Η βαθμολογία του Καπετάνιου πολλαπλασιάζεται επί 1,5

### Πηγή Δεδομένων

Οι βαθμολογίες υπολογίζονται με βάση τα **επίσημα στατιστικά της OPTA**.\
Αυτή η πηγή δεδομένων είναι **οριστική και αδιαμφισβήτητη**, και όλα τα στατιστικά μετρώνται **αντικειμενικά και αδιαμφισβήτητα** σύμφωνα με τις πραγματικές εμφανίσεις των παικτών στους αγώνες.

Συνεπώς, **δεν αναλαμβάνεται καμία ευθύνη** για την ακρίβεια των δεδομένων.\
Η οργάνωση διατηρεί το δικαίωμα να τροποποιήσει **ένα ή περισσότερα δεδομένα** σε περίπτωση σαφών λαθών ή διαφορετικών ερμηνειών των αγωνιστικών ενεργειών από τον πάροχο δεδομένων.


# Βαθμολογία Προπονητή

Η βαθμολογία του προπονητή υπολογίζεται ως το **άθροισμα των παρακάτω ενεργειών**, πολλαπλασιασμένο με έναν **συντελεστή**:

<table><thead><tr><th width="374">ΕΝΕΡΓΕΙΑ</th><th align="center">Μπόνους / Ποινή</th></tr></thead><tbody><tr><td>Νίκη ομάδας με διαφορά 1-5 πόντων</td><td align="center">+15</td></tr><tr><td>Νίκη ομάδας με διαφορά 6-10 πόντων</td><td align="center">+18</td></tr><tr><td>Νίκη ομάδας με διαφορά 11-15 πόντων</td><td align="center">+20</td></tr><tr><td>Νίκη ομάδας με διαφορά 16-20 πόντων</td><td align="center">+23</td></tr><tr><td>Νίκη ομάδας με διαφορά 21-25 πόντων</td><td align="center">+25</td></tr><tr><td>Νίκη ομάδας με διαφορά 26-30 πόντων</td><td align="center">+28</td></tr><tr><td>Νίκη ομάδας με διαφορά 31-35 πόντων</td><td align="center">+30</td></tr><tr><td>Νίκη ομάδας με διαφορά 36-40 πόντων</td><td align="center">+33</td></tr><tr><td>Νίκη ομάδας με διαφορά >40 πόντων</td><td align="center">+35</td></tr><tr><td>Νίκη στην παράταση (ανεξαρτήτως διαφοράς πόντων)</td><td align="center">+18</td></tr><tr><td>Πόντοι που σημειώθηκαν > ο = 120 πόντοι</td><td align="center">+5</td></tr><tr><td>Πόντοι που δέχτηκαν &#x3C; ο = 95 πόντοι</td><td align="center">+5</td></tr><tr><td>Ήττα ομάδας με διαφορά 1-5 πόντων</td><td align="center">-7</td></tr><tr><td>Ήττα ομάδας με διαφορά 6-10 πόντων</td><td align="center">-10</td></tr><tr><td>Ήττα ομάδας με διαφορά 11-15 πόντων</td><td align="center">-13</td></tr><tr><td>Ήττα ομάδας με διαφορά 16-20 πόντων</td><td align="center">-15</td></tr><tr><td>Ήττα ομάδας με διαφορά 21-25 πόντων</td><td align="center">-18</td></tr><tr><td>Ήττα ομάδας με διαφορά 26-30 πόντων</td><td align="center">-20</td></tr><tr><td>Ήττα ομάδας με διαφορά 31-35 πόντων</td><td align="center">-23</td></tr><tr><td>Ήττα ομάδας με διαφορά 36-40 πόντων</td><td align="center">-25</td></tr><tr><td>Ήττα ομάδας με διαφορά >40 πόντων</td><td align="center">-30</td></tr><tr><td>Ήττα στην παράταση (ανεξαρτήτως διαφοράς πόντων)</td><td align="center">-10</td></tr><tr><td>Πόντοι που σημειώθηκαν &#x3C; ο = 95 πόντοι</td><td align="center">-3</td></tr><tr><td>Πόντοι που δέχτηκαν > ο = 120 πόντοι</td><td align="center">-3</td></tr></tbody></table>

**Συντελεστής Προπονητή**

Η βαθμολογία του προπονητή πολλαπλασιάζεται με έναν συντελεστή που εκφράζει τη **δύσκολη του αγώνα**.\
Αυτός ο συντελεστής υπολογίζεται βάσει της **διαφοράς της τιμής σε credits** μεταξύ των δύο αντιπαλούντων προπονητών.

**Παράδειγμα:**

* Όταν ένας προπονητής με **υψηλότερη τιμή** νικά έναν προπονητή με **χαμηλότερη τιμή**, η βαθμολογία του πολλαπλασιάζεται με **τιμή μικρότερη του 1** (βλέπε πίνακα συντελεστών).
* Αντίθετα, όταν ένας προπονητής με **χαμηλότερη τιμή** νικά έναν προπονητή με **υψηλότερη τιμή**, η βαθμολογία του πολλαπλασιάζεται με **τιμή μεγαλύτερη του 1**, αποκομίζοντας έτσι ένα **επιπλέον μπόνους**.

**Πίνακας Συντελεστών**

* Αν η βαθμολογία του προπονητή είναι **θετική**, πολλαπλασιάζεται με την τιμή που υποδεικνύεται στον πίνακα.
* Αν η βαθμολογία είναι **αρνητική**, διαιρείται με την ίδια τιμή.

| Διαφορά σε Credits | Προπονητής με υψηλότερη τιμή | Προπονητής με χαμηλότερη τιμή |
| ------------------ | :--------------------------: | :---------------------------: |
| > o = 16,00        |             0.70             |              1.60             |
| 12,00 -15,99       |             0.75             |              1.50             |
| 8,00 - 11,99       |             0.79             |              1.41             |
| 6,00 - 7,99        |             0.83             |              1.32             |
| 4,00 - 5,99        |             0.87             |              1.23             |
| 2,00 - 3,99        |             0.91             |              1.14             |
| 1,00 - 1,99        |             0.95             |              1.05             |
| 0,00 - 0,99        |             1.00             |              1.00             |

{% hint style="info" %}
Ακόμα και σε περίπτωση **απόλυσης, απουσίας ή αποκλεισμού** του προπονητή, θα λάβει τη βαθμολογία του κανονικά.
{% endhint %}


# Αγορά

* Η **αγορά μεταγραφών (transfer market)** ανοίγει στο τέλος κάθε **Αγωνιστικής (Matchday)** και κλείνει **ένα λεπτό πριν την έναρξη του πρώτου αγώνα της επόμενης Αγωνιστικής**.
* Επιτρέπονται **απεριόριστες μεταγραφές ανά Αγωνιστική**, συμπεριλαμβανομένου του προπονητή.
* **Μέχρι την έναρξη της πρώτης Αγωνιστικής**, οι μεταγραφές είναι **δωρεάν**.
* Όταν ξεκινά η σεζόν, κάθε μεταγραφή **“κοστίζει” -5 πόντους malus,** οι οποίοι **αφαιρούνται από τη συνολική βαθμολογία της επόμενης Αγωνιστικής**.
* Οι μεταγραφές παραμένουν **απεριόριστες μέχρι την έναρξη της πρώτης Αγωνιστικής** μετά την εγγραφή της ομάδας.


# Αξία Παίκτη και Κεφαλαιακά Κέρδη

* Η **αξία σε credits** που αποδίδεται σε έναν παίκτη μπορεί να **μεταβάλλεται από Αγωνιστική σε Αγωνιστική (G)**.
* Η μεταβολή στην αξία ενός παίκτη ονομάζεται:
  * **Κεφαλαιακό κέρδος (capital gain)**, αν η αξία αυξηθεί
  * **Κεφαλαιακή ζημία (capital loss)**, αν η αξία μειωθεί

***

#### **Παράγοντες που επηρεάζουν την αλλαγή αξίας:**

1. **Η βαθμολογία που συγκέντρωσε ο παίκτης**
2. **Η αρχική αξία του παίκτη**: Για την ίδια βαθμολογία, ένας παίκτης με **χαμηλότερη αρχική αξία** θα παράγει **μεγαλύτερο κεφαλαιακό κέρδος** σε σύγκριση με έναν παίκτη με υψηλότερη αξία.

Αυτή η **μεταβολή** θα **αυξήσει ή θα μειώσει τον προϋπολογισμό σας σε credits**, επηρεάζοντας έτσι **τη δυνατότητα αγοράς παικτών**.


# Αναβληθέντες ή Ανασταλμένοι Αγώνες

**Ανασταλμένοι, Προωθημένοι ή Αναβληθέντες Αγώνες**

* Αν ένας ή περισσότεροι αγώνες **ξαναπρογραμματιστούν μετά το τέλος μιας Αγωνιστικής αλλά πριν την έναρξη της επόμενης**, θα θεωρηθούν **έγκυροι για τον υπολογισμό της fantasy βαθμολογίας**.
* Αν ένας ή περισσότεροι αγώνες **ξαναπρογραμματιστούν ενώ η Αγωνιστική είναι σε εξέλιξη**, οι εμπλεκόμενοι παίκτες (συμπεριλαμβανομένων των προπονητών, τραυματισμένων και ανασταλμένων παικτών) θα λάβουν **μέση βαθμολογία για την Αγωνιστική όπως είχε προγραμματιστεί αρχικά**.
* Αν οι αγώνες αναβληθούν λίγες ώρες πριν την έναρξη της Αγωνιστικής, οι παίκτες (συμπεριλαμβανομένων των προπονητών, τραυματισμένων και ανασταλμένων) θα λάβουν επίσης **μέση βαθμολογία της αρχικής Αγωνιστικής**.
* Σε περίπτωση αναβολών κατά την **Αγωνιστική 1**, όλοι οι επηρεαζόμενοι παίκτες (συμπεριλαμβανομένων των προπονητών, τραυματισμένων και ανασταλμένων) θα λάβουν **μέση βαθμολογία 0**, καθώς δεν έχουν διεξαχθεί αγώνες.

***

#### **Ομάδες σε Ξεκούραση**

* Κατά τη διάρκεια της σεζόν, μπορεί να υπάρξουν Αγωνιστικές όπου ορισμένες ομάδες **δεν αγωνίζονται**, ως μέρος της βελτιστοποίησης του προγράμματος της Λίγκας.
* Όλοι οι παίκτες από ομάδες σε ξεκούραση (συμπεριλαμβανομένων των προπονητών, τραυματισμένων και ανασταλμένων) θα:
  * Λάβουν **μέση βαθμολογία**
  * Δεν παράγουν **κεφαλαιακά κέρδη ή ζημίες**
  * Δεν λαμβάνουν **πολλαπλασιαστή Καπετάνιου (×1,5)**, ακόμη κι αν επιλεγούν ως Καπετάνιοι
  * Λαμβάνουν **50% της βαθμολογίας τους** αν βρίσκονται στον πάγκο

***

#### **Ομάδες Εκτός Προγράμματος (Off-Schedule Teams)**

* Οι ομάδες που **δεν περιλαμβάνονται στο πρόγραμμα** (παίκτες, προπονητές και μη διαθέσιμοι παίκτες) **δεν θεωρούνται “ομάδες σε ξεκούραση”** και **δεν λαμβάνουν μέση βαθμολογία**.
* Αντίθετα, **λαμβάνουν 0 πόντους**.
* Αυτό ισχύει, για παράδειγμα, για ομάδες που **έχουν ήδη αποκλειστεί** ή έχουν **προκριθεί και περιμένουν τον επόμενο αντίπαλο στα Playoffs**.

***

#### **Ειδικές Περίπτωσεις**

* Σε περίπτωση **έκτακτων περιστάσεων**, η οργάνωση **διατηρεί το δικαίωμα να λάβει οποιαδήποτε αναγκαία απόφαση**.
* Οι αποφάσεις αυτές θα **ανακοινώνονται άμεσα** μέσω της εφαρμογής, ενημερώσεων και επίσημων καναλιών κοινωνικών μέσων.


# Αργή Εγγραφή

Είναι δυνατή η **εγγραφή ακόμα και αν το πρωτάθλημα έχει ήδη ξεκινήσει**.

