# Regolamento Fantasy

Il Fantavolley VNL è il fantagioco ufficiale Volley Nations League ed offre due modalità di gioco sia per la competizione maschile che femminile:

* **Modalità Fantasy**: hai 150 crediti per scegliere i 12 giocatori e sfidare altri utenti. Le fanta squadre hanno roster non-esclusivi, ovvero ogni giocatore può appartenere a più fanta coach.
* [**Modalità Leghe**](/regolamento-leghe) **(ad asta)**: fai l’asta con i tuoi amici e crea la tua fanta-squadra da gestire durante la stagione. Le fanta-squadre hanno rose esclusive.

&#x20;

Ecco le caratteristiche principali della **Modalità Fantasy**:

1. **Fino a 5 fanta-squadre**: 150 crediti per comporre ogni squadra con 12 giocatori;
2. **Rose non-esclusive**: puoi scegliere qualsiasi giocatore (rispettando il budget) anche se già in possesso di altri utenti.
3. **Campionati**: le tue squadre partecipano in automatico al Campionato Generale contro tutti gli utenti del gioco, ma puoi anche creare campionati privati a Classifica Generale o a Scontri Diretti per sfidare i tuoi amici.
4. **Punteggi**: gli elementi della tua Fantasquadra ottengono un punteggio basato sulle statistiche reali registrate nel campionato. Il sestetto base ed il libero ottengono il 100% dei punti, mentre i restanti giocatori in panchina il 50%. Scopri di più
5. **Capitano**: seleziona un Capitano tra i giocatori del sestetto base, raddoppierà il suo punteggio.
6. **Calendario**: il calendario del Fanta VNL è diviso in Giornate, in ognuna delle quali ogni squadra può giocare al massimo una volta.
7. **Mercato**: alla fine di ogni Giornata puoi vendere e acquistare giocatori per migliorare la tua fantasquadra.

All'interno dell'app sarà possibile giocare sia alla competizione **maschile**, sia a quella **femminile**: entrambi i giochi hanno una classifica indipendente, e sarà possibile passare da una competizione all'altra all'interno del menù ad hamburger (3 linee orizzontali) in alto a sinistra.&#x20;


# Creazione squadra

Con il tuo account puoi creare fino a 5 fanta-squadre. Ogni fanta squadra ha 150 crediti per acquistare 12 giocatrici:

* 2 opposti
* 4 schiacciatori-ricevitori
* 3 centrali
* 2 palleggiatori
* 1 libero

In campo dovranno essere obbligatoriamente schierati: 1 opposto, 2 schiacciatore-ricevitore, 2 centrali, 1 palleggiatore.

Ogni giocatore ha un **valore in crediti** che cambia durante il corso della competizione in base alle prestazioni reali.

Puoi schierare un massimo di **4 giocatori** appartenenti alla stessa nazionale.

## **POSSO GIOCARE DOPO L’INIZIO DEL CAMPIONATO?**

E' possibile iniziare a giocare anche dopo l'inizio del campionato. Ecco come funziona:

* Le fanta-squadre create a campionato iniziato ottengono un punteggio di ingresso (pari alla media punti delle altre fanta-squadre iscritte), che viene assegnato al termine della giornata.
* Budget di crediti: è 150cr + 0.3cr per ogni giornata disputata fino al momento dell’iscrizione (Es. Iscrizione alla 4° Giornata: budget di 150,9cr (100 + 0,3 x 3 giornate)
* Creazione squadra a Giornata in corso: non è possibile. Bisogna attendere il termine della giornata per creare la propria squadra.


# Gestione squadra

Ogni **Giornata (G)** di Fanta VNL corrisponde ad un arco temporale durante il quale ogni squadra gioca una volta. Durante una Giornata di gioco sarà possibile vedere il fanta-punteggio di ciascun giocatore in tempo reale.

Nel momento dello schieramento della squadra per la Giornata, ricorda che il sestetto base ed il libero ottengono il 100% dei fanta-punti, mentre i restanti giocatori in panchina il 50%.

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

Modifica la tua fanta-squadra al termine di ogni Giornata in modo da avere un rosa con giocatori ben distribuiti tra campo (dove schiererai quelli da cui ti aspetti un punteggio più alto) e panchina.
{% endhint %}

## **MERCATO**

Tra la fine di ogni Giornata e l’inizio di quella successiva si apre il Mercato, ovvero la possibilità di fare **Trasferimenti**.

Durante questo tempo, infatti, puoi vendere i giocatori della tua fanta-squadra e acquistarne di nuovi per migliorare la tua rosa:

* Tra una Giornata e l'altra della stessa settimana di gioco puoi fare un numero massimo di **5 trasferimenti** in ogni sessione di mercato (i trasferimenti eventualmente non fatti non si accumulano nelle giornate successive);
* Durante la fase a Gironi, tra l'ultima Giornata di una settimana di gioco e la prima Giornata della settimana seguente, sarà possibile fare **trasferimenti illimitati.**
* Al termine della fase a Gironi, prima dell'inizio della fase ad Eliminazione Diretta ed al termine delle singole fasi (Quarti e Semifinali), sarà possibile fare **trasferimenti illimitati.**
* Il mercato si chiude 1 minuto prima dell’inizio della prima partita di ogni Giornata.


# Partite sospese o rinviate

## **PARTITE SOSPESE,  ANTICIPATE O POSTICIPATE**

* Se una o più partite sono spostate a un momento in cui la Giornata si è già conclusa e la Giornata successiva non è ancora iniziata, allora sono considerate valide ai fini del gioco.
* Se una o più partite sono spostate a Giornata in corso, i giocatori (compresi infortunati e squalificati) prenderanno punteggio medio.
* Se una o più partite sono rinviate a poche ore dall’inizio della Giornata, i giocatori (compresi infortunati e squalificati) prenderanno punteggio medio .
* Nel caso in cui vengano rinviate partite della 1° Giornata, anche in quel caso i giocatori (compresi infortunati e squalificati) prenderanno punteggio medio che, trattandosi della prima Giornata,  equivarrà a 0 punti.

&#x20;

## **SQUADRE A RIPOSO**

Durante il corso della competizione è possibile che in alcune Giornate ci siano delle squadre a riposo: ciò può accadere in caso di rinvii di partite o casi eccezionali (ad esempio, per rendere il calendario delle giornate il più funzionale possibile ai fini del gioco).

Tutte i giocatori (compresi infortunati e squalificati) delle squadre a riposo, si comporteranno come segue:

* Prendono il loro punteggio medio
* Non fanno plus/minusvalenza
* Non raddoppiano il punteggio se messe come Capitano

&#x20;

## **CASI SPECIALI**

In caso di eventi speciali, l’organizzazione si riserva la possibilità di prendere qualsiasi decisione, che verrà prontamente comunicata attraverso app, notizie e canali social.


# Punteggio giocatori

Il punteggio di ogni giocatore tiene conto della sua prestazione personale e viene calcolato come la somma dei seguenti valori statistici:

<table><thead><tr><th width="170">Azione</th><th width="108" align="center">Schiacciatrice</th><th width="116" align="center">Centrale</th><th width="115" align="center">Opposta</th><th width="107" align="center">Palleggiatrice</th><th align="center">Libero</th></tr></thead><tbody><tr><td>Attacco a segno</td><td align="center">1 </td><td align="center">1</td><td align="center">1</td><td align="center">1</td><td align="center"></td></tr><tr><td>Punto</td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center">1</td></tr><tr><td>Muro</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center"></td></tr><tr><td>Ace</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"></td></tr><tr><td>Abilità ricezione</td><td align="center">%perfette /3*</td><td align="center"><br></td><td align="center"><br></td><td align="center"><br></td><td align="center">(n° ricezioni + %perfette) /3**<br></td></tr><tr><td>Abilità attacco</td><td align="center"></td><td align="center">%positività /3 ***</td><td align="center">%positività /4****</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Abilità regia</td><td align="center"></td><td align="center"><br></td><td align="center"><br></td><td align="center">%attacco di squadra /1,5*****<br></td><td align="center"><br></td></tr><tr><td>Coinvolgimento offensivo</td><td align="center">n° attacchi /3</td><td align="center">n° attacchi /3</td><td align="center">n° attacchi /4</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Errore ricezione</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td></tr><tr><td>Errore attacco</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Errore servizio</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Errore muro</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr></tbody></table>

\* solo con almeno 8 palloni ricevuti. Altrimenti (%di perfette/3)/2

\*\* solo con almeno 6 palloni ricevuti. Altrimenti ((n° ricezioni + %di perfette)/3)/2

\*\*\* solo con almeno 8 palloni attaccati. Altrimenti (%di positività/3)/2

\*\*\*\* solo con almeno 8 palloni attaccati. Altrimenti (%di positività/4)/2

&#x20;\*\*\*\*\* Se il numero di battute NBATT effettuate dal palleggiatore è maggiore o uguale a 8, concorrerà al punteggio il 100% della percentuale di realizzazione offensiva di squadra. Se il numero di battute NBATT sarà compreso tra 3 e 7, concorrerà al punteggio il 30% della percentuale di realizzazione offensiva di squadra. Se infine il numero di battute NBATT sarà minore di 3, concorrerà al punteggio il 10% della percentuale di realizzazione offensiva di squadra. Se infine un palleggiatore non entrerà in campo, il suo punteggio per quella partita sarà pari a zero.

## CAPITANO

Il punteggio del giocatore che viene scelta come Capitano viene moltiplicato per 2.

## **FONTE DATI**

I punteggi vengono calcolati utilizzando come fonte dei dati i tabellini ufficiali di Volleyball World. Tale fonte dati è insindacabile, ed i suoi dati sono misurati in modo incontrovertibile e oggettivo in base alle performance delle atlete durante lo svolgimento delle partite reali. Pertanto non si accettano responsabilità per quanto riguarda l'accuratezza dei dati. L’organizzazione si riserva il diritto di modificare uno o più dati in base ad evidenti errori o diverse interpretazioni delle azioni di gioco da parte del fornitore.


# Valore giocatori e plusvalenze

Il valore in crediti assegnato ad ogni giocatore aumenta o diminuisce dopo ogni Giornata. Questa variazione è chiamata **Plusvalenza** (o **minusvalenza**) e viene calcolata in base a due fattori:

* Il **punteggio ottenuto**
* Il **valore di partenza**: a parità di punteggio, un giocatore dal valore di partenza basso, otterrà una plusvalenza maggiore rispetto ad un giocatore dal valore alto.

Questa variazione farà aumentare o diminuire il tuo **budget in crediti** modificando quindi il tuo potere d’acquisto.

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

La mia fanta-squadra ha 150 crediti. Il mio giocatore XY, il cui valore è di 20cr, dopo una Giornata ottiene un punteggio molto alto e il suo valore aumenta di +1cr, arrivando a 21cr. Il valore della mia fanta-squadra passa quindi da 150cr a 151cr aumentando il mio potere d’acquisto perché, se vendo il giocatore, potrò sostituirlo con uno da 21cr (e non più da 20cr).
{% endhint %}

{% hint style="info" %}
*TRUCCHI PER FARE PLUSVALENZE*

* **Infortunati importanti**: se un giocatore dal valore alto si infortuna, per ogni partita non giocata perderà valore (-0,1cr) e potrà essere acquistato al rientro per un prezzo molto più basso. Conviene quindi venderlo subito dopo l’infortunio per non perdere valore.
* **Subentranti di titolari infortunati**: se un giocatore dal valore alto si infortuna verrà sostituita da un giocatore di fascia media, che per un prezzo ridotto ti garantirà presenze e statistiche buone.
* **Sorprese dell’anno**: qui scendono in campo i grandi scout del Fanta VNL, ovvero la scoperta di talenti inizialmente sottovalutati e quindi dal basso prezzo, che nel corso dell’anno faranno segnare punteggi (e quindi plusvalenze) molto alte.
  {% endhint %}


# Campionati principali

Ogni fanta-squadra creata viene iscritta automaticamente a due Campionati:

* **Campionato Generale**: comprende tutte le fanta-squadre iscritte al Fanta VNL.
* **Campionato Squadra Preferita**: comprende tutte le fanta-squadre che hanno scelto la medesima nazionale di pallavolo preferita.


# Campionati privati

Oltre a questi Campionati Principali, puoi partecipare e/o creare altri campionati:

●      **Privati**: generalmente tra amici, accessibili solo tramite codice di invito

●      **Pubblici**: aperti a chiunque

&#x20;

Questi campionati possono essere di due tipi:

&#x20;

## **MODALITA CLASSIFICA GENERALE**

Le squadre partecipanti si classificano in base ai punteggi totalizzati dai propri giocatori che sommandosi definiscono il punteggio di Giornata e Totale di ogni fanta-squadra.