***

#### **Βαθμολογία Εισόδου**

* Στο τέλος της Αγωνιστικής όπου εγγράφεστε, θα λάβετε **βαθμολογία ίση με τον μέσο όρο πόντων όλων των ομάδων που είχαν εγγραφεί μέχρι εκείνη τη στιγμή**.

***

#### **Αρχικός Προϋπολογισμός**

* Ο προϋπολογισμός σας θα είναι:\
  **95 credits + 0,3 credits για κάθε Αγωνιστική που έχει ήδη διεξαχθεί**.
* **Παράδειγμα:** Αν εγγραφείτε στην **Αγωνιστική 7** → 95 + (0,3 × 6) = 96,8 credits

***

#### **Εγγραφή Κατά τη Διάρκεια Μιας Αγωνιστικής**

* Μπορείτε να αγοράσετε τους **παίκτες που είναι ακόμη διαθέσιμοι**.
* Η βαθμολογία της ομάδας σας θα παραμείνει **μέση βαθμολογία**.
* Οι **μεταβολές αξίας** των παικτών θα είναι ενεργές, αλλά ο **προϋπολογισμός σας θα παραμείνει αμετάβλητος**.


# Fantasy Pass

Για να βελτιώσεις τις ομάδες fantasy σου, μπορείς να αγοράσεις το **Fantasy Pass (24,99€)**, το οποίο περιλαμβάνει:

* **Extra credits**: αυξάνουν το budget των credits σου (μέγιστο +10 credits)
* **Απεριόριστες μεταγραφές**: κάθε Αγωνιστική μπορείς να κάνεις απεριόριστες μεταγραφές χωρίς ποινή
* **Χωρίς διαφημίσεις**: αφαιρεί τις διαφημίσεις από τον ιστότοπο και την εφαρμογή για όλη τη σεζόν
* **Προσωποποιημένες ειδοποιήσεις push**: ειδοποιήσεις σχετικά με την κατάσταση των παικτών στη σύνθεσή σου
* **Παίκτες “On Fire”**: ένδειξη στο Γήπεδο και στη Λίστα Παικτών για την κατάσταση “On Fire” ενός παίκτη, δηλαδή αν είναι σε εξαιρετική φόρμα στα τελευταία παιχνίδια
* **Διαθεσιμότητα παικτών**: ένδειξη στο γήπεδο και στη λίστα παικτών του ποσοστού που έχει ο παίκτης να αγωνιστεί
* **Εβδομαδιαίο Newsletter**: σε βάθος ανάλυση fantasy με βάση τα τελευταία παιχνίδια, τις επιδόσεις των παικτών και το πρόγραμμα, ώστε να διαχειριστείς και να βελτιώσεις την ομάδα σου με τον καλύτερο τρόπο
* **Youtube Live**: ειδικές ζωντανές εκπομπές στο κανάλι μας στο Youtube, όπου ετοιμάζουμε την ομάδα fantasy για την επόμενη Αγωνιστική

**Σημαντικό**\
Το Fantasy Pass ισχύει μέχρι **31.08.26**\
Το Fantasy Pass ισχύει για την **μεμονωμένη ομάδα** για την οποία αγοράστηκε.


# Prizes


# Λειτουργία Draft

* Η **Λειτουργία Draft** επιτρέπει τη δημιουργία μιας **Ιδιωτικής Λίγκας (Private League)** με **αποκλειστικές συνθέσεις ομάδων**, όπου **κάθε παίκτης μπορεί να ανήκει ταυτόχρονα σε μία μόνο ομάδα**.
* Η **επιλογή παικτών για κάθε ομάδα** αποφασίζεται από τους συμμετέχοντες (π.χ. δημοπρασία γύρω από ένα τραπέζι, κλήση μέσω Zoom κ.λπ.).
* Στο τέλος της επιλογής, ένας **Διοικητής Draft (Draft Commissioner)** – ο δημιουργός της Λίγκας – εισάγει **χειροκίνητα τους παίκτες σε κάθε σύνθεση ομάδας**.

***

#### **Διαφορές από τη Κλασική Λειτουργία (Classic Mode)**

1. Η **εγγεγραμμένη ομάδα δεν συμμετέχει** στη Κλασική Λειτουργία.
2. Οι **συνθέσεις είναι αποκλειστικές**: κάθε παίκτης μπορεί να επιλεγεί από **μία μόνο ομάδα**.
3. Οι μόνες αγορές που μπορεί να πραγματοποιήσει ο χρήστης είναι:
   * **Draft Pass**
   * **No Advertising**
4. Οι ανταλλαγές (trades) **δεν προκαλούν ποινές σε πόντους**.
5. Οι ανταλλαγές μπορούν να ανοίξουν και να κλείσουν **μόνο από τον Διοικητή**, και **μόνο εντός των παραθύρων που ορίζει το πρόγραμμα Dunkest**, το οποίο παραμένει **ταυτόσημο με τη Κλασική Λειτουργία**.
6. Υπάρχει **κερκίδα με 3 θέσεις παικτών**: οι παίκτες σε αυτή τη θέση **δεν λαμβάνουν βαθμολογία** και δεν μπορούν να μετακινηθούν στο γήπεδο κατά τη διάρκεια μιας Αγωνιστικής.


# Δημιουργία Draft

Κατά τη δημιουργία της Λίγκας, ο **Διοικητής (Commissioner)** ορίζει τις εξής παραμέτρους:

* **Όνομα Λίγκας**
* **Τρόπος επιλογής παικτών:** με ή χωρίς credits
* **Προϋπολογισμός:** διαθέσιμος σε κάθε χρήστη για αγορά ελεύθερων παικτών (Free Agents) ή προτάσεις ανταλλαγών σε άλλες ομάδες (μπορεί να είναι και 0). Αν επιλεγεί η λειτουργία με credits, είναι απαραίτητο να οριστεί **προϋπολογισμός για την δημοπρασία**.
* **Λειτουργία διαγωνισμού:** κλασική κατάταξη (Classic Ranking) ή Head-to-Head (H2H)
* **Μπόνους Καπετάνιου:** η τιμή μπορεί να προσαρμοστεί μεταξύ **x1 / x1,5 / x2**

***

#### **Περαιτέρω Ρυθμίσεις Μετά την Έναρξη της Λίγκας**

Αφού όλοι οι συμμετέχοντες ενταχθούν και η Λίγκα ξεκινήσει, είναι δυνατή η ρύθμιση των εξής επιπλέον παραμέτρων:

* **Έναρξη Αγωνιστικής:** Ο Διοικητής μπορεί να επιλέξει αν η Λίγκα θα ξεκινήσει την **επόμενη Αγωνιστική** ή σε διαφορετική Αγωνιστική.
* **Προθεσμίες Ανταλλαγών:** Ο Διοικητής μπορεί να επιλέξει αν οι ανταλλαγές ανοίγουν **αυτόματα** μεταξύ δύο Αγωνιστικών Dunkest ή να διατηρήσει **άμεσο έλεγχο**, αποφασίζοντας ανεξάρτητα πότε θα ανοίξουν και πότε θα κλείσουν οι ανταλλαγές (πάντα εντός του χρονικού παραθύρου που ορίζει το πρόγραμμα Dunkest και **ΠΟΤΕ** κατά τη διάρκεια μιας Αγωνιστικής σε εξέλιξη).


# Τύποι Draft

**Με Credits**

* Επιλέγοντας αυτή τη λειτουργία, ο **Διοικητής (Commissioner)** ορίζει ένα **προϋπολογισμό σε credits** που κάθε συμμετέχων στο Draft θα πρέπει να χρησιμοποιήσει για να δημιουργήσει τη σύνθεση της ομάδας του (μέσω δημοπρασίας).
* Τα υπόλοιπα credits μπορούν να χρησιμοποιηθούν αργότερα κατά τη διάρκεια των παραθύρων ανταλλαγών (trades).

**ΠΑΡΑΔΕΙΓΜΑ:**

* Αποφασίζεται να ξεκινήσει κάθε συμμετέχων με **300 credits**.
* Κάθε συμμετέχων καλεί έναν παίκτη της επιλογής του, για τον οποίο προσφέρει **αυτόματα 1 credit**.
* Οι υπόλοιποι συμμετέχοντες μπορούν να αυξήσουν την προσφορά, προσέχοντας να μην εξαντλήσουν όλα τα διαθέσιμα credits πριν ολοκληρωθεί η σύνθεση της ομάδας.

***

**Χωρίς Credits**

* Επιλέγοντας αυτή τη λειτουργία, η λίγκα αποφασίζει ότι η **ανάθεση παικτών θα γίνει χωρίς τη χρήση credits**.
* Σε αυτή την περίπτωση, οι συγκεκριμένοι τρόποι επιλογής πρέπει να οριστούν **offline** από τους χρήστες.
* Ο Διοικητής όμως θα πρέπει να ορίσει έναν **προϋπολογισμό σε credits για μετά το Draft** (που μπορεί να είναι και 0), για να χρησιμοποιηθεί για αγορά **Free Agents** ή προτάσεις ανταλλαγών σε άλλους συμμετέχοντες.

**ΠΑΡΑΔΕΙΓΜΑ:**

* Η σειρά επιλογής των συμμετεχόντων στη Λίγκα καθορίζεται με **τυχαία κλήρωση**.
* Εφόσον δεν υπάρχουν credits, ο επιλεγμένος παίκτης **αποκτάται αυτόματα στη σύνθεση της ομάδας που τον επέλεξε**.
* Μετά από κάθε γύρο, η σειρά επιλογής επαναλαμβάνεται **αντιστρόφως σε σχέση με τον προηγούμενο γύρο** (snake mode), ξεκινώντας ξανά από τον τελευταίο.
* Αυτή η διαδικασία συνεχίζεται μέχρι να ολοκληρωθούν όλες οι συνθέσεις των ομάδων.


# Αγορά

#### **Ελεύθεροι Παίκτες (Free Agents)**

Οι **Free Agents** είναι παίκτες που **δεν ανήκουν σε καμία ομάδα της Λίγκας** και μπορούν να αποκτηθούν κατά τη διάρκεια των παραθύρων ανταλλαγών (trades), σύμφωνα με την ακόλουθη διαδικασία:

**Πώς να αποκτήσετε έναν Free Agent:**

1. Επιλέξτε στη σύνθεση της ομάδας σας έναν παίκτη που θέλετε να αποδεσμεύσετε.
2. Από τη λίστα των Free Agents, επιλέξτε έναν παίκτη **ίδιας θέσης** με τον αποδεσμευόμενο παίκτη.
3. Αν έχετε επαρκή προϋπολογισμό, αποφασίστε πόσα credits θέλετε να προσφέρετε.
4. Μετά την επιβεβαίωση της προσφοράς, η προσφορά θα εμφανιστεί στη **“Λίστα Προσφορών”** κάτω από τη σελίδα **“Ομάδα”** και μπορεί να τροποποιηθεί οποιαδήποτε στιγμή.

**Επίλυση της Προσφοράς:**

* **3 ώρες πριν κλείσει το παράθυρο των Trades**, ο συμμετέχων που προσέφερε την υψηλότερη προσφορά θα δει **αυτόματα τον νέο παίκτη** να εμφανίζεται στη σύνθεση **στη θέση του παίκτη που αντικαταστάθηκε**.
* Ο αντικατεστημένος παίκτης θα τοποθετηθεί στη **λίστα των Free Agents** και θα είναι διαθέσιμος από το επόμενο παράθυρο ανταλλαγών.

**Αποτυχία Trade:**

* Τα προσφερόμενα credits επιστρέφονται στον προϋπολογισμό του χρήστη.
* Ο αρχικός παίκτης παραμένει στην ομάδα.

**Ειδικές Περιπτώσεις:**

* Σε περίπτωση ισοπαλίας, η δημοπρασία κερδίζεται από τον παίκτη με **χαμηλότερη κατάταξη στη Λίγκα**.
* Σε περίπτωση πολλαπλών προσφορών που αφορούν πάντα τον ίδιο παίκτη, αν όλες οι προσφορές είναι επιτυχείς, το σύστημα θα αποδώσει τον παίκτη **στον χρήστη που έκανε την πρώτη προσφορά χρονικά**.


# Ανταλλαγές

Είναι επίσης δυνατή η πρόταση **ανταλλαγής** με έναν παίκτη που ανήκει σε άλλον συμμετέχοντα της Λίγκας.