## **MODALITÀ SCONTRO DIRETTO**

Gli utenti si sfidano ogni Giornata in una partita 1 contro 1, secondo un calendario prestabilito che viene generato 1h prima dell’inizio della prima Giornata.

Al punteggio totalizzato dalle squadre corrisponde il risultato della partita. Esempio:

* Squadra A 250pti – Squadra B 220pti: la Squadra A ha totalizzato più punti e quindi vince la partita e guadagna 3 punti in classifica;
* Squadra A 220pti – Squadra B 250pti: la Squadra B ha totalizzato più punti e quindi vince la partita e guadagna 3 punti in classifica;
* Squadra A 250pti – Squadra B 250pti: entrambe le squadra hanno totalizzato lo stesso punteggio, per cui per decretare il vincitore al tie-break della partita si utilizzeranno i seguenti criteri: come primo criterio il maggior punteggio in classifica, come secondo criterio la data di iscrizione (vince la partita chi si è iscritto prima). Il vincitore del tie-break guadagna 2 punti in classifica, lo sconfitto al tie-break ne guadagna 1.

&#x20;La posizione in classifica rispecchia il bilancio dei punti di ciascuna squadra. In caso di parità vince la squadra che ha più punti in classifica generale (come secondo criterio, vince la squadra che si è iscritta prima).

Il campionato a Scontro Diretto può essere composto da un numero massimo di squadre, che dipenderà dal numero di Giornate di gioco, tenendo presente che:

* nel caso in cui un campionato a Scontro Diretto presenti meno del numero massimo di squadre consentite, le partite si ripeteranno ciclicamente fino all’ultima giornata di campionato;
* nel caso in cui il campionato sia composto da un numero dispari di squadre, verrà creata automaticamente una squadra di default denominata “VNL Team” a cui verrà assegnato ad ogni giornata un punteggio pari alla media dei punti totalizzati nella giornata in corso da tutte le squadre iscritte al gioco;
* a differenza del campionato a Classifica Generale, non è possibile aggiungere nuovi partecipanti a campionato già iniziato.


# Premi

Le **classifiche** per cui sono previsti premi sono:

* Classifica di **Giornata**: stilata sulla base dei punteggi della singola Giornata;
* Classifica **Generale**: stilata sulla base dei punteggi ottenuti dalla propria squadra durante tutta la competizione.&#x20;

I **casi di pari merito** sono gestiti come segue:

* Criteri per la Classifica di Giornata: 1) maggior punteggio nella classifica del Campionato Generale, 2) data e orario di iscrizione;
* Criteri per la Classifica Finale: l'unico criterio è la data e ora di creazione della squadra (si classifica prima chi ha creato prima la squadra).

**I premi sono sia per la classifica della competizione femminile, sia per quella maschile:**&#x20;

## **PREMI DI GIORNATA**

* **1°-2°-3° classificato**: un mese gratis di VBTV&#x20;

&#x20;

## **PREMI CLASSIFICA GENERALE**

* **1° classificato**: un anno gratis di VBTV + 100$ sullo shop VW
* **2° classificato**: un anno gratis di VBTV + 50$ sullo shop VW&#x20;
* **3° classificato**: un anno gratis di VBTV

&#x20;


# Regolamento Leghe

Il Fantaa VNL è il fantagioco ufficiale di Volleyball World per la Nations League maschile e femminile, ed offre due modalità di gioco:

* [**Modalità Fantasy**](/): hai 150 crediti per scegliere i 12 giocatori e sfidare altri utenti. Le fanta squadre hanno roster non-esclusivi, ovvero ogni giocatore può appartenere a più fanta coach.
* **Modalità Leghe (ad asta)**: fai l’asta con i tuoi amici e crea la tua fanta-squadra da gestire durante la stagione. Le fanta-squadre hanno rose esclusive.

La **Modalità Leghe** consente la creazione di una Lega privata con **rose esclusive**, dove ogni giocatore può appartenere simultaneamente a una sola squadra.

La selezione dei giocatori da parte di ciascun partecipante avviene offline utilizzando il metodo che si preferisce (es. asta attorno ad un tavolo). Al termine della selezione, dovrà poi essere il **Presidente**, ovvero colui che ha creato la Lega, a inserire manualmente i giocatori in ciascuna rosa.

&#x20;

La Modalità Leghe è uguale alla Modalità Fantasy, ad **eccezione dei seguenti punti**:

* la squadra iscritta non partecipa alla Modalità Concorso;
* le rose sono esclusive: ogni giocatore può essere scelto solamente da una squadra;
* il mercato può essere aperto e chiuso dal Presidente (colui che crea la Lega) solamente nelle finestre previste dal calendario, ovvero tra una Giornate e l’altra;
* i valori dei giocatori non variano in base alle prestazioni;
* non ci sono premi in palio.


# Creazione Lega

In fase di creazione della Lega, il Presidente dovrà impostare i seguenti parametri:

* **Nome della Lega**
* **Modalità di selezione di giocatori**: con o senza crediti
* **Budget**: crediti a disposizione di ciascun utente per acquistare giocatori svincolati o proporre scambi ad altre squadre (può essere anche 0). Nel caso si fosse scelta la modalità con crediti, è necessario stabilire un budget per l’asta.
* **Tipologia competizione**: scontri diretti o classifica generale

Dopo che tutti i partecipanti si saranno uniti e la Lega sarà stata avviata, sarà possibile impostare i seguenti, **ulteriori parametri**:

* **Giornata di inizio**: il Presidente può scegliere se far iniziare la Lega dalla Giornata subito successiva alla creazione della Lega, oppure in una giornata specifica futura;
* **Aperture mercato**: il Presidente può scegliere se lasciare che il mercato apra automaticamente tra una Giornata e l’altra (come nella Modalità Fantasy), oppure mantenere il controllo diretto e decidere in autonomia quando aprirlo e quando chiuderlo.


# Tipologia di Lega

## **CON CREDITI**

Il Presidente assegna un budget in crediti che ciascun partecipante alla Lega dovrà utilizzare per comporre la propria rosa (tramite asta offline). I crediti avanzati potranno poi essere utilizzati durante le fasi di mercato.

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

Si decide di partire con 300 crediti a testa. Ogni partecipante della Lega chiama a turno un giocatore a sua scelta, per il quale offrirà automaticamente 1 credito. Gli altri partecipanti possono decidere di rilanciare, stando sempre attenti a non consumare tutti i propri crediti a disposizione prima di completare la rosa. Al termine dell’asta, chi avrà fatto l’offerta più alta vincerà il giocatore, il quale dovrà poi essere inserito manualmente nella relativa squadra dal Presidente, durante o al termine dell’asta.
{% endhint %}

&#x20;

## **SENZA CREDITI**

L’assegnazione dei giocatori avverrà senza l’utilizzo dei crediti. Anche in questo caso, le modalità specifiche dovranno essere definite offline dagli utenti (es. ordine di chiamata). Il Presidente dovrà comunque assegnare un budget in crediti per il post Draft (che potrà essere anche pari a 0) da utilizzare per acquistare i giocatoi svincolati o proporre scambi.

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

Attraverso un’estrazione casuale si decide l’ordine di chiamata tra i vari partecipanti alla Lega. Non essendoci crediti, il giocatore scelto viene automaticamente acquisito nella propria rosa. Dopo ogni giro di scelta, si riparte a chiamare seguendo un ordine contrario rispetto al precedente, ripartendo dunque dall’ultimo. L’operazione viene ripetuta fino al completamento di tutti le rose. Anche in questo caso dovrà essere il Presidente a inserire manualmente i giocatori selezionati nelle rispettive squadre.
{% endhint %}


# Mercato

Anche nella modalità Leghe è possibile effettuare Trasferimenti durante il corso della stagione. Le svincolate sono le giocatrici che non appartengono a nessun team partecipante alla Lega e possono essere acquisite durante le finestre di mercato.

&#x20;Come acquistare una giocatrice svincolata:

1. **Selezionare all’interno della propria rosa** **una giocatrice che si desidera sostituire** e scegliere tra le svincolate una giocatrice dello stesso ruolo che si vuole acquisire.
2. **Se si dispone di un budget, decidere quanti crediti offrire in aggiunta** (nel caso di draft con crediti, si offrirà automaticamente anche il valore della propria giocatrice selezionata nello scambio, il quale andrà a sommarsi ai crediti offerti).
3. **Dopo aver confermato l’offerta**, la giocatrice che si vuole scambiare riapparirà nella propria squadra con una visualizzazione diversa, per sottolineare il fatto che è in corso una possibile trade; fintanto che questa rimane attiva, la giocatrice non può essere proposta in un altro scambio. L’offerta apparirà nella sezione “Trades”, e sarà modificabile in qualsiasi momento.
4. **3 ore prima della chiusura della finestra di mercato**, colui che ha fatto l’offerta più alta vedrà comparire automaticamente la nuova giocatrice nella rosa, nella stessa posizione di quella sostituita e con il medesimo valore, più eventuali crediti aggiuntivi messi sul piatto. La giocatrice scambiata finirà invece nella lista delle svincolate e sarà dunque disponibile a partire dalla finestra di mercato successiva. In caso di parità di offerta, l’asta viene vinta dall’utente più basso nella classifica della Lega.
5. **Quando lo scambio non va a buon fine**, i crediti offerti vengono riaccreditati nel proprio budget e la giocatrice proposta  nello scambio rimarrà in squadra.


# Scambio di giocatori

È anche possibile proporre uno scambio con un giocatore appartenente a un altro partecipante alla Lega.

Le regole sono le medesime del *Mercato Svincolati*, con la differenza che non sarà necessario attendere il termine della finestra di mercato per concretizzare lo scambio. Il partecipante in questione, infatti, potrà decidere in qualsiasi momento se accettare, rilanciare o rifiutare l’offerta ricevuta.


# Terms & Conditions

#### 1. Introduction

The provision of the online gaming service "Volleyball World Games” to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), headquartered 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"). These Terms and Conditions apply exclusively to the Game as provided by Fantaking Interactive within the Application. The use of the Application itself is governed by the separate terms and conditions of Volleyball World SA, which remain in full force alongside these Terms and Conditions.

#### 2. Definitions

The terms and expressions listed below shall have the meanings set forth below. Any defined term used in the singular shall also apply to the plural and vice versa.

"Application": refers to the "VBTV" app made available by Volleyball World SA to Users on the Web, Apple Store and Google Play platforms, within which Fantaking Interactive provides the Game;\[FI1] \[RD2]&#x20;

"Agreement": refers to the contract entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;

"Game" or "Service": refers to the“Volleyball World Games” \[FI3] \[RD4] service provided by Fantaking Interactive to registered Users through the Application, in accordance with the Official Rules and documentation published by Fantaking Interactive, including on the Website and through any features made available from time to time within the Application;

"Participant": refers to the user who takes part in the Game following Registration;

"Registration": refers to the process made available by Volleyball World SA and Fantaking Interactive within the Application for the creation of the User’s account required to access the Game;\[FI5] \[RD6]&#x20;

"Official Rules": refers to the official rules provided by Fantaking Interactive within the Application and/or on the Website, which govern and regulate the Service;

"Website": refers to the website available at “tv.volleyballworld.com/games”;\[FI7] \[RD8]&#x20;

"User": refers to the natural person (consumer) who, after registering their data and accepting these Terms and Conditions, uses the Service.

#### 3. Method of Entering into the Agreement and Acceptance of the Terms and Conditions

The Agreement between Fantaking Interactive and the User is concluded exclusively via the Internet, through a remote digital process, when the User accepts these Terms and Conditions upon first accessing the Game within the Application.

By accepting these Terms and Conditions, the User declares that they have read, understood, and accepted these Terms and Conditions and the Official Rules, have reviewed the Privacy Policy provided by Fantaking Interactive, and agree to the processing of their personal data in connection with the Game.

To access the Game, the User must:

Hold a valid VBTV account created through the Application in accordance with the terms and conditions of Volleyball World SA;

Accept these Terms and Conditions when first accessing the Game;

Upon acceptance, the User will be granted access to the Game using their existing VBTV account credentials.

#### 4. Access and Use of the Service

The User shall be responsible for any costs incurred in accessing the Service, including internet connection fees.

Restrictions on Use of the Service:

The User (and/or their legal guardian, where applicable) assumes full responsibility for any misuse of the Service and/or any use not permitted under applicable law.

Fantaking Interactive is not liable for any accounts created using a false identity, misleading information, social accounts belonging to third parties, or on behalf of anyone other than the User.

The User must use the Service for non-commercial purposes only.

Registration requires the User to enter personal data, which will be processed in compliance with applicable data protection laws. The User acknowledges that their account constitutes the only system recognized by Fantaking Interactive to validate access to the Service, and the only mechanism by which the User is authorized to access it. As such, the User agrees and acknowledges that any action taken through their assigned account shall be legally binding upon them.