* Οι κανόνες είναι οι ίδιοι με αυτούς για τις **ανταλλαγές Free Agents**, με τη διαφορά ότι **δεν είναι απαραίτητο να περιμένετε το τέλος του παραθύρου της αγοράς** για να ολοκληρωθεί η ανταλλαγή.
* Ο συμμετέχων μπορεί **ανά πάσα στιγμή** να αποφασίσει αν θα **αποδεχθεί ή θα απορρίψει** την προσφορά που έλαβε.


# Terms and Conditions

### 1. Preamble

The provision of the "Dunkest" Online Gaming Service to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), with registered office at Via San Zeno 145, 25124, Brescia (BS), VAT No. 03549330987, email <info@fantaking.it>, is governed by these general terms and conditions ("Terms and Conditions").

### 2. Definitions

The following terms and phrases shall have the meanings set forth below, it being understood that terms defined in the singular shall also be understood as defined in the plural and vice versa.

* **"Application":** shall mean the "Dunkest" application made available by Fantaking Interactive to Users within the Apple Store and Google Play platforms;
* **"Agreement":** means the agreement entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;
* **"Game" or "Service"** means the "Dunkest" service provided by Fantaking Interactive to registered Users through the Application in compliance with the Rules and official documentation published by Fantaking Interactive also within the Website, and the features from time to time made available by Fantaking Interactive and published within the Application;
* **"Participant":** means the user who takes part in the game as a result of Registration;
* **"Registration":** shall mean the procedure made available by Fantaking Interactive in the Application for the purpose of creating the User account necessary to access the Game;
* **"Rules":** shall mean the official Rules, made available by Fantaking Interactive within the Application and/or the Website, governing and regulating the Service;
* **"Web Site":** means the site available online at: <https://www.dunkest.com>;
* **"User":** means the natural person (consumer) who, following the successful Registration of his/her Data and acceptance of these Terms and Conditions, uses the Service.

### 3. Contract execution and acceptance of the Terms and Conditions

The Contract between Fantaking Interactive and the User is concluded exclusively through the Internet, remotely, following the User's successful Registration.

By registering, the User declares that he/she (i) has read, understood and accepted these Terms and Conditions and the Rules, (ii) has read the privacy policy rendered by Fantaking Interactive and (iii) wishes to provide his/her data.

The User, in order to register shall:

* punctually fill in the registration form made available in the Application by providing complete, true and accurate data and select his/her access password (even if the User connects through his/her social account);
* tick the box relating to the "Terms and Conditions" for acceptance;
* read the privacy policy for the processing of personal data made available by Fantaking Interactive and tick the relevant box to provide their data;
* send Fantaking Interactive the Registration form by clicking on the "Register" function available in the Application, so as to formalize your registration request and allow Fantaking to provide the Service.

Following Fantaking Interactive's receipt of the registration request, the User will receive an email confirmation of successful Registration, which will allow the User to access the Game via his/her credentials or, in case of Registration via social account, to access the Game after logging in via his/her social account.

### 4. In-App Purchases

The Service allows Users to make (optional) in-App purchases for the purpose of enhancing their gaming experience, subject to the terms of the Rules.

The payment of in-App purchases is made through the in-App payment services provided by Google Play/Apple Store, directly between the User and such providers, under their terms and conditions.

The activation of the benefits will take place within 24 hours after Fantaking Interactive receives the payment, except in the case of delays caused by technical problems. In the event of a delay in the activation of benefits, the User may contact Fantaking Interactive and request assistance at the addresses indicated in clause 12.

### 5. Access and use of the service

The User will be responsible for any expenses, including internet connection, that he/she may incur to access the Service.

Limitations on Use of the Service:

* The User (and/or the person exercising parental responsibility) assumes full responsibility for any misuse of the Service and/or use not authorized by applicable law;
* Fantaking Interactive is not liable for any accounts created using a false identity or false information, through social accounts owned by third parties and/or on behalf of someone other than the User;
* The User must use the Service for non-commercial purposes only.

Registration requires the input of the User's data, which will be processed in accordance with data protection regulations. The User acknowledges that the account constitutes for Fantaking Interactive the system of validation of the User's access to the Service and the only suitable means of legitimizing access to the Service. The User therefore agrees and acknowledges that all acts performed through the account assigned to them will be binding on them. The User acknowledges and accepts that, should he/she provide inaccurate, untrue and/or incomplete data during Registration, Fantaking Interactive may be prevented from executing the Service. In any case, Fantaking Interactive reserves the right not to activate and/or deactivate the Service, without notice, until the User corrects/updates the data entered.

The User assumes all liability to Fantaking Interactive and/or third parties for acts performed through his/her account.

By signing these Terms and Conditions, the User agrees to be responsible for all content posted or transmitted in any way in the use of the Service. Fantaking Interactive assumes no responsibility for the conduct of any User, nor is it obligated to monitor the content uploaded by such User. Information provided through the Service may be used by Fantaking (i) in the event that Fantaking Interactive is required to provide the information by order of the Judicial Authority, (ii) to satisfy any applicable law or regulation, and (iii) in order to protect Fantaking Interactive's rights in and out of court.

### 6. Credential security and data update

The User's login credentials are confidential and must be kept by the User, who will be required to take appropriate security measures aimed at their safekeeping.

The User shall update and modify the data provided during Registration so that they are constantly updated, complete and true by accessing his/her personal area.

The User will be able to update and modify his/her access credentials within his/her personal area.

### 7. Intellectual Property

The intellectual and industrial property rights, including the contents, materials, works published and made available in the Service or otherwise present in the Application - including, without limitation, trademarks, distinctive signs, images, catalogs, sounds, photographs, databases, press releases and documents in general reproduced, as well as application software, html codes - are the exclusive property of Fantaking Interactive and/or third party licensors.

The provision of the Service does not imply the transfer of ownership of any intellectual and industrial property rights owned by Fantaking Interactive and/or third party licensors to the User.

The User agrees to respect such rights and not to engage in any conduct that may cause, even potentially, an infringement thereof.

The User agrees to immediately report to Fantaking Interactive any infringement, even potential or suspected, of the intellectual property rights of Fantaking Interactive and/or third party licensors.

### 8. Compliance with the Rules

The User agrees to read and abide by the Rules and in each case the Terms and Conditions and any other directions/communications/instructions made available by Fantaking Interactive within the Website and Application.

### 9. Awards

The Game will provide prizes for Users in accordance with the Rules.

### 10. Warrantiy

Fantaking Interactive undertakes to provide the Service in compliance with the provisions of the Terms and Conditions and the Rules. The User acknowledges and recognizes that during the duration of these Terms and Conditions of Services, interruptions may also occur for maintenance and/or technical interventions, which, as far as possible and except in case of force majeure, will still be communicated to the User.

Fantaking Interactive assumes no responsibility for inefficiencies attributable to force majeure or fortuitous event. Fantaking Interactive shall not be liable to the User, except in the case of willful misconduct or gross negligence, for inefficiencies or malfunctions related to the use of the Internet outside of its control or that of its subcontractors.

In the use of the Service, the User agrees not to use expressions contrary to public order, morality and decency and also agrees to immediately report to Fantaking Interactive the possible presence of messages or communications in violation of these canons by other users.

In particular, Fantaking Interactive does not guarantee that:

* the Service meets the User's needs and is fit for purpose;
* the Service is uninterrupted, timely, secure, and/or error-free;
* results that may be obtained from the User's use of the Service are accurate and reliable;
* defects are corrected;
* the Application or the servers that make the Service accessible to the User are free of viruses or other harmful elements.

The User agrees to indemnify and hold harmless Fantaking Interactive and the companies it appoints to perform the Service from any claims and demands for compensation from third parties arising from the User's misuse of the Service, and/or in violation of and/or non-compliance with these Terms and Conditions and the Rules.

### 11. Suspension of the service

Fantaking Interactive may at any time discontinue the provision of the Service if there are justified security reasons or violations of the law, even ascertained by the competent authorities, as well as in case of conduct contrary to public morality and decency.

### 12. Communications and complaints

Any communication and complaint relating to the Terms and Conditions, the Rules and the Service as well as request for assistance must be made by the User through the form made available within the Application, the Website or in writing to the address: Fantaking Interactive - Via San Zeno 145, 25124 Brescia (BS) or to the e-mail address: <info@dunkest.com>.

### 13. Data Protection

The Parties undertake to comply with applicable data protection legislation.

The processing of the User's personal data is carried out in compliance with the information for the processing of personal data, made available by Fantaking Interactive at <https://www.dunkest.com/privacy> .

### 14. Modification of the General Terms and Conditions

These Terms and Conditions should be reviewed periodically by the User.

These Terms and Conditions may be updated, supplemented or amended at any time by Fantaking Interactive, which will provide notice thereof via the pages of the Website and such updates/amendments and/or supplements will be effective for any future purchases performed by the User during the Game.

There is a right to withdraw from the Service in case of non-acceptance of any changes that Fantaking Interactive may make to the Terms and Conditions or the Privacy Policy, by deleting your personal account in the "Profile" web page of your Personal Area present within the Application. In such case Fantaking Interactive, in the necessary time, will disable access to the Service and cease the processing of the User's personal data.

### 15. Applicable Law

This contract is governed by Italian law. Any dispute relating to the interpretation and execution of this contract shall be subject to the jurisdiction of the court of the place where the User, as a consumer, has his residence.

Should any of the provisions contained in the Terms and Conditions be deemed invalid, void or unenforceable for any reason whatsoever, such provision shall be deemed severed and shall not affect the validity and enforceability of the other provisions.


# Regras do Fantasy

Dunkest é o fantasy de basquete da NBA mais jogado, onde os jogadores pontuam **exclusivamente com base nas estatísticas coletadas pela OPTA**.\
Cada ação em quadra — pontos, rebotes, bloqueios, turnovers — contribui para a pontuação final, **sem intervenção humana ou avaliação subjetiva**. Apenas dados **mensuráveis e verificáveis**.


# Criação do Time

Para começar a jogar, basta se registrar e criar seu time fantasy. Com uma única conta, você pode gerenciar até 4 times.

**Orçamento Inicial**\
Cada time tem **95 créditos (CR)** disponíveis para comprar 10 jogadores e 1 técnico.

**Composição do Time**\
Cada elenco consiste em:

* 2 Centros
* 4 Alas
* 4 Armadores
* 1 Técnico

Você pode selecionar **no máximo 3 jogadores do mesmo time da NBA**, incluindo jogadores e técnico.\
Durante os playoffs, esse limite aumenta para **6 no total** (ou 5 jogadores mais o técnico).

**Formações Disponíveis**\
Você pode escolher uma das seguintes formações:

* 2-2-1
* 1-2-2
* 2-1-2
* 1-3-1
* 3-1-1


# Ligas

Quando seu time fantasy é criado, ele é automaticamente incluído em três ligas:

* **Liga Geral**: inclui a pontuação total de todos os 64 dias de jogos da Temporada Regular + Playoffs.
* **Liga Nacional**: agrupa os times pelo país de residência informado no registro.
* **Liga do Time Favorito**: inclui todos os times que escolheram o mesmo clube favorito.

**IMPORTANTE**\
Nesta temporada, Temporada Regular e Playoffs são **unificados em um único torneio**:

* Não é necessário criar um novo time para os Playoffs. O mesmo time da Temporada Regular continua na Pós-Temporada.
* O orçamento ganho na Temporada Regular é mantido para o início dos Playoffs.
* As trocas de jogadores do fim da Temporada Regular e durante os Playoffs são **ilimitadas e gratuitas**.
* O número máximo de jogadores do mesmo time aumenta nos Playoffs.
* Há apenas **uma classificação geral**, sem tabelas separadas para Temporada Regular e Playoffs.

Você também pode colocar seu time fantasy em:

* **Ligas Públicas**: abertas a todos, visíveis sem convite.
* **Ligas Privadas**: acessíveis apenas com código, ideais para grupos pequenos ou competição entre amigos.

Em Ligas Privadas, existem dois modos de jogo:

**All vs All**

* Classificação baseada na soma dos pontos fantasy de todos os dias de jogo.

**Head-to-Head**

* Os usuários se enfrentam **a cada dia de jogo** em partidas 1 contra 1, de acordo com um **cronograma pré-estabelecido**, gerado **1 hora antes do início do dia de jogo**.
* O resultado da partida corresponde ao **total de pontos** marcados pelos times fantasy.