The User further acknowledges and accepts that if they provide inaccurate, false, and/or incomplete data during Registration, Fantaking Interactive may be unable to deliver the Service. In such cases, Fantaking Interactive reserves the right to suspend or deactivate the Service without prior notice until the User corrects or updates the submitted information.

The User assumes full responsibility towards both Fantaking Interactive and third parties for any actions carried out through their account.

By accepting these Terms and Conditions, the User agrees to be fully responsible for all content they publish or transmit in any way while using the Service. Fantaking Interactive accepts no responsibility for the conduct of any User and is not obligated to monitor content uploaded by Users.

Information provided through the Service may be used by Fantaking Interactive:

(i) if required to disclose such information by judicial authorities;

(ii) to comply with any applicable laws or regulations;

(iii) to protect the rights of Fantaking Interactive, whether in or out of court.

5\. Credential Security and Data Updates

User login credentials are confidential and must be securely stored by the User, who is required to adopt appropriate security measures to safeguard them.

The User must update and modify the information provided during Registration to ensure that it remains current, complete, and accurate, by accessing their personal account area.

The User may also update and change their login credentials within their personal account area.

#### 6. Intellectual Property

All intellectual and industrial property rights—including content, materials, and works published and made available through the Service or otherwise present in the Application—such as, but not limited to, trademarks, distinctive signs, images, catalogs, audio, photographs, databases, press releases, general documents, application software, and HTML code, are the exclusive property of Fantaking Interactive and/or its third-party licensors.

The provision of the Service does not constitute a transfer of any intellectual or industrial property rights from Fantaking Interactive and/or its licensors to the User.

The User agrees to respect these rights and not to engage in any conduct that could, even potentially, infringe upon them.

The User also agrees to immediately report to Fantaking Interactive any actual, potential, or suspected infringement of intellectual property rights belonging to Fantaking Interactive and/or its licensors.

#### 7. Compliance with the Official Rules

The User agrees to read and comply with the Official Rules, as well as these Terms and Conditions and any other guidance/communication/instruction made available by Fantaking Interactive via the Website or the Application.

#### 8. Prizes

Participation in the Game is entirely free of charge. No purchase, entry fee, or wager of any kind is required to access or play the Game. The Game may include the awarding of prizes to Users in accordance with the provisions set forth in the Official Rules.

#### 9. Warranties

Fantaking Interactive undertakes to provide the Service in accordance with these Terms and Conditions and the Official Rules. The User acknowledges and accepts that, during the term of these Terms of Service, interruptions may occur—including for maintenance and/or technical interventions—which, whenever possible and barring force majeure, will be communicated to the User in advance.

Fantaking Interactive assumes no liability for service disruptions caused by force majeure or unforeseeable circumstances. Fantaking Interactive shall not be held responsible to the User—except in cases of willful misconduct or gross negligence—for service interruptions or malfunctions related to the use of the Internet that are beyond its control or that of its subcontractors.

The User agrees not to use any language or content that is contrary to public order, morality, or decency while using the Service, and also undertakes to promptly report to Fantaking Interactive any messages or communications from other users that may violate such standards.

In particular, Fantaking Interactive does not guarantee that:

the Service will meet the User’s requirements or be fit for any specific purpose;

the Service will be uninterrupted, timely, secure, or error-free;

the results obtained from the use of the Service will be accurate or reliable;

any defects will be corrected;

the Application or the servers through which the Service is made available are free of viruses or other harmful components.

The User agrees to hold harmless and indemnify Fantaking Interactive, as well as any companies engaged by Fantaking Interactive to execute the Service, from any third-party claims or compensation requests arising from improper use of the Service and/or any use in violation of or not in compliance with these Terms and Conditions and the Official Rules.

#### 10. Suspension of the Service

Fantaking Interactive may, at any time, suspend the provision of the Service if there are justified reasons related to security or violations of the law, including those confirmed by competent authorities, as well as in cases of behavior that is contrary to public morality or decency.

#### 11. Communications and Complaints

Any communication or complaint relating to the Terms and Conditions, the Official Rules, or the Service, including requests for support, must be submitted by the User using the contact form available within the Application or Website, or in writing to the following address: Fantaking Interactive – Via San Zeno 145, 25124 Brescia (BS), Italy or via email to: <info@fantaking.it>

#### 12. Data Protection

Fantaking Interactive shall process the User's personal data in compliance with applicable data protection laws and regulations, including the EU General Data Protection Regulation (GDPR).

The processing of the User’s personal data is carried out in accordance with the Privacy Policy provided by Fantaking Interactive and available at:  <https://en.volleyballworld.com/privacy-policy> ​

#### 13. Amendments to the Terms and Conditions

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

Fantaking Interactive may update, modify, or supplement these Terms and Conditions at any time. Any such updates or changes will be communicated through the pages of the Website, and shall apply to any future activity or participation by the User within the Game.

Users who do not accept the updated Terms and Conditions or Privacy Policy may withdraw from the Service by deleting their personal account via the “Profile” section in their Personal Area within the Application. In such cases, Fantaking Interactive will disable access to the Service and cease processing the User’s personal data within a reasonable period of time.

#### 14. Governing Law

These Terms and Conditions, and the provision of the Game by Fantaking Interactive, are governed by Italian law. The use of the Application is governed by the terms and conditions of Volleyball World SA under Swiss law. Any dispute regarding the interpretation or execution of these Terms and Conditions shall fall under the jurisdiction of the court located in the place where the User, as a consumer, resides.

If any provision of these Terms and Conditions is found to be invalid, void, or unenforceable for any reason, that provision shall be deemed severable and shall not affect the validity and enforceability of the remaining provisions.


# Fantasy Rules

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 150 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Leagues Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

In the **Fantasy Mode**, you can create your team and participate in a one vs all competition, where the ranking is based on the overall performance of your team in every Matchday.&#x20;

Within the app it will be possible to play both the **men**'s and **women**'s competitions: both games have an independent ranking, and it will be possible to switch from one competition to another within the hamburger menu (3 horizontal lines) in top left.

More details about the Fantasy Mode follows. &#x20;


# Team Creation

With your account, you can create up to 5 fantasy teams. Each fantasy team has 150 credits to acquire 12 players:

* 2 opposite hitters
* 4 outside hitters / receivers
* 3 middle blockers
* 2 setters
* 1 libero

On the field, you must mandatory field: 1 opposite hitter, 2 outside hitters / receivers, 2 middle blockers, and 1 setter.

Each player has a credit value that changes during the tournament based on their real performances. You can field a maximum of 4 players from the same National team.

## CAN I PLAY AFTER THE START OF THE TOURNAMENT?&#x20;

It is possible to start playing even after the beginning of the Tournament. Here's how it works: Fantasy teams created after the start of the tournament receive an entry score (equal to the average points of the other registered fantasy teams), which is assigned at the end of the Matchday. Credit budget: 150cr + 0.3cr for each Matchday played until the time of registration (e.g., Registration on the 3rd Matchday: budget of 150.6cr (150 + 0.3 x 2 days).


# Team management

Each VNL Fantasy Matchday (M) corresponds to a real game day in the championship. During a game day, it will be possible to see the fantasy score of each player in real time.

During the lineup for the Matchday, remember that the starting six and the libero earn 100% of the fantasy points, while the remaining players on the bench earn 50%.

{% hint style="info" %}
ADVICE&#x20;

Modify your fantasy team at the end of each Matchday to have a roster with players well-distributed between the starting lineup (where you will field those you expect to score higher) and the bench.

{% endhint %}

## MARKET

Between the end of each Matchday and the beginning of the next, the Market opens, allowing you to make transfers. During this time, you can sell players from your fantasy team and acquire new ones to improve your roster:

* Between one Matchday and another of the same Gameweek, you can make a maximum of **5 transfers** in each market session (any transfers not made do not accumulate for subsequent Matchdays).
* During the Stage Group, between the last Matchday of a Gameweek and the first Matchday of the next Gameweek, you can make **unlimited transfers.**
* At the end of the Stage Group, before the Final Phase and at the end of the single rounds (Quarterfinals and Semifinals), you can make **unlimited transfers.**
* The market closes 1 minute before the start of the first game of each Matchday.


# Matches suspended or postponed

* If one or more games are moved to a time when the Matchday has already concluded, and the next Matchday has not yet started, they are considered valid for the purposes of the game.
* If one or more games are rescheduled during the ongoing Matchday, players (including injured and disqualified ones) will receive an average score.
* If one or more games are postponed a few hours before the start of the Matchday, players (including injured and disqualified ones) will receive an average score.
* In the event that games of the 1st Matchday are postponed, in that case, players (including injured and disqualified ones) will receive an average score which, being the first day, will be equivalent to 0 points.

## RESTING TEAMS

During the course of the Tournament, it is possible that on certain days some teams may have a rest: this can occur in case of postponed games or exceptional circumstances. All players (including injured and disqualified ones) from teams at rest will behave as follows:

* They receive their average score.
* They do not contribute to the overall positive/negative balance.
* They do not double their score if placed as the Captain.

## SPECIAL CASES

In case of special events, the organization reserves the right to make any decisions, which will be promptly communicated through the app, news, and social channels.


# Players' score

The score of each player takes into account their individual performance and is calculated as the sum of the following statistical values:

<table><thead><tr><th width="170">Action</th><th width="108" align="center">Outside Hitter</th><th width="116" align="center">Middle Blocker</th><th width="115" align="center">Opposite Hitter</th><th width="107" align="center">Setter</th><th align="center">Libero</th></tr></thead><tbody><tr><td>Attack points</td><td align="center">1 </td><td align="center">1</td><td align="center">1</td><td align="center">1</td><td align="center"></td></tr><tr><td>Point</td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center">1</td></tr><tr><td>Block</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center"></td></tr><tr><td>Ace</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"></td></tr><tr><td>Reception skill</td><td align="center"><p>%perfect</p><p>/3*</p></td><td align="center"><br></td><td align="center"><br></td><td align="center"><br></td><td align="center">(n° receptions+ %perfect) /3**<br></td></tr><tr><td>Attack skill</td><td align="center"></td><td align="center">%positivity /3 ***</td><td align="center">%positivity /4****</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Directing skill</td><td align="center"></td><td align="center"><br></td><td align="center"><br></td><td align="center">%team attack /1,5*****<br></td><td align="center"><br></td></tr><tr><td>Offensive involvement</td><td align="center">n° attacks /3</td><td align="center"><p>n° </p><p>attacks /3</p></td><td align="center"><p>n° </p><p>attacks /4</p></td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Reception error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td></tr><tr><td>Attack error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Serve error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Block error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr></tbody></table>

\*only with at least 8 receptions. Otherwise, (% of perfect receptions / 3) / 2

\*\* only with at least 6 receptions. Otherwise, ((number of receptions + % of perfect receptions)/3)/2

\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 3) / 2

\*\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 4) / 2

\*\*\*\*\* If the number of serves NBATT performed by the setter is greater than or equal to 8, 100% of the team's offensive efficiency percentage will contribute to the score. If the number of serves NBATT is between 3 and 7, 30% of the team's offensive efficiency percentage will contribute to the score. Finally, if the number of serves NBATT is less than 3, 10% of the team's offensive efficiency percentage will contribute to the score. If a setter does not enter the field, her score for that game will be zero.

## CAPTAIN

The score of the player chosen as Captain is multiplied by 2

## DATA FEED

The scores are calculated using the official score sheets from Volleyball World. This data source is unquestionable, and its data is measured incontrovertibly and objectively based on the athletes' 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 case of evident errors or different interpretations of the game actions by the provider.


# Players' value

The credit value assigned to each player increases or decreases after each Matchday. This variation is called Plusvalenza (or minusvalenza) and is calculated based on two factors:

1. The **obtained score**.
2. The **starting value**: with the same score, a player with a lower starting value will experience a greater plusvalenza compared to a player with a higher starting value.

This variation will increase or decrease your credit budget, thereby modifying your purchasing power.

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

My fantasy team has 150 credits. My player XY, whose value is 20cr, after a match achieves a very high score, and her value increases by +1cr, reaching 21cr. The value of my fantasy team then changes from 150 to 151cr, increasing my purchasing power because, if I sell the player, I can replace her with one worth 21cr (rather than the initial 20cr).
{% endhint %}

{% hint style="info" %}
**TIPS FOR MAKING CAPITAL GAINS**

1. **Key Injuries:** If a high-value player gets injured, for each missed game, he/she will lose value (-0.1cr) and can be purchased upon return for a much lower price. It is advisable to sell him/her immediately after the injury to avoid losing value.
2. **Substitutes for Injured Starters:** If a high-value player gets injured and is replaced by a mid-range player, who, for a reduced price, ensures you good appearances and statistics.
3. **Breakout Players of the Year:** This is where the great scouts of VNL Fantasy come into play—discovering initially underrated talents at a low price, who will then score high points (and thus capital gains) throughout the year.
   {% endhint %}


# Main leagues

Every fantasy team created is automatically enrolled in two championships:

1. **General League:** includes all fantasy teams registered in VNL Fantasy.
2. **Country League:** includes all fantasy teams that have chosen the same country.