**Exemplo:**

* Time A 250pts – Time B 220pts → **Time A vence**, pois marcou mais pontos.
* Time A 220pts – Time B 250pts → **Time B vence**, pois marcou mais pontos.
* Time A 250pts – Time B 250pts → empate. Para declarar o vencedor:
  1. **Classificação geral**: vence o time com mais pontos na classificação geral.
  2. **Valor do quinteto inicial**: vence o time cujo quinteto inicial marcou mais pontos.
  3. **Data de registro**: vence o time que se registrou primeiro.
* A **classificação da liga** reflete o registro de vitórias e derrotas de cada time.
* Em caso de empate, vence o time com **pontuação mais alta na classificação geral**; se ainda empatado, vence o time registrado primeiro.

#### **Regras adicionais da Liga Head-to-Head**

* O número máximo de times depende do número de dias de jogo.
* Se houver **menos times do que o máximo permitido**, os jogos **se repetirão até o último dia de jogo**.
* Se a liga tiver um **número ímpar de times**, um time padrão chamado **“Dunkest Team”** será criado automaticamente; cada dia recebe uma pontuação igual à **média dos pontos de todos os times registrados** naquele dia.
* Diferente da **Liga de Classificação Geral**, **não é possível adicionar novos participantes** depois que a liga começou.

**Nota:** Todas as ligas continuam na Temporada Regular e Playoffs; não é necessário criar uma nova para os Playoffs.


# Dunkest Cup

Todos os usuários podem participar da **Dunkest Cup**.

**O que é:**\
Competição especial **Head-to-Head (H2H)** paralela à classificação principal, começando no **Round 10**, incluindo os **50.000 melhores times** do ranking global.

**Fase de Grupos**

* 50.000 times distribuídos em **5.000 grupos de 10**.
* Round-robin completo de Round 10 a 27, cada rodada é um confronto H2H.
* Os três primeiros de cada grupo + **1.384 melhores quartos colocados** avançam para o Knockout (16.384 times).

**Fase Knockout**

* Começa no **Round 33**, eliminação única com pares aleatórios.
* Empate é decidido pelo ranking geral ou data de registro.
* Continua até a final, dois times competem pelo título.


# Gerenciamento do Time

Cada dia de jogo (G) é dividido em **Turnos (T1, T2, T3...)**, permitindo mudanças entre eles.

**Sem substituições automáticas**

* Se um titular não jogar ou pontuar menos, você deve **substituir manualmente**.

**O que pode ser feito entre turnos**

* Substituir titulares por reservas ainda não jogados.
* Trocar capitão (se ainda não jogou).
* Alterar formação, compatível com os jogadores disponíveis.
* Todas as mudanças devem ser feitas **antes do início do próximo turno**.

**Times descansando**

* Jogadores de times descansando recebem **pontuação média** e não geram ganhos/custos de capital.
* Não recebem o bônus do capitão.
* Na reserva, recebem 50% da pontuação.

**Times fora do calendário**

* Recebem **0 pontos** (ex: times eliminados ou aguardando adversário nos playoffs).

**Casos especiais**

* A organização reserva-se o direito de tomar decisões extraordinárias, comunicadas via app e redes sociais.


# Pontuação dos Jogadores

A pontuação de cada jogador leva em consideração o **desempenho pessoal** (tempo regulamentar + prorrogações) e o **resultado do seu time**.\
A pontuação dos jogadores é calculada como a **soma das seguintes ações estatísticas**:

| AÇÃO DO JOGADOR                   | BONUS            | MALUS |
| --------------------------------- | ---------------- | ----- |
| Ponto marcado                     | +1               |       |
| Rebote defensivo                  | +1               |       |
| Rebote ofensivo                   | +1.25            |       |
| Assistência                       | +1.5             |       |
| Roubo / Turnover                  | +1.5             | -1.5  |
| Bloqueio dado/sofrido             | +1.5             | -0,5  |
| Double Double                     | +5               |       |
| Triple Double                     | +10              |       |
| Quadruple Double                  | +50              |       |
| Titulares                         | +1               |       |
| Cestas de 3 pontos feitas: 3/4/5+ | +3/+4/+5         |       |
| Vitória do time                   | +5% da pontuação |       |
| Arremesso perdido                 |                  | -1    |
| Lance livre perdido               |                  | -1    |

## Capitão

A pontuação do Capitão é multiplicada por 1,5

## **Fonte dos Dados**

As pontuações são calculadas com base nos **box scores oficiais da OPTA**.\
Esta fonte de dados é **final e inquestionável**, e todas as estatísticas são medidas **objetiva e inequivocamente**, de acordo com o desempenho real dos jogadores durante as partidas.

Portanto, **nenhuma responsabilidade** é assumida quanto à precisão dos dados.\
A organização reserva-se o direito de **modificar um ou mais dados** em caso de erros evidentes ou interpretações divergentes das ações de jogo pelo provedor de dados.


# Pontuação do Técnico

Calculada com base em ações multiplicadas por **coeficiente** (dificuldade do jogo).

| AÇÃO DO TECNICO                       | BONUS/MALUS |
| ------------------------------------- | :---------: |
| Vitória apertada 1–5 pontos           |     +15     |
| Vitória apertada 6–10 pontos          |     +18     |
| Vitória apertada 11–15 pontos         |     +20     |
| Vitória apertada 16–20 pontos         |     +23     |
| Vitória apertada 21–25 pontos         |     +25     |
| Vitória apertada 26–30 pontos         |     +28     |
| Vitória apertada 31–35 pontos         |     +30     |
| Vitória apertada 36–40 pontos         |     +33     |
| Vitória apertada > 40 pontos          |     +35     |
| Vitória em prorrogação                |     +18     |
| Pontos marcados ≥ 120                 |      +5     |
| Pontos sofridos ≤ 95                  |      +5     |
| Derrota com diferença de 1–5 pontos   |      -7     |
| Derrota com diferença de 6–10 pontos  |     -10     |
| Derrota com diferença de 11–15 pontos |     -13     |
| Derrota com diferença de 16–20 pontos |     -15     |
| Derrota com diferença de 21–25 pontos |     -18     |
| Derrota com diferença de 26–30 pontos |     -20     |
| Derrota com diferença de 31–35 pontos |     -23     |
| Derrota com diferença de 36–40 pontos |     -25     |
| Derrota com diferença de >40 pontos   |     -30     |
| Derrota em prorrogação                |     -10     |
| Pontos marcados ≤ 95                  |      -3     |
| Pontos sofridos ≥ 120                 |      -3     |

### **Coeficiente do Técnico**

A pontuação do técnico é multiplicada por um **coeficiente** que expressa a **dificuldade da partida**.\
Este coeficiente é calculado com base na **diferença de valores em créditos** entre os dois técnicos que se enfrentam.

**Exemplo:**

* Quando um técnico mais caro vence um técnico mais barato, sua pontuação é multiplicada por um valor **menor que 1** – veja a tabela de coeficientes.
* Quando um técnico mais barato vence um técnico mais caro, sua pontuação é multiplicada por um valor **maior que 1** – veja a tabela de coeficientes, obtendo um **bônus adicional**.

### **Tabela de Coeficientes**

* Quando a pontuação do técnico é **positiva**, multiplica-se pelo valor indicado na tabela.
* Quando a pontuação é **negativa**, divide-se pelo mesmo valor.

| Diferença em créditos | Técnico com preço mais alto | Técnico com preço mais baixo |
| --------------------- | :-------------------------: | :--------------------------: |
| > o = 16,00           |             0.70            |             1.60             |
| 12,00 -15,99          |             0.75            |             1.50             |
| 8,00 - 11,99          |             0.79            |             1.41             |
| 6,00 - 7,99           |             0.83            |             1.32             |
| 4,00 - 5,99           |             0.87            |             1.23             |
| 2,00 - 3,99           |             0.91            |             1.14             |
| 1,00 - 1,99           |             0.95            |             1.05             |
| 0,00 - 0,99           |             1.00            |             1.00             |

{% hint style="info" %}
Mesmo em caso de dispensa, ausência ou desqualificação do técnico, ele receberá sua pontuação normalmente
{% endhint %}


# Mercado

O **mercado de transferências** abre no final de cada dia de jogo e fecha **um minuto antes do início da primeira partida do próximo dia de jogo**.

* São permitidas **transferências ilimitadas por dia de jogo**, incluindo o técnico.
* Até o início do **primeiro dia de jogo**, as transferências são **gratuitas**.
* Quando a temporada começa, cada transferência "custa" **–5 pontos de malus**, que serão subtraídos da pontuação total do próximo dia de jogo.

{% hint style="info" %}
As transferências são **ilimitadas até o início do primeiro dia de jogo** após o registro do time.
{% endhint %}


# Valor do Jogador e Ganhos de Capital

O valor em créditos atribuído a um jogador pode **flutuar de um dia de jogo (G) para outro**.

A mudança no valor do crédito de um jogador é chamada de **ganho de capital** (*plusvalenza*, se aumenta) ou **perda de capital** (*minusvalenza*, se diminui).

Os ganhos e perdas de capital consideram dois parâmetros:

* A pontuação obtida pelo jogador
* O valor inicial do jogador: para a mesma pontuação, um jogador com valor inicial menor **gerará um ganho de capital maior** do que um jogador com valor inicial mais alto.

{% hint style="info" %}
Essa variação **aumenta ou diminui seu orçamento de créditos**, afetando seu poder de compra.
{% endhint %}


# Jogos Adiados ou Suspensos

### Partidas Suspensas, Antecipadas ou Adiadas

* Se uma ou mais partidas forem **remarcadas para um momento após o término do dia de jogo**, mas antes do início do próximo, elas serão consideradas **válidas para pontuação fantasy**.
* Se uma ou mais partidas forem remarcadas **enquanto o dia de jogo já estiver em andamento**, os jogadores envolvidos (incluindo técnicos, lesionados e suspensos) receberão sua **pontuação média** do dia originalmente agendado.
* Se partidas forem adiadas **poucas horas antes do início do dia de jogo**, os jogadores (incluindo técnicos, lesionados e suspensos) também receberão a **pontuação média** do dia originalmente agendado.
* Em caso de adiamentos durante o **1º dia de jogo**, todos os jogadores afetados receberão a pontuação média, que neste caso será **0 pontos**, pois nenhuma partida foi disputada ainda.

### Times Descansando

Durante a temporada, pode haver dias em que alguns times **não jogam**, como parte da otimização do calendário.\
Todos os jogadores (incluindo técnicos, lesionados e suspensos) de times descansando:

* Recebem sua **pontuação média**
* **Não geram ganhos ou perdas de capital**
* **Não recebem o multiplicador do Capitão (×1,5)**, mesmo se forem escolhidos como Capitão
* Recebem **50% da pontuação** se estiverem no banco

### **Times Fora de Calendário**

Times que não estão incluídos no calendário (jogadores, técnicos e indisponíveis) **não são considerados “times descansando”** e **não recebem pontuação média**.\
Em vez disso, recebem **0 pontos**.\
Isso se aplica, por exemplo, a times que foram eliminados ou já estão classificados, aguardando o adversário na próxima fase dos playoffs.

### **Casos Especiais**

Em caso de circunstâncias extraordinárias, a organização reserva-se o direito de tomar **qualquer decisão necessária**, que será comunicada **rapidamente pelo app, atualizações de notícias e canais oficiais de redes sociais**.


# Registro Tardio

* É possível registrar após o início do campeonato.
* Pontuação de entrada = média de pontos de todos os times registrados até então.
* Orçamento inicial = **95 créditos + 0,3 por cada rodada já jogada**.
* Durante a rodada: compra jogadores disponíveis, pontuação = média, variações de valor ativas, orçamento inalterado.


# Fantasy Pass

Para melhorar as tuas equipas de fantasy, podes comprar o **Fantasy Pass (24,99€)**, que inclui:

* **Créditos extra**: aumentam o teu orçamento de créditos (máx. +10 créditos)
* **Transferências ilimitadas**: em cada Jornada podes fazer transferências ilimitadas sem penalização
* **Sem anúncios**: elimina a publicidade do site e da app durante toda a temporada
* **Notificações push personalizadas**: notificações sobre o estado dos jogadores do teu plantel
* **Jogadores “On Fire”**: indicação no Campo e na Lista de Jogadores do estado “On Fire” de um jogador, ou seja, se esteve particularmente em forma nos últimos jogos
* **Disponibilidade dos jogadores**: indicação no campo e na lista de jogadores da % de probabilidade de o jogador jogar
* **Newsletter semanal**: análise fantasy aprofundada baseada nos últimos jogos, desempenho dos jogadores e calendário, para gerir e melhorar a tua equipa fantasy da melhor forma
* **Youtube Live**: Lives dedicados no nosso canal do Youtube, onde preparamos a equipa fantasy para a próxima Jornada

**Importante**\
O Fantasy Pass é válido até **31.08.26**\
O Fantasy Pass é válido para a **equipa individual** em que é comprado.


# Prizes


# Modo Draft

O **Modo Draft** permite a criação de uma **Liga Privada** com elencos exclusivos, onde cada jogador pode pertencer **apenas a um time** ao mesmo tempo.

* A **seleção de jogadores** para cada time deve ser decidida pelos participantes (ex.: leilão presencial, chamada via Zoom, etc.).
* Ao final da seleção, um **Comissário do Draft** (quem criou a liga) insere manualmente os jogadores em cada elenco.

O **Modo Draft** funciona igual ao **Modo Clássico**, exceto pelos seguintes pontos:

* O time registrado **não participa do Modo Clássico**.
* Rosters são **exclusivos**: cada jogador só pode ser escolhido por um time.
* As únicas compras possíveis são: **Draft Pass** e **Sem anúncios**.
* Trocas **não geram penalidade de pontos**.
* Trocas só podem ser abertas e fechadas pelo Comissário, dentro das **janelas previstas no cronograma Dunkest**, igual ao Modo Clássico.
* Há uma **tribuna com 3 vagas**: jogadores nesta posição **não pontuam** e não podem ser movidos para a quadra durante o dia de jogo.
* **Não há técnico principal**.
* Os valores dos jogadores **não mudam com base em seu desempenho**.


# Criação do Draft

Durante a criação da liga, o **Comissário** deve definir os seguintes parâmetros:

* **Nome da liga**
* **Modo de seleção de jogadores**: com ou sem créditos
* **Orçamento**: disponível para cada usuário comprar Free Agents ou propor trocas a outros times (pode ser 0). Se o modo com créditos for escolhido, é necessário definir um orçamento para o leilão.
* **Modo de competição**: classificação clássica ou Head-to-Head (H2H)
* **Bônus de Capitão**: pode ser personalizado entre x1 / x1,5 / x2

Após todos os participantes se registrarem e a liga começar, será possível definir os seguintes parâmetros adicionais:

* **Dia de jogo inicial**: o Comissário pode escolher se a liga começa no próximo dia de jogo ou em outro dia de jogo.
* **Prazos de trocas**: o Comissário pode decidir se as trocas serão abertas automaticamente entre os dias de jogo do Dunkest ou se manterá controle direto, decidindo **quando abrir e fechar** as trocas (sempre dentro da janela de tempo definida pelo cronograma Dunkest e **NUNCA** com um dia de jogo em andamento).


# Tipos de Draft

### **Com Créditos**

* Neste modo, o Comissário atribui um **orçamento em créditos** que cada participante deve usar para criar seu roster (através de um leilão).
* Os créditos restantes podem ser usados posteriormente durante as janelas de trocas.

**Exemplo:**

* Cada participante começa com **300 créditos**.
* Cada participante **indica um jogador**, oferecendo automaticamente 1 crédito.
* Os outros participantes podem **aumentar a oferta**, sempre tomando cuidado para não gastar todos os créditos antes de completar o roster.

***

### **Sem Créditos**

* Neste modo, a **atribuição dos jogadores** é feita **sem usar créditos**.
* Os métodos específicos devem ser combinados **offline pelos participantes**.
* O Comissário deve, ainda assim, definir um **orçamento em créditos pós-draft** (pode ser 0), para comprar Free Agents ou propor trocas.

**Exemplo:**

* A **ordem de escolha** entre os participantes é definida por sorteio aleatório.
* Como não há créditos, o jogador selecionado é automaticamente adicionado ao roster do time que o escolheu.
* Após cada rodada, a ordem de escolha **inverte-se** em relação à rodada anterior (modo “snake”), reiniciando do último.
* O processo se repete até que todos os rosters estejam completos.


# Mercado

**Free Agents** são jogadores que **não pertencem a nenhum time** participante da liga e podem ser adquiridos durante a **janela de trocas**, seguindo o procedimento abaixo:

**Como adquirir um Free Agent:**

1. Selecione no seu roster um jogador que deseja liberar e, entre os Free Agents, escolha um jogador **da mesma posição** do jogador liberado.
2. Se tiver orçamento suficiente, decida **quantos créditos oferecer**.
3. Após confirmar a oferta, ela aparecerá na **lista de ofertas** na página do **time** e pode ser alterada a qualquer momento.
4. **3 horas antes do fechamento das trocas**, o participante que ofereceu o maior lance verá automaticamente o **novo jogador** aparecer no roster, na mesma posição do substituído.
5. O jogador trocado será colocado na lista de Free Agents e estará disponível a partir da **próxima janela de trocas**.
6. Se a troca **falhar**, os créditos oferecidos são devolvidos e o jogador liberado permanecerá no time.

**Casos especiais:**

* Em caso de empate, a oferta vence o jogador que está **mais baixo na classificação da liga**.
* Se houver múltiplas ofertas sempre substituindo o mesmo jogador, e todas forem bem-sucedidas, o sistema atribuirá ao usuário o jogador cuja **oferta foi feita primeiro** em ordem cronológica.


# Trocas (Trades)

Também é possível **propor uma troca** com um jogador pertencente a outro participante da liga.

* As regras são as mesmas das trocas com Free Agents, com a diferença de que **não é necessário esperar o fim da janela de mercado** para que a troca seja concluída.
* O participante pode **aceitar ou recusar a oferta** recebida a qualquer momento.


# Terms and Conditions

### 1. Preamble

The provision of the "Dunkest" Online Gaming Service to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), with registered office at Via San Zeno 145, 25124, Brescia (BS), VAT No. 03549330987, email <info@fantaking.it>, is governed by these general terms and conditions ("Terms and Conditions").

### 2. Definitions

The following terms and phrases shall have the meanings set forth below, it being understood that terms defined in the singular shall also be understood as defined in the plural and vice versa.

* **"Application":** shall mean the "Dunkest" application made available by Fantaking Interactive to Users within the Apple Store and Google Play platforms;
* **"Agreement":** means the agreement entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;
* **"Game" or "Service"** means the "Dunkest" service provided by Fantaking Interactive to registered Users through the Application in compliance with the Rules and official documentation published by Fantaking Interactive also within the Website, and the features from time to time made available by Fantaking Interactive and published within the Application;
* **"Participant":** means the user who takes part in the game as a result of Registration;
* **"Registration":** shall mean the procedure made available by Fantaking Interactive in the Application for the purpose of creating the User account necessary to access the Game;
* **"Rules":** shall mean the official Rules, made available by Fantaking Interactive within the Application and/or the Website, governing and regulating the Service;
* **"Web Site":** means the site available online at: <https://www.dunkest.com>;
* **"User":** means the natural person (consumer) who, following the successful Registration of his/her Data and acceptance of these Terms and Conditions, uses the Service.

### 3. Contract execution and acceptance of the Terms and Conditions

The Contract between Fantaking Interactive and the User is concluded exclusively through the Internet, remotely, following the User's successful Registration.

By registering, the User declares that he/she (i) has read, understood and accepted these Terms and Conditions and the Rules, (ii) has read the privacy policy rendered by Fantaking Interactive and (iii) wishes to provide his/her data.

The User, in order to register shall:

* punctually fill in the registration form made available in the Application by providing complete, true and accurate data and select his/her access password (even if the User connects through his/her social account);
* tick the box relating to the "Terms and Conditions" for acceptance;
* read the privacy policy for the processing of personal data made available by Fantaking Interactive and tick the relevant box to provide their data;
* send Fantaking Interactive the Registration form by clicking on the "Register" function available in the Application, so as to formalize your registration request and allow Fantaking to provide the Service.

Following Fantaking Interactive's receipt of the registration request, the User will receive an email confirmation of successful Registration, which will allow the User to access the Game via his/her credentials or, in case of Registration via social account, to access the Game after logging in via his/her social account.

### 4. In-App Purchases

The Service allows Users to make (optional) in-App purchases for the purpose of enhancing their gaming experience, subject to the terms of the Rules.

The payment of in-App purchases is made through the in-App payment services provided by Google Play/Apple Store, directly between the User and such providers, under their terms and conditions.

The activation of the benefits will take place within 24 hours after Fantaking Interactive receives the payment, except in the case of delays caused by technical problems. In the event of a delay in the activation of benefits, the User may contact Fantaking Interactive and request assistance at the addresses indicated in clause 12.

### 5. Access and use of the service

The User will be responsible for any expenses, including internet connection, that he/she may incur to access the Service.

Limitations on Use of the Service:

* The User (and/or the person exercising parental responsibility) assumes full responsibility for any misuse of the Service and/or use not authorized by applicable law;
* Fantaking Interactive is not liable for any accounts created using a false identity or false information, through social accounts owned by third parties and/or on behalf of someone other than the User;
* The User must use the Service for non-commercial purposes only.

Registration requires the input of the User's data, which will be processed in accordance with data protection regulations. The User acknowledges that the account constitutes for Fantaking Interactive the system of validation of the User's access to the Service and the only suitable means of legitimizing access to the Service. The User therefore agrees and acknowledges that all acts performed through the account assigned to them will be binding on them. The User acknowledges and accepts that, should he/she provide inaccurate, untrue and/or incomplete data during Registration, Fantaking Interactive may be prevented from executing the Service. In any case, Fantaking Interactive reserves the right not to activate and/or deactivate the Service, without notice, until the User corrects/updates the data entered.

The User assumes all liability to Fantaking Interactive and/or third parties for acts performed through his/her account.

By signing these Terms and Conditions, the User agrees to be responsible for all content posted or transmitted in any way in the use of the Service. Fantaking Interactive assumes no responsibility for the conduct of any User, nor is it obligated to monitor the content uploaded by such User. Information provided through the Service may be used by Fantaking (i) in the event that Fantaking Interactive is required to provide the information by order of the Judicial Authority, (ii) to satisfy any applicable law or regulation, and (iii) in order to protect Fantaking Interactive's rights in and out of court.

### 6. Credential security and data update

The User's login credentials are confidential and must be kept by the User, who will be required to take appropriate security measures aimed at their safekeeping.

The User shall update and modify the data provided during Registration so that they are constantly updated, complete and true by accessing his/her personal area.

The User will be able to update and modify his/her access credentials within his/her personal area.

### 7. Intellectual Property

The intellectual and industrial property rights, including the contents, materials, works published and made available in the Service or otherwise present in the Application - including, without limitation, trademarks, distinctive signs, images, catalogs, sounds, photographs, databases, press releases and documents in general reproduced, as well as application software, html codes - are the exclusive property of Fantaking Interactive and/or third party licensors.

The provision of the Service does not imply the transfer of ownership of any intellectual and industrial property rights owned by Fantaking Interactive and/or third party licensors to the User.

The User agrees to respect such rights and not to engage in any conduct that may cause, even potentially, an infringement thereof.

The User agrees to immediately report to Fantaking Interactive any infringement, even potential or suspected, of the intellectual property rights of Fantaking Interactive and/or third party licensors.

### 8. Compliance with the Rules

The User agrees to read and abide by the Rules and in each case the Terms and Conditions and any other directions/communications/instructions made available by Fantaking Interactive within the Website and Application.

### 9. Awards

The Game will provide prizes for Users in accordance with the Rules.

### 10. Warrantiy

Fantaking Interactive undertakes to provide the Service in compliance with the provisions of the Terms and Conditions and the Rules. The User acknowledges and recognizes that during the duration of these Terms and Conditions of Services, interruptions may also occur for maintenance and/or technical interventions, which, as far as possible and except in case of force majeure, will still be communicated to the User.

Fantaking Interactive assumes no responsibility for inefficiencies attributable to force majeure or fortuitous event. Fantaking Interactive shall not be liable to the User, except in the case of willful misconduct or gross negligence, for inefficiencies or malfunctions related to the use of the Internet outside of its control or that of its subcontractors.