# Private leagues

In addition to these main championships, you can participate in and/or create other leagues:

* **Private Leagues:** typically among friends, accessible only through an invitation code.
* **Public Leagues:** open to anyone.

These leagues can be of two types:

## GENERAL RANKING

The participating teams are ranked based on the total points earned by their players, which, when added together, define the Matchday and Overall score of each fantasy team.

## HEAD TO HEAD&#x20;

Users compete in one-on-one matches every Matchday, following a predetermined schedule generated 1 hour before the start of the first Matchday. The team's total score corresponds to the match result. For example:

* Team A 250pts - Team B 220pts: Team A scored more points and wins the match, earning 3 points in the standings.
* Team A 220pts - Team B 250pts: Team B scored more points and wins the match, earning 3 points in the standings.
* Team A 250pts - Team B 250pts: Both teams scored the same, so to determine the winner, the following tie-break criteria will be used: first, the higher standing score; second, the registration date (the team that registered first wins). The tie-break winner earns 2 points in the standings, and the loser earns 1.

The standings reflect each team's point balance. In case of a tie, the team with more points in the overall standings wins (as the second criterion, the team that registered first wins).

The Head-to-Head championship can have a maximum number of teams, which depends on the number of game Matchdays, keeping in mind that:

* If a Head-to-Head championship has fewer than the maximum allowed number of teams, the matches will repeat cyclically until the last Matchday of the championship.
* If the championship has an odd number of teams, a default team named "VNL Team" will be automatically created. It will be assigned a score equal to the average of the points scored on the current Matchday by all teams participating in the game.
* Unlike the Overall Standings championship, it is not possible to add new participants to an already started Head-to-Head championship.


# Prizes

Rankings that assign prizes are the following:&#x20;

1. **Matchday Ranking:** ranking compiled based on the scores of each individual matchday.
2. **Global Ranking:** overall ranking compiled based on the scores obtained by one's team throughout the entire competition.

Cases of tie are managed as follows:&#x20;

* Criteria for Matchday Ranking: 1) higher score in the Global ranking, 2) date and time of registration;&#x20;
* Criteria for Global Ranking: the only criterion is the date and time of team creation (those who created the team first are ranked first).

Prizes are both for the female and male competitions:&#x20;

## MATCHDAY PRIZES

* **1°-2°-3° classified**: one month of VBTV for free

## GLOBAL PRIZES

* **1st classified**: one year of VBTV for free + 100$ on shop
* **2nd classified**: one year of VBTV for free + 50$ on shop
* **3rd classified**: one year of VBTV for free


# Draft Rules

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 150 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Draft Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

The Draft Mode allows the creation of a private league with exclusive rosters, where each player can belong to only one team at a time. The selection of players by each participant occurs offline using the preferred method (e.g., auction around a table). At the end of the selection, it is then the President, the one who created the league, who must manually input the players into each roster.

The Draft Mode is similar to the Fantasy Mode, except for the following points:

* The team enrolled does not participate in the Contest Mode.
* Rosters are exclusive: each player can only be chosen by one team.
* The market can be opened and closed by the President (the one who creates the league) only in the windows provided by the schedule, i.e., between game days.
* The values of the players do not change based on performances.
* There are no prizes awarded.


# Draft creation

During the creation of the Draft, the President must set the following parameters:

1. Draft Name
2. Player selection mode: with or without credits
3. Budget: credits available to each user to buy free agents or propose trades to other teams (it can also be 0). In the case of choosing the mode with credits, it is necessary to establish a budget for the auction.
4. Competition type: head-to-head or overall standings

After all participants have joined, and the Draft has been started, the following additional parameters can be set:

1. **Start Day**: The President can choose to start the Draft from the day immediately following the creation of the Draft or on a specific future Matchday.
2. **Market Openings**: The President can choose to let the market open automatically between game days (as in the Fantasy Mode) or maintain direct control and decide autonomously when to open and close it.


# Type of Draft

## WITH CREDITS

The President assigns a budget in credits that each participant in the Draft will use to build their roster (through an offline auction). The remaining credits can then be used during the market phases.

{% hint style="info" %}
**EXAMPLE**&#x20;

Deciding to start with 300 credits each, participants take turns calling out a player of their choice, automatically offering 1 credit. Other participants can decide to raise, always being careful not to use up all their available credits before completing the roster. At the end of the auction, the participant with the highest bid wins the player, who must then be manually entered into their respective team by the President, during or at the end of the auction.
{% endhint %}

## WITHOUT CREDITS

The allocation of players will take place without the use of credits. In this case as well, specific methods must be defined offline by the users (e.g., calling order). The President must still assign a post-Draft budget (which can also be zero) to be used for acquiring free agents or proposing trades.

{% hint style="info" %}
**EXAMPLE**&#x20;

Using a random draw, the calling order among the Draft participants is determined. With no credits, the chosen player is automatically acquired into their roster. After each selection round, the calling order reverses from the previous round, starting again from the last. The operation is repeated until all rosters are completed. In this case as well, the President must manually enter the selected players into their respective teams.

<br>
{% endhint %}


# Market

In the Draft Mode, it is possible to make transfers during the season. Free agents are players who do not belong to any team participating in the Draft and can be acquired during market windows.

**How to buy a free agent:**

1. Select a player within your roster that you want to replace and choose from the free agents a player in the same position that you want to acquire.
2. If you have a budget, decide how many credits to offer additionally (in the case of credit drafts, the value of your selected player in the trade will automatically be offered, which will be added to the offered credits).
3. After confirming the offer, the player you want to exchange will reappear in your team with a different display to emphasize that a potential trade is ongoing. As long as this remains active, the player cannot be proposed in another trade. The offer will appear in the "Trades" section and can be modified at any time.
4. 3 hours before the market window closes, the participant with the highest bid will automatically see the new player appear in their roster, in the same position as the one replaced and with the same value, plus any additional credits offered. The traded player will end up in the list of free agents and will be available from the next market window. In case of a tie in the bid, the auction is won by the user lower in the Draft standings.
5. When the trade falls through, the offered credits are credited back to your budget, and the player proposed in the trade will remain on the team.


# Trades

It is also possible to propose a trade with a player belonging to another participant in the Draft. The rules are the same as the Free Agents Market, with the difference that it will not be necessary to wait for the end of the market window to finalize the trade. The participant in question can decide at any time whether to accept, raise, or reject the received offer.


# Terms & Conditions

#### 1. Introduction

The provision of the online gaming service "Volleyball World Games” to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), headquartered 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"). These Terms and Conditions apply exclusively to the Game as provided by Fantaking Interactive within the Application. The use of the Application itself is governed by the separate terms and conditions of Volleyball World SA, which remain in full force alongside these Terms and Conditions.

#### 2. Definitions

The terms and expressions listed below shall have the meanings set forth below. Any defined term used in the singular shall also apply to the plural and vice versa.

"Application": refers to the "VBTV" app made available by Volleyball World SA to Users on the Web, Apple Store and Google Play platforms, within which Fantaking Interactive provides the Game;\[FI1] \[RD2]&#x20;

"Agreement": refers to the contract entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;

"Game" or "Service": refers to the“Volleyball World Games” \[FI3] \[RD4] service provided by Fantaking Interactive to registered Users through the Application, in accordance with the Official Rules and documentation published by Fantaking Interactive, including on the Website and through any features made available from time to time within the Application;

"Participant": refers to the user who takes part in the Game following Registration;

"Registration": refers to the process made available by Volleyball World SA and Fantaking Interactive within the Application for the creation of the User’s account required to access the Game;\[FI5] \[RD6]&#x20;

"Official Rules": refers to the official rules provided by Fantaking Interactive within the Application and/or on the Website, which govern and regulate the Service;

"Website": refers to the website available at “tv.volleyballworld.com/games”;\[FI7] \[RD8]&#x20;

"User": refers to the natural person (consumer) who, after registering their data and accepting these Terms and Conditions, uses the Service.

#### 3. Method of Entering into the Agreement and Acceptance of the Terms and Conditions

The Agreement between Fantaking Interactive and the User is concluded exclusively via the Internet, through a remote digital process, when the User accepts these Terms and Conditions upon first accessing the Game within the Application.

By accepting these Terms and Conditions, the User declares that they have read, understood, and accepted these Terms and Conditions and the Official Rules, have reviewed the Privacy Policy provided by Fantaking Interactive, and agree to the processing of their personal data in connection with the Game.

To access the Game, the User must:

Hold a valid VBTV account created through the Application in accordance with the terms and conditions of Volleyball World SA;

Accept these Terms and Conditions when first accessing the Game;

Upon acceptance, the User will be granted access to the Game using their existing VBTV account credentials.

#### 4. Access and Use of the Service

The User shall be responsible for any costs incurred in accessing the Service, including internet connection fees.

Restrictions on Use of the Service:

The User (and/or their legal guardian, where applicable) assumes full responsibility for any misuse of the Service and/or any use not permitted under applicable law.

Fantaking Interactive is not liable for any accounts created using a false identity, misleading information, social accounts belonging to third parties, or on behalf of anyone other than the User.

The User must use the Service for non-commercial purposes only.

Registration requires the User to enter personal data, which will be processed in compliance with applicable data protection laws. The User acknowledges that their account constitutes the only system recognized by Fantaking Interactive to validate access to the Service, and the only mechanism by which the User is authorized to access it. As such, the User agrees and acknowledges that any action taken through their assigned account shall be legally binding upon them.

The User further acknowledges and accepts that if they provide inaccurate, false, and/or incomplete data during Registration, Fantaking Interactive may be unable to deliver the Service. In such cases, Fantaking Interactive reserves the right to suspend or deactivate the Service without prior notice until the User corrects or updates the submitted information.

The User assumes full responsibility towards both Fantaking Interactive and third parties for any actions carried out through their account.

By accepting these Terms and Conditions, the User agrees to be fully responsible for all content they publish or transmit in any way while using the Service. Fantaking Interactive accepts no responsibility for the conduct of any User and is not obligated to monitor content uploaded by Users.

Information provided through the Service may be used by Fantaking Interactive:

(i) if required to disclose such information by judicial authorities;

(ii) to comply with any applicable laws or regulations;

(iii) to protect the rights of Fantaking Interactive, whether in or out of court.

#### 5. Credential Security and Data Updates

User login credentials are confidential and must be securely stored by the User, who is required to adopt appropriate security measures to safeguard them.

The User must update and modify the information provided during Registration to ensure that it remains current, complete, and accurate, by accessing their personal account area.

The User may also update and change their login credentials within their personal account area.

#### 6. Intellectual Property

All intellectual and industrial property rights—including content, materials, and works published and made available through the Service or otherwise present in the Application—such as, but not limited to, trademarks, distinctive signs, images, catalogs, audio, photographs, databases, press releases, general documents, application software, and HTML code, are the exclusive property of Fantaking Interactive and/or its third-party licensors.

The provision of the Service does not constitute a transfer of any intellectual or industrial property rights from Fantaking Interactive and/or its licensors to the User.

The User agrees to respect these rights and not to engage in any conduct that could, even potentially, infringe upon them.

The User also agrees to immediately report to Fantaking Interactive any actual, potential, or suspected infringement of intellectual property rights belonging to Fantaking Interactive and/or its licensors.

#### 7. Compliance with the Official Rules

The User agrees to read and comply with the Official Rules, as well as these Terms and Conditions and any other guidance/communication/instruction made available by Fantaking Interactive via the Website or the Application.

#### 8. Prizes

Participation in the Game is entirely free of charge. No purchase, entry fee, or wager of any kind is required to access or play the Game. The Game may include the awarding of prizes to Users in accordance with the provisions set forth in the Official Rules.

#### 9. Warranties

Fantaking Interactive undertakes to provide the Service in accordance with these Terms and Conditions and the Official Rules. The User acknowledges and accepts that, during the term of these Terms of Service, interruptions may occur—including for maintenance and/or technical interventions—which, whenever possible and barring force majeure, will be communicated to the User in advance.

Fantaking Interactive assumes no liability for service disruptions caused by force majeure or unforeseeable circumstances. Fantaking Interactive shall not be held responsible to the User—except in cases of willful misconduct or gross negligence—for service interruptions or malfunctions related to the use of the Internet that are beyond its control or that of its subcontractors.

The User agrees not to use any language or content that is contrary to public order, morality, or decency while using the Service, and also undertakes to promptly report to Fantaking Interactive any messages or communications from other users that may violate such standards.

In particular, Fantaking Interactive does not guarantee that:

the Service will meet the User’s requirements or be fit for any specific purpose;

the Service will be uninterrupted, timely, secure, or error-free;

the results obtained from the use of the Service will be accurate or reliable;

any defects will be corrected;

the Application or the servers through which the Service is made available are free of viruses or other harmful components.

The User agrees to hold harmless and indemnify Fantaking Interactive, as well as any companies engaged by Fantaking Interactive to execute the Service, from any third-party claims or compensation requests arising from improper use of the Service and/or any use in violation of or not in compliance with these Terms and Conditions and the Official Rules.

#### 10. Suspension of the Service

Fantaking Interactive may, at any time, suspend the provision of the Service if there are justified reasons related to security or violations of the law, including those confirmed by competent authorities, as well as in cases of behavior that is contrary to public morality or decency.

#### 11. Communications and Complaints

Any communication or complaint relating to the Terms and Conditions, the Official Rules, or the Service, including requests for support, must be submitted by the User using the contact form available within the Application or Website, or in writing to the following address: Fantaking Interactive – Via San Zeno 145, 25124 Brescia (BS), Italy or via email to: <info@fantaking.it>

#### 12. Data Protection

Fantaking Interactive shall process the User's personal data in compliance with applicable data protection laws and regulations, including the EU General Data Protection Regulation (GDPR).

The processing of the User’s personal data is carried out in accordance with the Privacy Policy provided by Fantaking Interactive and available at:  <https://en.volleyballworld.com/privacy-policy> ​

#### 13. Amendments to the Terms and Conditions

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

Fantaking Interactive may update, modify, or supplement these Terms and Conditions at any time. Any such updates or changes will be communicated through the pages of the Website, and shall apply to any future activity or participation by the User within the Game.

Users who do not accept the updated Terms and Conditions or Privacy Policy may withdraw from the Service by deleting their personal account via the “Profile” section in their Personal Area within the Application. In such cases, Fantaking Interactive will disable access to the Service and cease processing the User’s personal data within a reasonable period of time.

#### 14. Governing Law

These Terms and Conditions, and the provision of the Game by Fantaking Interactive, are governed by Italian law. The use of the Application is governed by the terms and conditions of Volleyball World SA under Swiss law. Any dispute regarding the interpretation or execution of these Terms and Conditions shall fall under the jurisdiction of the court located in the place where the User, as a consumer, resides.

If any provision of these Terms and Conditions is found to be invalid, void, or unenforceable for any reason, that provision shall be deemed severable and shall not affect the validity and enforceability of the remaining provisions.


# Regras Fantasy

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Leagues Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

In the **Fantasy Mode**, you can create your team and participate in a one vs all competition, where the ranking is based on the overall performance of your team in every Matchday.&#x20;

More details about the Fantast Mode follows. &#x20;


# Team Creation

With your account, you can create up to 5 fantasy teams. Each fantasy team has 100 credits to acquire 12 players:

* 2 opposite hitters
* 4 outside hitters / receivers
* 3 middle blockers
* 2 setters
* 1 libero

On the field, you must mandatory field: 1 opposite hitter, 2 outside hitters / receivers, 2 middle blockers, and 1 setter.

Each player has a credit value that changes during the tournament based on their real performances. You can field a maximum of 4 players from the same National team.

## CAN I PLAY AFTER THE START OF THE TOURNAMENT?&#x20;

It is possible to start playing even after the beginning of the Tournament. Here's how it works: Fantasy teams created after the start of the tournament receive an entry score (equal to the average points of the other registered fantasy teams), which is assigned at the end of the Matchday. Credit budget: 100cr + 0.3cr for each Matchday played until the time of registration (e.g., Registration on the 3rd Matchday: budget of 100.6cr (100 + 0.3 x 2 days).


# Team management

Each VNL Fantasy Matchday (M) corresponds to a real game day in the championship. During a game day, it will be possible to see the fantasy score of each player in real time.

During the lineup for the Matchday, remember that the starting six and the libero earn 100% of the fantasy points, while the remaining players on the bench earn 50%.

{% hint style="info" %}
ADVICE&#x20;

Modify your fantasy team at the end of each Matchday to have a roster with players well-distributed between the starting lineup (where you will field those you expect to score higher) and the bench.

{% endhint %}

## MARKET

Between the end of each Matchday and the beginning of the next, the Market opens, allowing you to make transfers. During this time, you can sell players from your fantasy team and acquire new ones to improve your roster:

* You can make a maximum of **5 transfers** in each market session (any transfers not made do not accumulate for subsequent Matchdays).
* At the end of the Stage Group and before the Final Phase, you can make **unlimited transfers.**
* The market closes 1 minute before the start of the first game of each Matchday.


# Matches suspended or postponed

* If one or more games are moved to a time when the Matchday has already concluded, and the next Matchday has not yet started, they are considered valid for the purposes of the game.
* If one or more games are rescheduled during the ongoing Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* If one or more games are postponed a few hours before the start of the Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* In the event that games of the 1st Matchday are postponed, in that case, players (including injured and disqualified ones) will receive an average score which, being the first day, will be equivalent to 0 points.

## RESTING TEAMS

During the course of the Tournament, it is possible that on certain days some teams may have a rest: this can occur in case of postponed games or exceptional circumstances. All players (including injured and disqualified ones) from teams at rest will behave as follows:

* They receive their average score.
* They do not contribute to the overall positive/negative balance.
* They do not double their score if placed as the Captain.

## SPECIAL CASES

In case of special events, the organization reserves the right to make any decisions, which will be promptly communicated through the app, news, and social channels.


# Players' score

The score of each player takes into account their individual performance and is calculated as the sum of the following statistical values:

<table><thead><tr><th width="170">Action</th><th width="108" align="center">Outside Hitter</th><th width="116" align="center">Middle Blocker</th><th width="115" align="center">Opposite Hitter</th><th width="107" align="center">Setter</th><th align="center">Libero</th></tr></thead><tbody><tr><td>Attack points</td><td align="center">1 </td><td align="center">1</td><td align="center">1</td><td align="center">1</td><td align="center"></td></tr><tr><td>Point</td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center">1</td></tr><tr><td>Block</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center"></td></tr><tr><td>Ace</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"></td></tr><tr><td>Reception skill</td><td align="center"><p>%perfect</p><p>/3*</p></td><td align="center"><br></td><td align="center"><br></td><td align="center"><br></td><td align="center">(n° receptions+ %perfect) /3**<br></td></tr><tr><td>Attack skill</td><td align="center"></td><td align="center">%positivity /3 ***</td><td align="center">%positivity /4****</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Directing skill</td><td align="center"></td><td align="center"><br></td><td align="center"><br></td><td align="center">%team attack /1,5*****<br></td><td align="center"><br></td></tr><tr><td>Offensive involvement</td><td align="center">n° attacks /3</td><td align="center"><p>n° </p><p>attacks /3</p></td><td align="center"><p>n° </p><p>attacks /4</p></td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Reception error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td></tr><tr><td>Attack error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Serve error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Block error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr></tbody></table>

\*only with at least 8 receptions. Otherwise, (% of perfect receptions / 3) / 2

\*\* only with at least 6 receptions. Otherwise, ((number of receptions + % of perfect receptions)/3)/2

\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 3) / 2

\*\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 4) / 2

\*\*\*\*\* If the number of sets NBATT performed by the setter is greater than or equal to 8, 100% of the team's offensive efficiency percentage will contribute to the score. If the number of sets NBATT is between 3 and 7, 30% of the team's offensive efficiency percentage will contribute to the score. Finally, if the number of sets NBATT is less than 3, 10% of the team's offensive efficiency percentage will contribute to the score. If a setter does not enter the field, her score for that game will be zero.

## CAPTAIN

The score of the player chosen as Captain is multiplied by 2

## DATA FEED

The scores are calculated using the official score sheets from Volleyball World. This data source is unquestionable, and its data is measured incontrovertibly and objectively based on the athletes' 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 case of evident errors or different interpretations of the game actions by the provider.


# Players' value

The credit value assigned to each player increases or decreases after each Matchday. This variation is called Plusvalenza (or minusvalenza) and is calculated based on two factors:

1. The **obtained score**.
2. The **starting value**: with the same score, a player with a lower starting value will experience a greater plusvalenza compared to a player with a higher starting value.

This variation will increase or decrease your credit budget, thereby modifying your purchasing power.

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

My fantasy team has 100 credits. My player XY, whose value is 20.5cr, after a match achieves a very high score, and her value increases by +1.5cr, reaching 22cr. The value of my fantasy team then changes from 100 to 101.5cr, increasing my purchasing power because, if I sell the player, I can replace her with one worth 22cr (rather than the initial 20.5cr).
{% endhint %}

{% hint style="info" %}
**TIPS FOR MAKING CAPITAL GAINS**

1. **Key Injuries:** If a high-value player gets injured, for each missed game, he/she will lose value (-0.1cr) and can be purchased upon return for a much lower price. It is advisable to sell him/her immediately after the injury to avoid losing value.
2. **Substitutes for Injured Starters:** If a high-value player gets injured and is replaced by a mid-range player, who, for a reduced price, ensures you good appearances and statistics.
3. **Breakout Players of the Year:** This is where the great scouts of VNL Fantasy come into play—discovering initially underrated talents at a low price, who will then score high points (and thus capital gains) throughout the year.
   {% endhint %}


# Main leagues

Every fantasy team created is automatically enrolled in two championships:

1. **General League:** includes all fantasy teams registered in VNL Fantasy.
2. **Country League:** includes all fantasy teams that have chosen the same country.


# Private leagues

In addition to these main championships, you can participate in and/or create other leagues:

* **Private Leagues:** typically among friends, accessible only through an invitation code.
* **Public Leagues:** open to anyone.

These leagues can be of two types:

## GENERAL RANKING

The participating teams are ranked based on the total points earned by their players, which, when added together, define the Matchday and Overall score of each fantasy team.

## HEAD TO HEAD&#x20;

Users compete in one-on-one matches every Matchday, following a predetermined schedule generated 1 hour before the start of the first Matchday. The team's total score corresponds to the match result. For example:

* Team A 250pts - Team B 220pts: Team A scored more points and wins the match, earning 3 points in the standings.
* Team A 220pts - Team B 250pts: Team B scored more points and wins the match, earning 3 points in the standings.
* Team A 250pts - Team B 250pts: Both teams scored the same, so to determine the winner, the following tie-break criteria will be used: first, the higher standing score; second, the registration date (the team that registered first wins). The tie-break winner earns 2 points in the standings, and the loser earns 1.

The standings reflect each team's point balance. In case of a tie, the team with more points in the overall standings wins (as the second criterion, the team that registered first wins).

The Head-to-Head championship can have a maximum number of teams, which depends on the number of game Matchdays, keeping in mind that:

* If a Head-to-Head championship has fewer than the maximum allowed number of teams, the matches will repeat cyclically until the last Matchday of the championship.
* If the championship has an odd number of teams, a default team named "VNL Team" will be automatically created. It will be assigned a score equal to the average of the points scored on the current Matchday by all teams participating in the game.
* Unlike the Overall Standings championship, it is not possible to add new participants to an already started Head-to-Head championship.


# Prémios


# Regras Draft

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Draft Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

The Draft Mode allows the creation of a private league with exclusive rosters, where each player can belong to only one team at a time. The selection of players by each participant occurs offline using the preferred method (e.g., auction around a table). At the end of the selection, it is then the President, the one who created the league, who must manually input the players into each roster.

The Draft Mode is similar to the Fantasy Mode, except for the following points:

* The team enrolled does not participate in the Contest Mode.
* Rosters are exclusive: each player can only be chosen by one team.
* The market can be opened and closed by the President (the one who creates the league) only in the windows provided by the schedule, i.e., between game days.
* The values of the players do not change based on performances.
* There are no prizes awarded.


# Draft creation

During the creation of the Draft, the President must set the following parameters:

1. Draft Name
2. Player selection mode: with or without credits
3. Budget: credits available to each user to buy free agents or propose trades to other teams (it can also be 0). In the case of choosing the mode with credits, it is necessary to establish a budget for the auction.
4. Competition type: head-to-head or overall standings

After all participants have joined, and the Draft has been started, the following additional parameters can be set:

1. **Start Day**: The President can choose to start the Draft from the day immediately following the creation of the Draft or on a specific future Matchday.
2. **Market Openings**: The President can choose to let the market open automatically between game days (as in the Fantasy Mode) or maintain direct control and decide autonomously when to open and close it.


# Type of Draft

## WITH CREDITS

The President assigns a budget in credits that each participant in the Draft will use to build their roster (through an offline auction). The remaining credits can then be used during the market phases.