In the use of the Service, the User agrees not to use expressions contrary to public order, morality and decency and also agrees to immediately report to Fantaking Interactive the possible presence of messages or communications in violation of these canons by other users.

In particular, Fantaking Interactive does not guarantee that:

* the Service meets the User's needs and is fit for purpose;
* the Service is uninterrupted, timely, secure, and/or error-free;
* results that may be obtained from the User's use of the Service are accurate and reliable;
* defects are corrected;
* the Application or the servers that make the Service accessible to the User are free of viruses or other harmful elements.

The User agrees to indemnify and hold harmless Fantaking Interactive and the companies it appoints to perform the Service from any claims and demands for compensation from third parties arising from the User's misuse of the Service, and/or in violation of and/or non-compliance with these Terms and Conditions and the Rules.

### 11. Suspension of the service

Fantaking Interactive may at any time discontinue the provision of the Service if there are justified security reasons or violations of the law, even ascertained by the competent authorities, as well as in case of conduct contrary to public morality and decency.

### 12. Communications and complaints

Any communication and complaint relating to the Terms and Conditions, the Rules and the Service as well as request for assistance must be made by the User through the form made available within the Application, the Website or in writing to the address: Fantaking Interactive - Via San Zeno 145, 25124 Brescia (BS) or to the e-mail address: <info@dunkest.com>.

### 13. Data Protection

The Parties undertake to comply with applicable data protection legislation.

The processing of the User's personal data is carried out in compliance with the information for the processing of personal data, made available by Fantaking Interactive at <https://www.dunkest.com/privacy> .

### 14. Modification of the General Terms and Conditions

These Terms and Conditions should be reviewed periodically by the User.

These Terms and Conditions may be updated, supplemented or amended at any time by Fantaking Interactive, which will provide notice thereof via the pages of the Website and such updates/amendments and/or supplements will be effective for any future purchases performed by the User during the Game.

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# Pravila Fantazi

Dunkest je najigranija **NBA fantazi** košarkaška igra, gde se igrači boduju isključivo na osnovu statistika koje prikuplja OPTA.\
Svaka akcija na terenu — poeni, skokovi, blokade, izgubljene lopte — utiče na konačan rezultat, bez ljudske procene ili subjektivnog mišljenja. Samo precizni i proverljivi podaci.


# Kreiranje Tima

Da biste počeli da igrate, jednostavno se registrujte i kreirajte svoj fantazi tim. Sa jednim nalogom možete upravljati do 4 tima.

**Početni Budžet**\
Svaki tim ima na raspolaganju 95 kredita (CR) za kupovinu 10 igrača i 1 trenera.

**Sastav Tima**\
Svaki tim se sastoji od:

* 2 centra
* 4 krila
* 4 beka
* 1 trenera

Možete izabrati najviše 3 igrača iz istog NBA tima, uključujući igrače i trenera.\
Tokom plej-ofa, ovaj limit se povećava na ukupno 6 članova (ili 5 igrača plus trener).

**Dostupne Formacije**\
Možete izabrati jednu od sledećih formacija:

* 2-2-1
* 1-2-2
* 2-1-2
* 1-3-1
* 3-1-1


# Lige

Kada kreirate svoj fantazi tim, on se automatski uključuje u tri lige:

* **Opšta liga**: uključuje ukupan broj poena sa svih 64 kola Regularne sezone, plus kola plej-ofa.
* **Nacionalna liga**: grupiše timove prema zemlji prebivališta navedene prilikom registracije.
* **Liga omiljenog tima**: uključuje sve timove koji su izabrali isti omiljeni klub.

**VAŽNO**\
Velike novosti za ovu sezonu: Regularna sezona i plej-of su objedinjeni u jedan turnir.

* Vi više ne morate da pravite novi tim za plej-of. Tim kreiran tokom Regularne sezone nastavlja u Postsezoni uz sledeća pravila:
  * Budžet stečen tokom Regularne sezone ostaje isti za početak plej-ofa.
  * Transferi od kraja Regularne sezone i tokom celog plej-ofa su **neograničeni i besplatni**.
  * Maksimalan broj igrača iz istog realnog tima se povećava tokom plej-ofa.
  * Postoji samo **jedna ukupna tabela**, bez odvojenih rang-lista za Regularnu sezonu i plej-of.

Pored toga, svoj fantazi tim možete uključiti i u:

* **Javne lige**: otvorene za sve, vidljive i dostupne bez pozivnice.
* **Privatne lige**: dostupne samo putem koda za pridruživanje, idealne za male grupe ili prijateljske takmičenja.

U Privatnim ligama možete birati između dva moda igre:

**All vs All**

* Rang-lista se bazira na ukupnim fantazi poenima osvojenim tokom svih kola.

**Head-to-Head**

* Korisnici se izazivaju svakog kola u 1-na-1 duelu, prema unapred generisanom rasporedu koji se pravi 1h pre početka kola.
* Ishod meča odgovara ukupnim poenima fantazi timova. Primer:
  * Tim A 250 poena – Tim B 220 poena: Tim A pobedjuje;
  * Tim A 220 poena – Tim B 250 poena: Tim B pobedjuje;
  * Tim A 250 poena – Tim B 250 poena: nerešeno. Za određivanje pobednika koriste se sledeći kriterijumi:
    1. Najviši rezultat u opštoj tabeli (pobedjuje tim sa više poena u opštoj tabeli)
    2. Najveća vrednost početne petorke (pobedjuje tim čija početna petorka ima više poena)
    3. Datum registracije (pobedjuje tim koji je registrovan prvi)
* Rangiranje timova odražava broj pobeda i poraza svakog tima. U slučaju nerešenog rezultata, pobednik je tim sa višim rezultatom u opštoj tabeli, a kao drugi kriterijum pobednik je tim koji je registrovan prvi.
* Head-to-Head liga može imati maksimalan broj timova, koji zavisi od broja kola. Pravila:
  * Ako u ligi ima manje timova od maksimalno dozvoljenog broja, mečevi se ponavljaju do poslednjeg kola lige.
  * Ako liga ima neparan broj timova, automatski se kreira tim pod nazivom **“Dunkest Team”**, kome se svakog dana dodeljuje rezultat jednak proseku poena svih registrovanih timova u Dunkest-u za trenutno kolo.
  * Za razliku od Opšte lige, nije moguće dodavati nove učesnike nakon početka lige.

**Napomena:** sve lige traju tokom Regularne sezone i plej-ofa, nema potrebe za kreiranjem novih liga za plej-of.


# Dunkest Kup

Od ove sezone, svi korisnici mogu učestvovati u novom takmičenju **Dunkest Kup**.

**Šta je Dunkest Kup?**\
To je specijalno **Head-to-Head (H2H)** takmičenje koje se odvija paralelno sa glavnim rangiranjem. Kreira se nakon početka sezone i počinje od 10. kola, uključujući **top 50.000 timova** u globalnom rangiranju.

**Faza grupa**\
Prva faza Dunkest Kupa je **grupna faza**, gde se prvih 50.000 timova globalnog rangiranja nasumično raspoređuje u **5.000 grupa po 10 timova**. Pri kreiranju se generiše kompletan raspored “round-robin”.\
Od 10. do 27. kola, svako kolo predstavlja jedan **H2H meč**; tim sa više fantazi poena u tom kolu pobedjuje.\
Rang liste grupa se određuju prema **W–L zapisu**, a zatim prema **fantazi poenima osvojenim u Dunkest Kup kolima**.

Na kraju 27. kola, **prva tri tima iz svake grupe**, plus **1.384 najbolja četvrta tima** iz svih grupa (rangirana po W–L, pa po poenima u Dunkest Kupu), kvalifikuju se za **nokaut fazu** (ukupno 16.384 tima). Svi ostali ispadaju iz Kupa.

**Nokaut faza**\
Nakon grupne faze postoji jedno pauzirano kolo. Nokaut faza počinje od **33. kola** i odvija se **po principu eliminacije**, sa nasumičnim parovima u svakom kolu (bez fiksnog šablona).\
U svakom meču, tim koji osvoji više fantazi poena u tom kolu prolazi dalje. Ako je rezultat i dalje nerešen, prolazi tim sa boljim ukupnim rangiranjem u **Global Championship** (platforma primenjuje standardna pravila za razrešavanje nerešenih rezultata, a po potrebi implicitno uzima u obzir datum registracije).

Ovo se ponavlja sve do finalnog meča, u kojem dva tima odlučuju ko je pobednik!


# Upravljanje Timom

Svako **kolo (G)** podeljeno je na više **Turnova (T1, T2, T3...)**,\
pri čemu svaki Turn obuhvata blok utakmica odigranih istog dana. Ova struktura vam omogućava da pravite promene u sastavu između Turnova.

**Nema automatskih zamena**\
Zamene nisu automatske.\
Ako igrač u vašoj početnoj petorci ne igra ili osvoji manje poena od očekivanih, morate ga **ručno zameniti**.\
Zato je važno strateški postaviti tim na osnovu rasporeda Turnova, birajući ko ulazi u početnu petorku, a ko ide na klupu.

**Šta možete uraditi između Turnova**\
Između poslednje utakmice jednog Turna i prve utakmice sledećeg, možete:

* Zameniti igrača iz početne petorke sa igračem sa klupe, ako klupski igrač još nije igrao.
* Promeniti kapitena, ako novi kapiten još nije igrao.
* Promeniti formaciju, pod uslovom da nova formacija odgovara dostupnim igračima.

Sve promene moraju biti završene pre početka sledećeg Turna. Takođe možete poništiti promene, ali samo ako novi Turn još nije počeo.

**Odmoreni timovi**\
Ako je tim označen kao **“odmara”** tokom kola, svi njegovi igrači (uključujući i nedostupne igrače i trenera) dobijaju **prosečan T1 rezultat**, koji predstavlja prosek poena osvojenih u prethodnim kolima.\
⚠️ **Važno:** Odmoreni igrači **ne dobijaju bonus kapitena**, čak i ako su izabrani za Kapitena.

**Pravila klupe**\
Kada napravite zamenu:

* Igrač koji ulazi u igru dobija poene normalno.
* Igrač koji izlazi ima **prepolovljen rezultat**, osim **šestog igrača**, koji uvek dobija **100% poena**, čak i sa klupe.

Na kraju kola, ukupni fantazi rezultat vašeg tima računa se ovako:

* **100% poena** od igrača u početnoj petorci, šestog igrača i trenera
* **50% poena** od igrača na klupi

**Kapiten**

* Poeni kapitena se **množe sa 1.5**
* Kapiten se može menjati između Turnova, pod uslovom da novi kapiten još nije igrao


# Rezultati Igrača

Rezultat svakog igrača uzima u obzir **lični učinak** (regularno vreme plus produžeci) i **rezultat njegovog tima**.\
Bodovi igrača se računaju kao **zbir sledećih statističkih akcija**:

| UČINAK IGRAČA                | BONUS                  | KAZNEN I BODOVI |
| ---------------------------- | ---------------------- | --------------- |
| Postignuti poeni             | +1                     |                 |
| Defanzivni skok              | +1                     |                 |
| Ofanzivni skok               | +1.25                  |                 |
| Asistencije                  | +1.5                   |                 |
| Krađe lopte/Greške           | +1.5                   | -1.5            |
| Izvršene/pretrpljene blokade | +1.5                   | -0,5            |
| Dvostruka dvocifrena učinak  | +5                     |                 |
| Trostruka dvocifrena učinak  | +10                    |                 |
| Četvorka dvocifrena učinak   | +50                    |                 |
| Početna petorka              | +1                     |                 |
| Postignuti trojke: 3/4/5+    | +3/+4/+5               |                 |
| Bonus za pobedu tima         | +5% na njegov rezultat |                 |
| Promašeni šutevi             |                        | -1              |
| Promašena slobodna bacanja   |                        | -1              |

## Kapiten

Rezultat Kapitena se množi sa 1,5

## Izvor podataka

Rezultati se izračunavaju na osnovu **službenih OPTA box score-ova**.\
Ovaj izvor podataka je **konačan i neupitan**, a sve statistike se meri objektivno i jednoznačno prema stvarnim nastupima igrača tokom pravih utakmica.\
Stoga se ne prihvata odgovornost za tačnost podataka.\
Organizacija zadržava pravo da izmeni jednu ili više vrednosti u slučaju očiglednih grešaka ili različitih tumačenja akcija u igri od strane pružaoca podataka.


# Rezultati trenera

Rezultat trenera se računa kao zbir sledećih akcija, pomnožen koeficijentom:

| UČINAK IGRAČA                                      | BONUS/KAZNENI BODOVI |
| -------------------------------------------------- | :------------------: |
| Pobeda tima sa razlikom od 1–5 poena               |          +15         |
| Pobeda tima sa razlikom od 6–10 poena              |          +18         |
| Pobeda tima sa razlikom od 11–15 poena             |          +20         |
| Pobeda tima sa razlikom od 16–20 poena             |          +23         |
| Pobeda tima sa razlikom od 21–25 poena             |          +25         |
| Pobeda tima sa razlikom od 26–30 poena             |          +28         |
| Pobeda tima sa razlikom od 31–35 poena             |          +30         |
| Pobeda tima sa razlikom od 36–40 poena             |          +33         |
| Pobeda tima sa razlikom od > 40 poena              |          +35         |
| Pobeda u produžecima (bez obzira na razliku poena) |          +18         |
| Postignuti poeni ≥ 120 poena                       |          +5          |
| Primljeni poeni ≤ 95 poena                         |          +5          |
| Poraz tima sa razlikom od 1–5 poena                |          -7          |
| Poraz tima sa razlikom od 6–10 poena               |          -10         |
| Poraz tima sa razlikom od 11–15 poena              |          -13         |
| Poraz tima sa razlikom od 16–20 poena              |          -15         |
| Poraz tima sa razlikom od 21–25 poena              |          -18         |
| Poraz tima sa razlikom od 26–30 poena              |          -20         |
| Poraz tima sa razlikom od 31–35 poena              |          -23         |
| Poraz tima sa razlikom od 36–40 poena              |          -25         |
| Poraz tima sa razlikom od > 40 poena               |          -30         |
| Poraz u produžecima (bez obzira na razliku poena)  |          -10         |
| Postignuti poeni ≤ 95 poena                        |          -3          |
| Primljeni poeni ≥ 120 poena                        |          -3          |

### Koeficijent trenera

Rezultat trenera se množi koeficijentom koji izražava **težinu utakmice**. Ovaj koeficijent se računa na osnovu razlike **vrednosti kredita** između dvojice trenera koji se takmiče.

**Primer:**\
Kada trener sa višom cenom pobedi trenera sa nižom cenom, njegov rezultat se množi vrednošću **manjom od 1** – vidi tabelu koeficijenata.\
Slično, kada trener sa nižom cenom pobedi trenera sa višom cenom, njegov rezultat se množi vrednošću **većom od 1** – vidi tabelu koeficijenata, čime dobija dodatni bonus.

### Tabela koeficijenata

* Kada je rezultat trenera **pozitivan**, množi se vrednošću iz tabele.
* Kada je rezultat **negativan**, deli se istom vrednošću.

| Razlika u kreditima | Trener sa višom cenom | Trener sa nižom cenom |
| ------------------- | :-------------------: | :-------------------: |
| > o = 16,00         |          0.70         |          1.60         |
| 12,00 -15,99        |          0.75         |          1.50         |
| 8,00 - 11,99        |          0.79         |          1.41         |
| 6,00 - 7,99         |          0.83         |          1.32         |
| 4,00 - 5,99         |          0.87         |          1.23         |
| 2,00 - 3,99         |          0.91         |          1.14         |
| 1,00 - 1,99         |          0.95         |          1.05         |
| 0,00 - 0,99         |          1.00         |          1.00         |

{% hint style="info" %}
Čak i u slučaju **otpusta, odsustva ili diskvalifikacije trenera**, on će **ipak dobiti svoj rezultat**.
{% endhint %}


# Tržište

Transfer tržište se otvara na kraju svakog kola i zatvara **jedan minut pre početka prve utakmice** sledećeg kola.

* Dozvoljen je **neograničen broj transfera po kolu**, uključujući i trenera.
* Do početka **prvog kola**, transferi su **besplatni**.
* Kada sezona počne, svaki transfer „košta” **–5 poena kazne** koji će se oduzeti od ukupnog rezultata sledećeg kola.

{% hint style="info" %}
Transferi su neograničeni do početka prvog kola koje sledi nakon registracije tima.
{% endhint %}


# Vrednost igrača i kapitalna dobit

Vrednost u kreditima dodeljena igraču može da se **menja iz kola u kolo (G)**.\
Promena vrednosti kredita igrača naziva se **kapitalna dobit** (*plusvalenza*, ako raste) ili **kapitalni gubitak** (*minusvalenza*, ako opada).

Kapitalne dobiti i gubici uzimaju u obzir dva parametra:

* Rezultat koji je igrač ostvario
* Početnu vrednost igrača: za isti rezultat, igrač sa nižom početnom vrednošću generisaće veću kapitalnu dobit u poređenju sa igračem sa višom vrednošću.

Ova promena **povećava ili smanjuje vaš kreditni budžet**, čime utiče na vašu kupovnu moć.


# Odložene ili prekinute utakmice

### Prekinute, pomerene ili odložene utakmice

* Ako se jedna ili više utakmica premeste na termin **nakon završetka kola, ali pre početka sledećeg**, one će se smatrati važećim za fantazi bodovanje.
* Ako se jedna ili više utakmica pomere **dok je kolo već u toku**, uključeni igrači (uključujući trenere, povređene i suspendovane igrače) dobiće svoj **prosečan rezultat** za kolo koje je originalno bilo planirano u kalendaru.
* Ako se jedna ili više utakmica odlože samo nekoliko sati pre početka kola, igrači (uključujući trenere, povređene i suspendovane) takođe dobijaju svoj **prosečan rezultat** iz prvobitno zakazanog kola.
* U slučaju odlaganja tokom **1. kola**, svi pogođeni igrači (uključujući trenere, povređene i suspendovane) dobiće svoj prosečan rezultat koji je u ovom slučaju **0 poena**, jer još nisu odigrane utakmice.

***

### **Timovi na odmoru**

Tokom sezone može biti kola u kojima neki timovi ne igraju, zbog optimizacije kalendara lige.\
Svi igrači (uključujući trenere, povređene i suspendovane) iz timova na odmoru će:

* Dobiti svoj **prosečan rezultat**
* **Neće generisati** kapitalnu dobit ili gubitak
* **Neće dobiti** kapitenov multiplikator (×1.5) čak i ako su izabrani za Kapitena
* Dobiti **50% svog rezultata** ako su postavljeni na klupu

***

### **Timovi van rasporeda**

Timovi koji nisu uključeni u kalendar (igrači, treneri i nedostupni igrači) **ne smatraju se** “timovima na odmoru” i **ne dobijaju prosečan rezultat**.\
Umesto toga dobijaju **0 poena**.\
Ovo važi, na primer, za timove koji su eliminisani ili su već kvalifikovani i čekaju protivnika u sledećoj rundi plej-ofa.

***

### Posebni slučajevi

U slučaju vanrednih okolnosti, organizacija zadržava pravo da donese sve neophodne odluke. Ove odluke će biti **pravovremeno objavljene** putem aplikacije, vesti i zvaničnih naloga na društvenim mrežama.


# Kasna registracija

Moguće je registrovati se čak i nakon što je prvenstvo već počelo.

**Ulazni rezultat**\
Na kraju kola u kojem se registrujete, dobićete rezultat jednak **prosečnom broju poena** koje su do tog trenutka osvojili svi registrovani timovi.

**Početni budžet**\
Vaš budžet će iznositi: **95 kredita + 0.3 kredita za svako već odigrano kolo**.\
Primer: registrujete se u 7. kolu → 95 + (0.3 × 6) = **96,8 kredita**

**Registracija tokom kola**\
Možete kupiti igrače koji su još dostupni.\
Rezultat vašeg tima će i dalje biti **prosečan rezultat**.\
Promene vrednosti igrača će biti aktivne, ali vaš budžet će ostati nepromenjen.


# Fantasy Pass

Da poboljšaš svoje fantasy timove, možeš kupiti **Fantasy Pass (24,99€)** koji uključuje:

* **Dodatne kredite**: povećavaju tvoj budžet kredita (maks. +10 kredita)
* **Neograničene transfere**: svakog kola možeš da praviš neograničene transfere bez kaznenih poena
* **Bez reklama**: uklanja reklame sa sajta i aplikacije tokom cele sezone
* **Personalizovana push obaveštenja**: obaveštenja o statusu igrača u tvom timu
* **“On Fire” igrači**: oznaka na terenu i u listi igrača za status “On Fire” – ako je igrač u posebno dobroj formi u poslednjim mečevima
* **Dostupnost igrača**: pokazuje na terenu i u listi igrača procenat šanse da igrač zaigra
* **Nedeljni bilten**: detaljna fantasy analiza zasnovana na poslednjim mečevima, performansama igrača i rasporedu, da bi najbolje upravljao i poboljšao svoj fantasy tim
* **Youtube Live**: posebni Live prenosi na našem Youtube kanalu gde spremamo fantasy tim za sledeće kolo

**Važno**\
Fantasy Pass važi do **31.08.26**\
Fantasy Pass važi za **jedan tim** za koji je kupljen.


# Prizes


# Draft

Draft mod omogućava kreiranje **Privatne lige** sa ekskluzivnim rosterima, gde svaki igrač može istovremeno pripadati samo jednom timu.

**Izbor igrača za svaki tim** treba da dogovore sami učesnici (npr. aukcija za stolom, Zoom poziv itd.). Na kraju izbora, jedan **Draft Komesar** (osoba koja je kreirala ligu) ručno unosi igrače u svaki roster.

Draft mod je isti kao **Klasični mod**, osim po sledećim tačkama:

* Registrovani tim **ne učestvuje u Klasičnom modu**
* **Rosteri su ekskluzivni**: svaki igrač može biti izabran samo za jedan tim
* Jedine kupovine koje korisnik može da obavi su: **Draft Pass** i **Bez reklama**
* **Trgovine (trade-ovi)** ne donose nikakve kaznene poene
* Trgovine može da otvara i zatvara samo Komesar, i to u prozorima predviđenim Dunkest rasporedom, koji ostaje identičan Klasičnom modu
* Postoji **tribina** sa 3 mesta za igrače: igrači na toj poziciji **ne dobijaju poene** i tokom kola ne mogu biti premešteni na teren
* **Nema glavnog trenera**
* **Vrednosti igrača se ne menjaju** na osnovu njihovih performansi


# Kreiranje Drafta

Tokom kreiranja Lige, Komesar podešava sledeće parametre:

* **Naziv lige**
* **Način izbora igrača**: sa ili bez kredita
* **Budžet**: dostupan svakom korisniku za kupovinu slobodnih igrača ili predlaganje razmena drugim timovima (može biti i 0). Ako je izabran mod sa kreditima, potrebno je odrediti budžet za aukciju
* **Mod takmičenja**: klasična rang lista ili **Head-to-Head (H2H)** mod
* **Bonus za kapitena**: ova vrednost može da se podesi između ×1 / ×1,5 / ×2

Nakon što se svi učesnici priključe i Liga počne, moguće je podesiti sledeće dodatne parametre:

* **Početno kolo**: Komesar može da izabere da li Liga počinje narednim kolom ili nekim drugim kolom
* **Rokovi za razmene**: Komesar može da izabere da li će razmene biti automatski otvorene između dva Dunkest kola ili će on sam imati kontrolu i odlučivati kada da ih otvori i zatvori (uvek u vremenskom okviru koji određuje Dunkest raspored i NIKADA dok je kolo u toku)


# Vrste Draftova

**SA KREDITIMA**\
Komesar dodeljuje **budžet kredita** koji svaki učesnik mora da iskoristi za sastavljanje svog rostera (putem offline aukcije). **Neiskorišćeni krediti** se kasnije mogu koristiti tokom faza transfer tržišta.

**Primer:**\
Svaki učesnik počinje sa 300 kredita. Koristeći **Offline Auction Tool**, svaki korisnik naizmenično nominuje igrača, čime se automatski otvara licitacija sa 1 kreditom. Ostali učesnici mogu davati više ponude, vodeći računa da ne ostanu bez kredita pre nego što kompletiraju roster.\
Na kraju aukcije, učesnik sa najvišom ponudom dobija igrača, kojeg zatim Komesar **ručno dodaje** njegovom timu, tokom ili nakon aukcije.