{% hint style="info" %}
**EXAMPLE**&#x20;

Deciding to start with 300 credits each, participants take turns calling out a player of their choice, automatically offering 1 credit. Other participants can decide to raise, always being careful not to use up all their available credits before completing the roster. At the end of the auction, the participant with the highest bid wins the player, who must then be manually entered into their respective team by the President, during or at the end of the auction.
{% endhint %}

## WITHOUT CREDITS

The allocation of players will take place without the use of credits. In this case as well, specific methods must be defined offline by the users (e.g., calling order). The President must still assign a post-Draft budget (which can also be zero) to be used for acquiring free agents or proposing trades.

{% hint style="info" %}
**EXAMPLE**&#x20;

Using a random draw, the calling order among the Draft participants is determined. With no credits, the chosen player is automatically acquired into their roster. After each selection round, the calling order reverses from the previous round, starting again from the last. The operation is repeated until all rosters are completed. In this case as well, the President must manually enter the selected players into their respective teams.

<br>
{% endhint %}


# Market

In the Draft Mode, it is possible to make transfers during the season. Free agents are players who do not belong to any team participating in the Draft and can be acquired during market windows.

**How to buy a free agent:**

1. Select a player within your roster that you want to replace and choose from the free agents a player in the same position that you want to acquire.
2. If you have a budget, decide how many credits to offer additionally (in the case of credit drafts, the value of your selected player in the trade will automatically be offered, which will be added to the offered credits).
3. After confirming the offer, the player you want to exchange will reappear in your team with a different display to emphasize that a potential trade is ongoing. As long as this remains active, the player cannot be proposed in another trade. The offer will appear in the "Trades" section and can be modified at any time.
4. 3 hours before the market window closes, the participant with the highest bid will automatically see the new player appear in their roster, in the same position as the one replaced and with the same value, plus any additional credits offered. The traded player will end up in the list of free agents and will be available from the next market window. In case of a tie in the bid, the auction is won by the user lower in the Draft standings.
5. When the trade falls through, the offered credits are credited back to your budget, and the player proposed in the trade will remain on the team.


# Trades

It is also possible to propose a trade with a player belonging to another participant in the Draft. The rules are the same as the Free Agents Market, with the difference that it will not be necessary to wait for the end of the market window to finalize the trade. The participant in question can decide at any time whether to accept, raise, or reject the received offer.


# Termos e Condições

#### 1. Introduction

The provision of the online gaming service "Volleyball World Games” to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), headquartered 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"). These Terms and Conditions apply exclusively to the Game as provided by Fantaking Interactive within the Application. The use of the Application itself is governed by the separate terms and conditions of Volleyball World SA, which remain in full force alongside these Terms and Conditions.

#### 2. Definitions

The terms and expressions listed below shall have the meanings set forth below. Any defined term used in the singular shall also apply to the plural and vice versa.

"Application": refers to the "VBTV" app made available by Volleyball World SA to Users on the Web, Apple Store and Google Play platforms, within which Fantaking Interactive provides the Game;\[FI1] \[RD2]&#x20;

"Agreement": refers to the contract entered into between Fantaking Interactive and the User in accordance with these Terms and Conditions;

"Game" or "Service": refers to the“Volleyball World Games” \[FI3] \[RD4] service provided by Fantaking Interactive to registered Users through the Application, in accordance with the Official Rules and documentation published by Fantaking Interactive, including on the Website and through any features made available from time to time within the Application;

"Participant": refers to the user who takes part in the Game following Registration;

"Registration": refers to the process made available by Volleyball World SA and Fantaking Interactive within the Application for the creation of the User’s account required to access the Game;\[FI5] \[RD6]&#x20;

"Official Rules": refers to the official rules provided by Fantaking Interactive within the Application and/or on the Website, which govern and regulate the Service;

"Website": refers to the website available at “tv.volleyballworld.com/games”;\[FI7] \[RD8]&#x20;

"User": refers to the natural person (consumer) who, after registering their data and accepting these Terms and Conditions, uses the Service.

#### 3. Method of Entering into the Agreement and Acceptance of the Terms and Conditions

The Agreement between Fantaking Interactive and the User is concluded exclusively via the Internet, through a remote digital process, when the User accepts these Terms and Conditions upon first accessing the Game within the Application.

By accepting these Terms and Conditions, the User declares that they have read, understood, and accepted these Terms and Conditions and the Official Rules, have reviewed the Privacy Policy provided by Fantaking Interactive, and agree to the processing of their personal data in connection with the Game.

To access the Game, the User must:

Hold a valid VBTV account created through the Application in accordance with the terms and conditions of Volleyball World SA;

Accept these Terms and Conditions when first accessing the Game;

Upon acceptance, the User will be granted access to the Game using their existing VBTV account credentials.

#### 4. Access and Use of the Service

The User shall be responsible for any costs incurred in accessing the Service, including internet connection fees.

Restrictions on Use of the Service:

The User (and/or their legal guardian, where applicable) assumes full responsibility for any misuse of the Service and/or any use not permitted under applicable law.

Fantaking Interactive is not liable for any accounts created using a false identity, misleading information, social accounts belonging to third parties, or on behalf of anyone other than the User.

The User must use the Service for non-commercial purposes only.

Registration requires the User to enter personal data, which will be processed in compliance with applicable data protection laws. The User acknowledges that their account constitutes the only system recognized by Fantaking Interactive to validate access to the Service, and the only mechanism by which the User is authorized to access it. As such, the User agrees and acknowledges that any action taken through their assigned account shall be legally binding upon them.

The User further acknowledges and accepts that if they provide inaccurate, false, and/or incomplete data during Registration, Fantaking Interactive may be unable to deliver the Service. In such cases, Fantaking Interactive reserves the right to suspend or deactivate the Service without prior notice until the User corrects or updates the submitted information.

The User assumes full responsibility towards both Fantaking Interactive and third parties for any actions carried out through their account.

By accepting these Terms and Conditions, the User agrees to be fully responsible for all content they publish or transmit in any way while using the Service. Fantaking Interactive accepts no responsibility for the conduct of any User and is not obligated to monitor content uploaded by Users.

Information provided through the Service may be used by Fantaking Interactive:

(i) if required to disclose such information by judicial authorities;

(ii) to comply with any applicable laws or regulations;

(iii) to protect the rights of Fantaking Interactive, whether in or out of court.

5\. Credential Security and Data Updates

User login credentials are confidential and must be securely stored by the User, who is required to adopt appropriate security measures to safeguard them.

The User must update and modify the information provided during Registration to ensure that it remains current, complete, and accurate, by accessing their personal account area.

The User may also update and change their login credentials within their personal account area.

#### 6. Intellectual Property

All intellectual and industrial property rights—including content, materials, and works published and made available through the Service or otherwise present in the Application—such as, but not limited to, trademarks, distinctive signs, images, catalogs, audio, photographs, databases, press releases, general documents, application software, and HTML code, are the exclusive property of Fantaking Interactive and/or its third-party licensors.

The provision of the Service does not constitute a transfer of any intellectual or industrial property rights from Fantaking Interactive and/or its licensors to the User.

The User agrees to respect these rights and not to engage in any conduct that could, even potentially, infringe upon them.

The User also agrees to immediately report to Fantaking Interactive any actual, potential, or suspected infringement of intellectual property rights belonging to Fantaking Interactive and/or its licensors.

#### 7. Compliance with the Official Rules

The User agrees to read and comply with the Official Rules, as well as these Terms and Conditions and any other guidance/communication/instruction made available by Fantaking Interactive via the Website or the Application.

#### 8. Prizes

Participation in the Game is entirely free of charge. No purchase, entry fee, or wager of any kind is required to access or play the Game. The Game may include the awarding of prizes to Users in accordance with the provisions set forth in the Official Rules.

#### 9. Warranties

Fantaking Interactive undertakes to provide the Service in accordance with these Terms and Conditions and the Official Rules. The User acknowledges and accepts that, during the term of these Terms of Service, interruptions may occur—including for maintenance and/or technical interventions—which, whenever possible and barring force majeure, will be communicated to the User in advance.

Fantaking Interactive assumes no liability for service disruptions caused by force majeure or unforeseeable circumstances. Fantaking Interactive shall not be held responsible to the User—except in cases of willful misconduct or gross negligence—for service interruptions or malfunctions related to the use of the Internet that are beyond its control or that of its subcontractors.

The User agrees not to use any language or content that is contrary to public order, morality, or decency while using the Service, and also undertakes to promptly report to Fantaking Interactive any messages or communications from other users that may violate such standards.

In particular, Fantaking Interactive does not guarantee that:

the Service will meet the User’s requirements or be fit for any specific purpose;

the Service will be uninterrupted, timely, secure, or error-free;

the results obtained from the use of the Service will be accurate or reliable;

any defects will be corrected;

the Application or the servers through which the Service is made available are free of viruses or other harmful components.

The User agrees to hold harmless and indemnify Fantaking Interactive, as well as any companies engaged by Fantaking Interactive to execute the Service, from any third-party claims or compensation requests arising from improper use of the Service and/or any use in violation of or not in compliance with these Terms and Conditions and the Official Rules.

#### 10. Suspension of the Service

Fantaking Interactive may, at any time, suspend the provision of the Service if there are justified reasons related to security or violations of the law, including those confirmed by competent authorities, as well as in cases of behavior that is contrary to public morality or decency.

#### 11. Communications and Complaints

Any communication or complaint relating to the Terms and Conditions, the Official Rules, or the Service, including requests for support, must be submitted by the User using the contact form available within the Application or Website, or in writing to the following address: Fantaking Interactive – Via San Zeno 145, 25124 Brescia (BS), Italy or via email to: <info@fantaking.it>

#### 12. Data Protection

Fantaking Interactive shall process the User's personal data in compliance with applicable data protection laws and regulations, including the EU General Data Protection Regulation (GDPR).

The processing of the User’s personal data is carried out in accordance with the Privacy Policy provided by Fantaking Interactive and available at:  <https://en.volleyballworld.com/privacy-policy> ​

#### 13. Amendments to the Terms and Conditions

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

Fantaking Interactive may update, modify, or supplement these Terms and Conditions at any time. Any such updates or changes will be communicated through the pages of the Website, and shall apply to any future activity or participation by the User within the Game.

Users who do not accept the updated Terms and Conditions or Privacy Policy may withdraw from the Service by deleting their personal account via the “Profile” section in their Personal Area within the Application. In such cases, Fantaking Interactive will disable access to the Service and cease processing the User’s personal data within a reasonable period of time.

#### 14. Governing Law

These Terms and Conditions, and the provision of the Game by Fantaking Interactive, are governed by Italian law. The use of the Application is governed by the terms and conditions of Volleyball World SA under Swiss law. Any dispute regarding the interpretation or execution of these Terms and Conditions shall fall under the jurisdiction of the court located in the place where the User, as a consumer, resides.


# ファンタジー・ルール

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Leagues Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

In the **Fantasy Mode**, you can create your team and participate in a one vs all competition, where the ranking is based on the overall performance of your team in every Matchday.&#x20;

More details about the Fantast Mode follows. &#x20;


# Team Creation

With your account, you can create up to 5 fantasy teams. Each fantasy team has 100 credits to acquire 12 players:

* 2 opposite hitters
* 4 outside hitters / receivers
* 3 middle blockers
* 2 setters
* 1 libero

On the field, you must mandatory field: 1 opposite hitter, 2 outside hitters / receivers, 2 middle blockers, and 1 setter.

Each player has a credit value that changes during the tournament based on their real performances. You can field a maximum of 4 players from the same National team.

## CAN I PLAY AFTER THE START OF THE TOURNAMENT?&#x20;

It is possible to start playing even after the beginning of the Tournament. Here's how it works: Fantasy teams created after the start of the tournament receive an entry score (equal to the average points of the other registered fantasy teams), which is assigned at the end of the Matchday. Credit budget: 100cr + 0.3cr for each Matchday played until the time of registration (e.g., Registration on the 3rd Matchday: budget of 100.6cr (100 + 0.3 x 2 days).


# Team management

Each VNL Fantasy Matchday (M) corresponds to a real game day in the championship. During a game day, it will be possible to see the fantasy score of each player in real time.

During the lineup for the Matchday, remember that the starting six and the libero earn 100% of the fantasy points, while the remaining players on the bench earn 50%.

{% hint style="info" %}
ADVICE&#x20;

Modify your fantasy team at the end of each Matchday to have a roster with players well-distributed between the starting lineup (where you will field those you expect to score higher) and the bench.

{% endhint %}

## MARKET

Between the end of each Matchday and the beginning of the next, the Market opens, allowing you to make transfers. During this time, you can sell players from your fantasy team and acquire new ones to improve your roster:

* You can make a maximum of **5 transfers** in each market session (any transfers not made do not accumulate for subsequent Matchdays).
* At the end of the Stage Group and before the Final Phase, you can make **unlimited transfers.**
* The market closes 1 minute before the start of the first game of each Matchday.