***

**BEZ KREDITA**\
Dodela igrača se odvija **bez korišćenja kredita**. Konkretan način drafta učesnici i dalje moraju međusobno dogovoriti offline (npr. redosled biranja).\
Komesar i dalje mora da dodeli **budžet kredita posle drafta** (koji može biti i 0), da bi se koristio za potpisivanje slobodnih igrača ili predlaganje razmena.

**Primer:**\
Nasumičnim žrebom određuje se redosled biranja. Pošto nema kredita, izabrani igrači se automatski dodaju rosteru učesnika koji ih bira. Nakon svake runde redosled se obrće – počinje se ponovo od poslednjeg birača.\
Ovo se ponavlja dok svi rosteri ne budu kompletirani. Kao i u verziji sa kreditima, Komesar mora **ručno dodeliti svakog izabranog igrača** odgovarajućem timu.


# Tržište

Tokom sezone u Draft modu moguće je raditi i **tranzakcije**.

**Slobodni igrači** su igrači koji trenutno nisu deo nijednog tima u Ligi i mogu se preuzeti tokom **otvorenih prozora tržišta**.

***

#### **Kako preuzeti slobodnog igrača**

1. Izaberi igrača iz svog trenutnog rostera koga želiš da zameniš.
2. Izaberi **slobodnog igrača iste pozicije** kojeg želiš da dovedeš.
3. Ako imaš **budžet kredita**, odluči koliko kredita želiš da ponudiš dodatno.
4. U Draftu sa kreditima, ponuda automatski uključuje i **vrednost igrača kojeg daješ**, koja se dodaje ponuđenim kreditima.

Nakon potvrde ponude:

* Igrač koji izlazi ostaje u tvom timu, ali sa **posebnim vizuelnim statusom** (tranzakcija u toku).
* Dok je tranzakcija aktivna, taj igrač **ne može biti uključen u drugu zamenu**.
* Ponuda će se pojaviti u sekciji “**Tranzakcije**” i može se menjati u bilo kom trenutku.

***

#### **Rešavanje tranzakcije**

* **3 sata pre zatvaranja** tržišnog prozora, tim koji je dao **najveću ponudu** automatski dobija novog igrača u roster (na istoj poziciji i sa istom vrednošću kao igrač kojeg zamenjuje).
* Svi dodatni krediti se **oduzimaju** iz budžeta korisnika.
* Zamenjeni igrač prelazi u **bazenu slobodnih igrača** i biće dostupan od sledećeg tržišnog prozora.
* U slučaju **izjednačenja ponuda**, tranzakcija pripada timu koji je **niži na tabeli** Lige.

***

#### **Ako tranzakcija propadne**

* Krediti koje si ponudio se **vraćaju** u tvoj budžet.
* Originalni igrač ostaje u timu.


# Razmene (Trades)

Moguće je predložiti **razmenu** sa drugim timom u tvojoj Ligi.

Pravila su ista kao i za dovođenje **slobodnih igrača**, sa jednom ključnom razlikom:

* **Nije potrebno čekati kraj transfer prozora** da bi se razmena završila.
* Drugi učesnik može **prihvatiti, odbiti ili ponuditi protivpredlog** tvoje ponude u bilo kom trenutku.


# Terms and Conditions

### 1. Preamble

The provision of the "Dunkest" Online Gaming Service to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), with registered office at Via San Zeno 145, 25124, Brescia (BS), VAT No. 03549330987, email <info@fantaking.it>, is governed by these general terms and conditions ("Terms and Conditions").

### 2. Definitions

The following terms and phrases shall have the meanings set forth below, it being understood that terms defined in the singular shall also be understood as defined in the plural and vice versa.

* **"Application":** shall mean the "Dunkest" application made available by Fantaking Interactive to Users within the Apple Store and Google Play platforms;
* **"Agreement":** means the agreement entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;
* **"Game" or "Service"** means the "Dunkest" service provided by Fantaking Interactive to registered Users through the Application in compliance with the Rules and official documentation published by Fantaking Interactive also within the Website, and the features from time to time made available by Fantaking Interactive and published within the Application;
* **"Participant":** means the user who takes part in the game as a result of Registration;
* **"Registration":** shall mean the procedure made available by Fantaking Interactive in the Application for the purpose of creating the User account necessary to access the Game;
* **"Rules":** shall mean the official Rules, made available by Fantaking Interactive within the Application and/or the Website, governing and regulating the Service;
* **"Web Site":** means the site available online at: <https://www.dunkest.com>;
* **"User":** means the natural person (consumer) who, following the successful Registration of his/her Data and acceptance of these Terms and Conditions, uses the Service.

### 3. Contract execution and acceptance of the Terms and Conditions

The Contract between Fantaking Interactive and the User is concluded exclusively through the Internet, remotely, following the User's successful Registration.

By registering, the User declares that he/she (i) has read, understood and accepted these Terms and Conditions and the Rules, (ii) has read the privacy policy rendered by Fantaking Interactive and (iii) wishes to provide his/her data.

The User, in order to register shall:

* punctually fill in the registration form made available in the Application by providing complete, true and accurate data and select his/her access password (even if the User connects through his/her social account);
* tick the box relating to the "Terms and Conditions" for acceptance;
* read the privacy policy for the processing of personal data made available by Fantaking Interactive and tick the relevant box to provide their data;
* send Fantaking Interactive the Registration form by clicking on the "Register" function available in the Application, so as to formalize your registration request and allow Fantaking to provide the Service.

Following Fantaking Interactive's receipt of the registration request, the User will receive an email confirmation of successful Registration, which will allow the User to access the Game via his/her credentials or, in case of Registration via social account, to access the Game after logging in via his/her social account.

### 4. In-App Purchases

The Service allows Users to make (optional) in-App purchases for the purpose of enhancing their gaming experience, subject to the terms of the Rules.

The payment of in-App purchases is made through the in-App payment services provided by Google Play/Apple Store, directly between the User and such providers, under their terms and conditions.

The activation of the benefits will take place within 24 hours after Fantaking Interactive receives the payment, except in the case of delays caused by technical problems. In the event of a delay in the activation of benefits, the User may contact Fantaking Interactive and request assistance at the addresses indicated in clause 12.

### 5. Access and use of the service

The User will be responsible for any expenses, including internet connection, that he/she may incur to access the Service.

Limitations on Use of the Service:

* The User (and/or the person exercising parental responsibility) assumes full responsibility for any misuse of the Service and/or use not authorized by applicable law;
* Fantaking Interactive is not liable for any accounts created using a false identity or false information, through social accounts owned by third parties and/or on behalf of someone other than the User;
* The User must use the Service for non-commercial purposes only.

Registration requires the input of the User's data, which will be processed in accordance with data protection regulations. The User acknowledges that the account constitutes for Fantaking Interactive the system of validation of the User's access to the Service and the only suitable means of legitimizing access to the Service. The User therefore agrees and acknowledges that all acts performed through the account assigned to them will be binding on them. The User acknowledges and accepts that, should he/she provide inaccurate, untrue and/or incomplete data during Registration, Fantaking Interactive may be prevented from executing the Service. In any case, Fantaking Interactive reserves the right not to activate and/or deactivate the Service, without notice, until the User corrects/updates the data entered.

The User assumes all liability to Fantaking Interactive and/or third parties for acts performed through his/her account.

By signing these Terms and Conditions, the User agrees to be responsible for all content posted or transmitted in any way in the use of the Service. Fantaking Interactive assumes no responsibility for the conduct of any User, nor is it obligated to monitor the content uploaded by such User. Information provided through the Service may be used by Fantaking (i) in the event that Fantaking Interactive is required to provide the information by order of the Judicial Authority, (ii) to satisfy any applicable law or regulation, and (iii) in order to protect Fantaking Interactive's rights in and out of court.

### 6. Credential security and data update

The User's login credentials are confidential and must be kept by the User, who will be required to take appropriate security measures aimed at their safekeeping.

The User shall update and modify the data provided during Registration so that they are constantly updated, complete and true by accessing his/her personal area.

The User will be able to update and modify his/her access credentials within his/her personal area.

### 7. Intellectual Property

The intellectual and industrial property rights, including the contents, materials, works published and made available in the Service or otherwise present in the Application - including, without limitation, trademarks, distinctive signs, images, catalogs, sounds, photographs, databases, press releases and documents in general reproduced, as well as application software, html codes - are the exclusive property of Fantaking Interactive and/or third party licensors.

The provision of the Service does not imply the transfer of ownership of any intellectual and industrial property rights owned by Fantaking Interactive and/or third party licensors to the User.

The User agrees to respect such rights and not to engage in any conduct that may cause, even potentially, an infringement thereof.

The User agrees to immediately report to Fantaking Interactive any infringement, even potential or suspected, of the intellectual property rights of Fantaking Interactive and/or third party licensors.

### 8. Compliance with the Rules

The User agrees to read and abide by the Rules and in each case the Terms and Conditions and any other directions/communications/instructions made available by Fantaking Interactive within the Website and Application.

### 9. Awards

The Game will provide prizes for Users in accordance with the Rules.

### 10. Warrantiy

Fantaking Interactive undertakes to provide the Service in compliance with the provisions of the Terms and Conditions and the Rules. The User acknowledges and recognizes that during the duration of these Terms and Conditions of Services, interruptions may also occur for maintenance and/or technical interventions, which, as far as possible and except in case of force majeure, will still be communicated to the User.

Fantaking Interactive assumes no responsibility for inefficiencies attributable to force majeure or fortuitous event. Fantaking Interactive shall not be liable to the User, except in the case of willful misconduct or gross negligence, for inefficiencies or malfunctions related to the use of the Internet outside of its control or that of its subcontractors.

In the use of the Service, the User agrees not to use expressions contrary to public order, morality and decency and also agrees to immediately report to Fantaking Interactive the possible presence of messages or communications in violation of these canons by other users.

In particular, Fantaking Interactive does not guarantee that:

* the Service meets the User's needs and is fit for purpose;
* the Service is uninterrupted, timely, secure, and/or error-free;
* results that may be obtained from the User's use of the Service are accurate and reliable;
* defects are corrected;
* the Application or the servers that make the Service accessible to the User are free of viruses or other harmful elements.

The User agrees to indemnify and hold harmless Fantaking Interactive and the companies it appoints to perform the Service from any claims and demands for compensation from third parties arising from the User's misuse of the Service, and/or in violation of and/or non-compliance with these Terms and Conditions and the Rules.

### 11. Suspension of the service

Fantaking Interactive may at any time discontinue the provision of the Service if there are justified security reasons or violations of the law, even ascertained by the competent authorities, as well as in case of conduct contrary to public morality and decency.

### 12. Communications and complaints

Any communication and complaint relating to the Terms and Conditions, the Rules and the Service as well as request for assistance must be made by the User through the form made available within the Application, the Website or in writing to the address: Fantaking Interactive - Via San Zeno 145, 25124 Brescia (BS) or to the e-mail address: <info@dunkest.com>.

### 13. Data Protection

The Parties undertake to comply with applicable data protection legislation.

The processing of the User's personal data is carried out in compliance with the information for the processing of personal data, made available by Fantaking Interactive at <https://www.dunkest.com/privacy> .

### 14. Modification of the General Terms and Conditions

These Terms and Conditions should be reviewed periodically by the User.

These Terms and Conditions may be updated, supplemented or amended at any time by Fantaking Interactive, which will provide notice thereof via the pages of the Website and such updates/amendments and/or supplements will be effective for any future purchases performed by the User during the Game.

There is a right to withdraw from the Service in case of non-acceptance of any changes that Fantaking Interactive may make to the Terms and Conditions or the Privacy Policy, by deleting your personal account in the "Profile" web page of your Personal Area present within the Application. In such case Fantaking Interactive, in the necessary time, will disable access to the Service and cease the processing of the User's personal data.

### 15. Applicable Law

This contract is governed by Italian law. Any dispute relating to the interpretation and execution of this contract shall be subject to the jurisdiction of the court of the place where the User, as a consumer, has his residence.

Should any of the provisions contained in the Terms and Conditions be deemed invalid, void or unenforceable for any reason whatsoever, such provision shall be deemed severed and shall not affect the validity and enforceability of the other provisions.