# Matches suspended or postponed

* If one or more games are moved to a time when the Matchday has already concluded, and the next Matchday has not yet started, they are considered valid for the purposes of the game.
* If one or more games are rescheduled during the ongoing Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* If one or more games are postponed a few hours before the start of the Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* In the event that games of the 1st Matchday are postponed, in that case, players (including injured and disqualified ones) will receive an average score which, being the first day, will be equivalent to 0 points.

## RESTING TEAMS

During the course of the Tournament, it is possible that on certain days some teams may have a rest: this can occur in case of postponed games or exceptional circumstances. All players (including injured and disqualified ones) from teams at rest will behave as follows:

* They receive their average score.
* They do not contribute to the overall positive/negative balance.
* They do not double their score if placed as the Captain.

## SPECIAL CASES

In case of special events, the organization reserves the right to make any decisions, which will be promptly communicated through the app, news, and social channels.


# Players' score

The score of each player takes into account their individual performance and is calculated as the sum of the following statistical values:

<table><thead><tr><th width="170">Action</th><th width="108" align="center">Outside Hitter</th><th width="116" align="center">Middle Blocker</th><th width="115" align="center">Opposite Hitter</th><th width="107" align="center">Setter</th><th align="center">Libero</th></tr></thead><tbody><tr><td>Attack points</td><td align="center">1 </td><td align="center">1</td><td align="center">1</td><td align="center">1</td><td align="center"></td></tr><tr><td>Point</td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center">1</td></tr><tr><td>Block</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center"></td></tr><tr><td>Ace</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"></td></tr><tr><td>Reception skill</td><td align="center"><p>%perfect</p><p>/3*</p></td><td align="center"><br></td><td align="center"><br></td><td align="center"><br></td><td align="center">(n° receptions+ %perfect) /3**<br></td></tr><tr><td>Attack skill</td><td align="center"></td><td align="center">%positivity /3 ***</td><td align="center">%positivity /4****</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Directing skill</td><td align="center"></td><td align="center"><br></td><td align="center"><br></td><td align="center">%team attack /1,5*****<br></td><td align="center"><br></td></tr><tr><td>Offensive involvement</td><td align="center">n° attacks /3</td><td align="center"><p>n° </p><p>attacks /3</p></td><td align="center"><p>n° </p><p>attacks /4</p></td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Reception error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td></tr><tr><td>Attack error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Serve error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Block error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr></tbody></table>

\*only with at least 8 receptions. Otherwise, (% of perfect receptions / 3) / 2

\*\* only with at least 6 receptions. Otherwise, ((number of receptions + % of perfect receptions)/3)/2

\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 3) / 2

\*\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 4) / 2

\*\*\*\*\* If the number of sets NBATT performed by the setter is greater than or equal to 8, 100% of the team's offensive efficiency percentage will contribute to the score. If the number of sets NBATT is between 3 and 7, 30% of the team's offensive efficiency percentage will contribute to the score. Finally, if the number of sets NBATT is less than 3, 10% of the team's offensive efficiency percentage will contribute to the score. If a setter does not enter the field, her score for that game will be zero.

## CAPTAIN

The score of the player chosen as Captain is multiplied by 2

## DATA FEED

The scores are calculated using the official score sheets from Volleyball World. This data source is unquestionable, and its data is measured incontrovertibly and objectively based on the athletes' 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 case of evident errors or different interpretations of the game actions by the provider.


# Players' value

The credit value assigned to each player increases or decreases after each Matchday. This variation is called Plusvalenza (or minusvalenza) and is calculated based on two factors:

1. The **obtained score**.
2. The **starting value**: with the same score, a player with a lower starting value will experience a greater plusvalenza compared to a player with a higher starting value.

This variation will increase or decrease your credit budget, thereby modifying your purchasing power.

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

My fantasy team has 100 credits. My player XY, whose value is 20.5cr, after a match achieves a very high score, and her value increases by +1.5cr, reaching 22cr. The value of my fantasy team then changes from 100 to 101.5cr, increasing my purchasing power because, if I sell the player, I can replace her with one worth 22cr (rather than the initial 20.5cr).
{% endhint %}

{% hint style="info" %}
**TIPS FOR MAKING CAPITAL GAINS**

1. **Key Injuries:** If a high-value player gets injured, for each missed game, he/she will lose value (-0.1cr) and can be purchased upon return for a much lower price. It is advisable to sell him/her immediately after the injury to avoid losing value.
2. **Substitutes for Injured Starters:** If a high-value player gets injured and is replaced by a mid-range player, who, for a reduced price, ensures you good appearances and statistics.
3. **Breakout Players of the Year:** This is where the great scouts of VNL Fantasy come into play—discovering initially underrated talents at a low price, who will then score high points (and thus capital gains) throughout the year.
   {% endhint %}


# Main leagues

Every fantasy team created is automatically enrolled in two championships:

1. **General League:** includes all fantasy teams registered in VNL Fantasy.
2. **Country League:** includes all fantasy teams that have chosen the same country.


# Private leagues

In addition to these main championships, you can participate in and/or create other leagues:

* **Private Leagues:** typically among friends, accessible only through an invitation code.
* **Public Leagues:** open to anyone.

These leagues can be of two types:

## GENERAL RANKING

The participating teams are ranked based on the total points earned by their players, which, when added together, define the Matchday and Overall score of each fantasy team.

## HEAD TO HEAD&#x20;

Users compete in one-on-one matches every Matchday, following a predetermined schedule generated 1 hour before the start of the first Matchday. The team's total score corresponds to the match result. For example:

* Team A 250pts - Team B 220pts: Team A scored more points and wins the match, earning 3 points in the standings.
* Team A 220pts - Team B 250pts: Team B scored more points and wins the match, earning 3 points in the standings.
* Team A 250pts - Team B 250pts: Both teams scored the same, so to determine the winner, the following tie-break criteria will be used: first, the higher standing score; second, the registration date (the team that registered first wins). The tie-break winner earns 2 points in the standings, and the loser earns 1.

The standings reflect each team's point balance. In case of a tie, the team with more points in the overall standings wins (as the second criterion, the team that registered first wins).

The Head-to-Head championship can have a maximum number of teams, which depends on the number of game Matchdays, keeping in mind that:

* If a Head-to-Head championship has fewer than the maximum allowed number of teams, the matches will repeat cyclically until the last Matchday of the championship.
* If the championship has an odd number of teams, a default team named "VNL Team" will be automatically created. It will be assigned a score equal to the average of the points scored on the current Matchday by all teams participating in the game.
* Unlike the Overall Standings championship, it is not possible to add new participants to an already started Head-to-Head championship.


# プレミア


# 規則案

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Draft Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

The Draft Mode allows the creation of a private league with exclusive rosters, where each player can belong to only one team at a time. The selection of players by each participant occurs offline using the preferred method (e.g., auction around a table). At the end of the selection, it is then the President, the one who created the league, who must manually input the players into each roster.

The Draft Mode is similar to the Fantasy Mode, except for the following points:

* The team enrolled does not participate in the Contest Mode.
* Rosters are exclusive: each player can only be chosen by one team.
* The market can be opened and closed by the President (the one who creates the league) only in the windows provided by the schedule, i.e., between game days.
* The values of the players do not change based on performances.
* There are no prizes awarded.


# Draft creation

During the creation of the Draft, the President must set the following parameters:

1. Draft Name
2. Player selection mode: with or without credits
3. Budget: credits available to each user to buy free agents or propose trades to other teams (it can also be 0). In the case of choosing the mode with credits, it is necessary to establish a budget for the auction.
4. Competition type: head-to-head or overall standings

After all participants have joined, and the Draft has been started, the following additional parameters can be set:

1. **Start Day**: The President can choose to start the Draft from the day immediately following the creation of the Draft or on a specific future Matchday.
2. **Market Openings**: The President can choose to let the market open automatically between game days (as in the Fantasy Mode) or maintain direct control and decide autonomously when to open and close it.


# Type of Draft

## WITH CREDITS

The President assigns a budget in credits that each participant in the Draft will use to build their roster (through an offline auction). The remaining credits can then be used during the market phases.

{% hint style="info" %}
**EXAMPLE**&#x20;

Deciding to start with 300 credits each, participants take turns calling out a player of their choice, automatically offering 1 credit. Other participants can decide to raise, always being careful not to use up all their available credits before completing the roster. At the end of the auction, the participant with the highest bid wins the player, who must then be manually entered into their respective team by the President, during or at the end of the auction.
{% endhint %}

## WITHOUT CREDITS

The allocation of players will take place without the use of credits. In this case as well, specific methods must be defined offline by the users (e.g., calling order). The President must still assign a post-Draft budget (which can also be zero) to be used for acquiring free agents or proposing trades.

{% hint style="info" %}
**EXAMPLE**&#x20;

Using a random draw, the calling order among the Draft participants is determined. With no credits, the chosen player is automatically acquired into their roster. After each selection round, the calling order reverses from the previous round, starting again from the last. The operation is repeated until all rosters are completed. In this case as well, the President must manually enter the selected players into their respective teams.

<br>
{% endhint %}


# Market

In the Draft Mode, it is possible to make transfers during the season. Free agents are players who do not belong to any team participating in the Draft and can be acquired during market windows.

**How to buy a free agent:**

1. Select a player within your roster that you want to replace and choose from the free agents a player in the same position that you want to acquire.
2. If you have a budget, decide how many credits to offer additionally (in the case of credit drafts, the value of your selected player in the trade will automatically be offered, which will be added to the offered credits).
3. After confirming the offer, the player you want to exchange will reappear in your team with a different display to emphasize that a potential trade is ongoing. As long as this remains active, the player cannot be proposed in another trade. The offer will appear in the "Trades" section and can be modified at any time.
4. 3 hours before the market window closes, the participant with the highest bid will automatically see the new player appear in their roster, in the same position as the one replaced and with the same value, plus any additional credits offered. The traded player will end up in the list of free agents and will be available from the next market window. In case of a tie in the bid, the auction is won by the user lower in the Draft standings.
5. When the trade falls through, the offered credits are credited back to your budget, and the player proposed in the trade will remain on the team.


# Trades

It is also possible to propose a trade with a player belonging to another participant in the Draft. The rules are the same as the Free Agents Market, with the difference that it will not be necessary to wait for the end of the market window to finalize the trade. The participant in question can decide at any time whether to accept, raise, or reject the received offer.


# ご利用条件

#### 1. Introduction

The provision of the online gaming service "Volleyball World Games” to the User by Fantaking Interactive S.r.l. ("Fantaking Interactive"), headquartered 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"). These Terms and Conditions apply exclusively to the Game as provided by Fantaking Interactive within the Application. The use of the Application itself is governed by the separate terms and conditions of Volleyball World SA, which remain in full force alongside these Terms and Conditions.

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The terms and expressions listed below shall have the meanings set forth below. Any defined term used in the singular shall also apply to the plural and vice versa.

"Application": refers to the "VBTV" app made available by Volleyball World SA to Users on the Web, Apple Store and Google Play platforms, within which Fantaking Interactive provides the Game;\[FI1] \[RD2]&#x20;

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"Official Rules": refers to the official rules provided by Fantaking Interactive within the Application and/or on the Website, which govern and regulate the Service;

"Website": refers to the website available at “tv.volleyballworld.com/games”;\[FI7] \[RD8]&#x20;

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#### 3. Method of Entering into the Agreement and Acceptance of the Terms and Conditions

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Fantaking Interactive is not liable for any accounts created using a false identity, misleading information, social accounts belonging to third parties, or on behalf of anyone other than the User.

The User must use the Service for non-commercial purposes only.

Registration requires the User to enter personal data, which will be processed in compliance with applicable data protection laws. The User acknowledges that their account constitutes the only system recognized by Fantaking Interactive to validate access to the Service, and the only mechanism by which the User is authorized to access it. As such, the User agrees and acknowledges that any action taken through their assigned account shall be legally binding upon them.

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#### 12. Data Protection

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#### 13. Amendments to the Terms and Conditions

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#### 14. Governing Law

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# กฎแฟนตาซี

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Leagues Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

In the **Fantasy Mode**, you can create your team and participate in a one vs all competition, where the ranking is based on the overall performance of your team in every Matchday.&#x20;

More details about the Fantast Mode follows. &#x20;


# Team Creation

With your account, you can create up to 5 fantasy teams. Each fantasy team has 100 credits to acquire 12 players:

* 2 opposite hitters
* 4 outside hitters / receivers
* 3 middle blockers
* 2 setters
* 1 libero

On the field, you must mandatory field: 1 opposite hitter, 2 outside hitters / receivers, 2 middle blockers, and 1 setter.

Each player has a credit value that changes during the tournament based on their real performances. You can field a maximum of 4 players from the same National team.

## CAN I PLAY AFTER THE START OF THE TOURNAMENT?&#x20;

It is possible to start playing even after the beginning of the Tournament. Here's how it works: Fantasy teams created after the start of the tournament receive an entry score (equal to the average points of the other registered fantasy teams), which is assigned at the end of the Matchday. Credit budget: 100cr + 0.3cr for each Matchday played until the time of registration (e.g., Registration on the 3rd Matchday: budget of 100.6cr (100 + 0.3 x 2 days).


# Team management

Each VNL Fantasy Matchday (M) corresponds to a real game day in the championship. During a game day, it will be possible to see the fantasy score of each player in real time.

During the lineup for the Matchday, remember that the starting six and the libero earn 100% of the fantasy points, while the remaining players on the bench earn 50%.

{% hint style="info" %}
ADVICE&#x20;

Modify your fantasy team at the end of each Matchday to have a roster with players well-distributed between the starting lineup (where you will field those you expect to score higher) and the bench.

{% endhint %}

## MARKET

Between the end of each Matchday and the beginning of the next, the Market opens, allowing you to make transfers. During this time, you can sell players from your fantasy team and acquire new ones to improve your roster:

* You can make a maximum of **5 transfers** in each market session (any transfers not made do not accumulate for subsequent Matchdays).
* At the end of the Stage Group and before the Final Phase, you can make **unlimited transfers.**
* The market closes 1 minute before the start of the first game of each Matchday.


# Matches suspended or postponed

* If one or more games are moved to a time when the Matchday has already concluded, and the next Matchday has not yet started, they are considered valid for the purposes of the game.
* If one or more games are rescheduled during the ongoing Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* If one or more games are postponed a few hours before the start of the Matchday, players (including injured and disqualified ones) will receive an average score for the originally scheduled game round.
* In the event that games of the 1st Matchday are postponed, in that case, players (including injured and disqualified ones) will receive an average score which, being the first day, will be equivalent to 0 points.

## RESTING TEAMS

During the course of the Tournament, it is possible that on certain days some teams may have a rest: this can occur in case of postponed games or exceptional circumstances. All players (including injured and disqualified ones) from teams at rest will behave as follows:

* They receive their average score.
* They do not contribute to the overall positive/negative balance.
* They do not double their score if placed as the Captain.

## SPECIAL CASES

In case of special events, the organization reserves the right to make any decisions, which will be promptly communicated through the app, news, and social channels.


# Players' score

The score of each player takes into account their individual performance and is calculated as the sum of the following statistical values:

<table><thead><tr><th width="170">Action</th><th width="108" align="center">Outside Hitter</th><th width="116" align="center">Middle Blocker</th><th width="115" align="center">Opposite Hitter</th><th width="107" align="center">Setter</th><th align="center">Libero</th></tr></thead><tbody><tr><td>Attack points</td><td align="center">1 </td><td align="center">1</td><td align="center">1</td><td align="center">1</td><td align="center"></td></tr><tr><td>Point</td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center"></td><td align="center">1</td></tr><tr><td>Block</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center">1,5</td><td align="center"></td></tr><tr><td>Ace</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"></td></tr><tr><td>Reception skill</td><td align="center"><p>%perfect</p><p>/3*</p></td><td align="center"><br></td><td align="center"><br></td><td align="center"><br></td><td align="center">(n° receptions+ %perfect) /3**<br></td></tr><tr><td>Attack skill</td><td align="center"></td><td align="center">%positivity /3 ***</td><td align="center">%positivity /4****</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Directing skill</td><td align="center"></td><td align="center"><br></td><td align="center"><br></td><td align="center">%team attack /1,5*****<br></td><td align="center"><br></td></tr><tr><td>Offensive involvement</td><td align="center">n° attacks /3</td><td align="center"><p>n° </p><p>attacks /3</p></td><td align="center"><p>n° </p><p>attacks /4</p></td><td align="center"><br></td><td align="center"><br></td></tr><tr><td>Reception error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td></tr><tr><td>Attack error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Serve error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr><tr><td>Block error</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center">-1</td><td align="center"></td></tr></tbody></table>

\*only with at least 8 receptions. Otherwise, (% of perfect receptions / 3) / 2

\*\* only with at least 6 receptions. Otherwise, ((number of receptions + % of perfect receptions)/3)/2

\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 3) / 2

\*\*\*\* only with at least 8 attacks. Otherwise, (% of successful attacks / 4) / 2

\*\*\*\*\* If the number of sets NBATT performed by the setter is greater than or equal to 8, 100% of the team's offensive efficiency percentage will contribute to the score. If the number of sets NBATT is between 3 and 7, 30% of the team's offensive efficiency percentage will contribute to the score. Finally, if the number of sets NBATT is less than 3, 10% of the team's offensive efficiency percentage will contribute to the score. If a setter does not enter the field, her score for that game will be zero.

## CAPTAIN

The score of the player chosen as Captain is multiplied by 2

## DATA FEED

The scores are calculated using the official score sheets from Volleyball World. This data source is unquestionable, and its data is measured incontrovertibly and objectively based on the athletes' 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 case of evident errors or different interpretations of the game actions by the provider.


# Players' value

The credit value assigned to each player increases or decreases after each Matchday. This variation is called Plusvalenza (or minusvalenza) and is calculated based on two factors:

1. The **obtained score**.
2. The **starting value**: with the same score, a player with a lower starting value will experience a greater plusvalenza compared to a player with a higher starting value.

This variation will increase or decrease your credit budget, thereby modifying your purchasing power.

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

My fantasy team has 100 credits. My player XY, whose value is 20.5cr, after a match achieves a very high score, and her value increases by +1.5cr, reaching 22cr. The value of my fantasy team then changes from 100 to 101.5cr, increasing my purchasing power because, if I sell the player, I can replace her with one worth 22cr (rather than the initial 20.5cr).
{% endhint %}

{% hint style="info" %}
**TIPS FOR MAKING CAPITAL GAINS**

1. **Key Injuries:** If a high-value player gets injured, for each missed game, he/she will lose value (-0.1cr) and can be purchased upon return for a much lower price. It is advisable to sell him/her immediately after the injury to avoid losing value.
2. **Substitutes for Injured Starters:** If a high-value player gets injured and is replaced by a mid-range player, who, for a reduced price, ensures you good appearances and statistics.
3. **Breakout Players of the Year:** This is where the great scouts of VNL Fantasy come into play—discovering initially underrated talents at a low price, who will then score high points (and thus capital gains) throughout the year.
   {% endhint %}


# Main leagues

Every fantasy team created is automatically enrolled in two championships:

1. **General League:** includes all fantasy teams registered in VNL Fantasy.
2. **Country League:** includes all fantasy teams that have chosen the same country.


# Private leagues

In addition to these main championships, you can participate in and/or create other leagues:

* **Private Leagues:** typically among friends, accessible only through an invitation code.
* **Public Leagues:** open to anyone.

These leagues can be of two types:

## GENERAL RANKING

The participating teams are ranked based on the total points earned by their players, which, when added together, define the Matchday and Overall score of each fantasy team.

## HEAD TO HEAD&#x20;

Users compete in one-on-one matches every Matchday, following a predetermined schedule generated 1 hour before the start of the first Matchday. The team's total score corresponds to the match result. For example:

* Team A 250pts - Team B 220pts: Team A scored more points and wins the match, earning 3 points in the standings.
* Team A 220pts - Team B 250pts: Team B scored more points and wins the match, earning 3 points in the standings.
* Team A 250pts - Team B 250pts: Both teams scored the same, so to determine the winner, the following tie-break criteria will be used: first, the higher standing score; second, the registration date (the team that registered first wins). The tie-break winner earns 2 points in the standings, and the loser earns 1.

The standings reflect each team's point balance. In case of a tie, the team with more points in the overall standings wins (as the second criterion, the team that registered first wins).

The Head-to-Head championship can have a maximum number of teams, which depends on the number of game Matchdays, keeping in mind that:

* If a Head-to-Head championship has fewer than the maximum allowed number of teams, the matches will repeat cyclically until the last Matchday of the championship.
* If the championship has an odd number of teams, a default team named "VNL Team" will be automatically created. It will be assigned a score equal to the average of the points scored on the current Matchday by all teams participating in the game.
* Unlike the Overall Standings championship, it is not possible to add new participants to an already started Head-to-Head championship.


# พรีมี


# ร่างกฎ

VNL Fantasy is the official fantasy game of the Volleyball Nations League and offers two game modes:

1. **Fantasy Mode:** You have 100 credits to choose 12 players and compete against other users. Fantasy teams have non-exclusive rosters, meaning each player can belong to multiple fantasy coaches.
2. **Draft Mode (Auction):** Conduct an auction with your friends and create your fantasy team to manage throughout the tournament. Fantasy teams have exclusive rosters.

The Draft Mode allows the creation of a private league with exclusive rosters, where each player can belong to only one team at a time. The selection of players by each participant occurs offline using the preferred method (e.g., auction around a table). At the end of the selection, it is then the President, the one who created the league, who must manually input the players into each roster.

The Draft Mode is similar to the Fantasy Mode, except for the following points:

* The team enrolled does not participate in the Contest Mode.
* Rosters are exclusive: each player can only be chosen by one team.
* The market can be opened and closed by the President (the one who creates the league) only in the windows provided by the schedule, i.e., between game days.
* The values of the players do not change based on performances.
* There are no prizes awarded.


# Draft creation

During the creation of the Draft, the President must set the following parameters:

1. Draft Name
2. Player selection mode: with or without credits
3. Budget: credits available to each user to buy free agents or propose trades to other teams (it can also be 0). In the case of choosing the mode with credits, it is necessary to establish a budget for the auction.
4. Competition type: head-to-head or overall standings

After all participants have joined, and the Draft has been started, the following additional parameters can be set:

1. **Start Day**: The President can choose to start the Draft from the day immediately following the creation of the Draft or on a specific future Matchday.
2. **Market Openings**: The President can choose to let the market open automatically between game days (as in the Fantasy Mode) or maintain direct control and decide autonomously when to open and close it.


# Type of Draft

## WITH CREDITS

The President assigns a budget in credits that each participant in the Draft will use to build their roster (through an offline auction). The remaining credits can then be used during the market phases.

{% hint style="info" %}
**EXAMPLE**&#x20;

Deciding to start with 300 credits each, participants take turns calling out a player of their choice, automatically offering 1 credit. Other participants can decide to raise, always being careful not to use up all their available credits before completing the roster. At the end of the auction, the participant with the highest bid wins the player, who must then be manually entered into their respective team by the President, during or at the end of the auction.
{% endhint %}

## WITHOUT CREDITS

The allocation of players will take place without the use of credits. In this case as well, specific methods must be defined offline by the users (e.g., calling order). The President must still assign a post-Draft budget (which can also be zero) to be used for acquiring free agents or proposing trades.

{% hint style="info" %}
**EXAMPLE**&#x20;

Using a random draw, the calling order among the Draft participants is determined. With no credits, the chosen player is automatically acquired into their roster. After each selection round, the calling order reverses from the previous round, starting again from the last. The operation is repeated until all rosters are completed. In this case as well, the President must manually enter the selected players into their respective teams.

<br>
{% endhint %}


# Market

In the Draft Mode, it is possible to make transfers during the season. Free agents are players who do not belong to any team participating in the Draft and can be acquired during market windows.

**How to buy a free agent:**

1. Select a player within your roster that you want to replace and choose from the free agents a player in the same position that you want to acquire.
2. If you have a budget, decide how many credits to offer additionally (in the case of credit drafts, the value of your selected player in the trade will automatically be offered, which will be added to the offered credits).
3. After confirming the offer, the player you want to exchange will reappear in your team with a different display to emphasize that a potential trade is ongoing. As long as this remains active, the player cannot be proposed in another trade. The offer will appear in the "Trades" section and can be modified at any time.
4. 3 hours before the market window closes, the participant with the highest bid will automatically see the new player appear in their roster, in the same position as the one replaced and with the same value, plus any additional credits offered. The traded player will end up in the list of free agents and will be available from the next market window. In case of a tie in the bid, the auction is won by the user lower in the Draft standings.
5. When the trade falls through, the offered credits are credited back to your budget, and the player proposed in the trade will remain on the team.


# Trades

It is also possible to propose a trade with a player belonging to another participant in the Draft. The rules are the same as the Free Agents Market, with the difference that it will not be necessary to wait for the end of the market window to finalize the trade. The participant in question can decide at any time whether to accept, raise, or reject the received offer.


# ข้อตกลงและเงื่อนไข

#### 1. Introduction

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