Category: Gaming

  • Jetsynthesys launches invest & operate gaming startup Jetapult

    Jetsynthesys launches invest & operate gaming startup Jetapult

    Mumbai: Digital entertainment and technology company, Jetsynthesys has launched invest and operate (I&O) gaming startup ‘Jetapult’ which has announced its first acquisition. In the next 8-9 months, the company plans to invest $100 million in acquiring gaming studios with strong growth potential.

    Jetapult will be led by Sharan Tulsiani, whose previous experience includes leading gaming at Google Play Asia – India and ANZ markets, along with their Indie Games Accelerator (IGA). Apart from Tulsiani, the team also comprises Yash Baid (COO) and Mangesh Anaokar.

    Baid was previously principal and head of research at 3one4 Capital and partner at 256 Network. Anaokar has extensive M&A (mergers and acquisition) and investment experience having led investments and portfolio management at Bennett, Coleman and Co.

    The team is further bolstered by veteran industry experts and advisors like Ryo Shima (ex-COO GREE), James Cho (ex-Blizzard, Bethesda, Zynga), Angelo Lobo (ex-director Zynga), Dennis Sullivan (ex-Wargaming) and Hyunsu Bang (ex-GREE).

    Jetapult will focus on acquiring and scaling revenue-generating Indie game development studios across emerging markets like India, South-East Asia, the Middle East, South America as well as Australia, and New Zealand, to fill a dearth of long-term smart capital in the industry.

    Moreover, the start-up will create and grow an exciting roster of gaming companies commercially from a local market setting to an international perspective for a scientific and sustainable scale.

    “Over the years, we have seen the gaming industry pick up steam, and the road ahead looks brighter than ever. There are several talented gaming studios with great ideas who can truly scale themselves with the right mentorship and funding,” said JetSynthesys VC and MD Rajan Navani. “Recognizing this market need, we decided to launch Jetapult on the back of JetSynthesys’ very successful model of acquiring and rapidly scaling gaming studios using global expertise and world-class partnerships. With the three-pronged approach of Acquire, Invest, Accelerate, Jetapult is all ready to come out of stealth now, having already made one crucial acquisition. Built on the Invest and Operate (I&O) model, we believe Jetapult will be a game-changer in the industry. With an expert team that has a collective experience spanning decades, the start-up will strengthen Indian gaming’s position on the global map further.”

    “Building high grossing hits in the gaming industry are often misrepresented to be luck-based, coin-flip endeavours. This cannot be further from the truth.,” said Jetapult CEO and co-founder Sharan Tulsiani. “Making games is a passionately creative endeavour, but scaling them intrinsically is a scientific one. This was a hypothesis taken on and solved with tremendous success at the biggest distribution platform for gaming, Google Play Store. The systematic acceleration programs like the Google Global Indie Games Accelerator and others that I created were a product of this sustainable scale challenge. Our key learning was that supporting genius designers in small studios requires a village of supplemental expertise across domains like game and economy design, product and engineering, user acquisition, etc. Witnessing the multi-fold successes coming out of these programs, I felt very motivated to scale these advisory frameworks that didn’t reach enough in the vast but talented gaming industry.”

    He further said, “The Jetapult I&O model will democratise gaming expertise and open opportunities at scale by partnering with talented studios in emerging markets. Helping them implement foundational frameworks and scientific-decision making will catalyse the long-term growth of the studios, its teams, and revenues.”

    “Investment leaders are well aware of the stellar investment returns that game studios offer, which even benefits from economic downturns, as was witnessed during Covid. However, there is a severe dearth of smart capital and meaningful support for these studios in the industry today,” said Jetapult COO and co-founder Yash Baid. “Jetapult is a product of years of working closely with game studio developers to identify their requirements and create access to smart and patient capital, scaled by partnering with marquee venture equity and debt investors. We are built to keep small gaming studios at the centre of our operational ethos and aim to grow them into generational companies out of emerging markets like India.”

    Jetapult’s key selection criteria for acquiring a gaming studio would be its growth potential, presence of a strong team and revenue generation along with a review of the games they make, a genre they are following, and capacity of growth for the team.

    The startup is in the process of bringing capital and top gaming industry leaders across free-to-play game design, product management, user acquisition, and analytics to its portfolio of gaming studios.

  • Inox, Kwality Wall’s bring to you India’s first ‘CineGame’ experience

    Inox, Kwality Wall’s bring to you India’s first ‘CineGame’ experience

    Mumbai: Kwality Wall’s on Wednesday announced its association with Inox to introduce ‘Trixy CineGame’ – India’s first gaming experience on the cinema screen. Kwality Wall’s launched a unique three-layered dessert called ‘Trixy blueberry cheesecake cup’ to bring in the year 2022.

    Kwality Wall’s Trixy cheesecake is designed to give a parlour-like experience at home with three exquisite layers – crunchy cinnamon cookie, creamy cheesecake dessert and a delicious blueberry sauce. The unique multiplayer on-screen game brings alive the three layers of Trixy cheesecake dessert.

    The unparalleled and interactive gaming experience allows moviegoers in Mumbai & Delhi to play a multiplayer game called ‘Trixy CineGame’ through their mobile phones. All one needs to do is join the game through their mobile phones on the CineGame App which they can download easily. The winners will receive surprise gift bags from Kwality Wall’s, but everyone is surely in for a great time.

    Speaking on the occasion, Kwality Wall’s India, general manager Maya Ganapathy said, “Kwality Wall’s is all about fun and celebrating small joys in unique ways. We thrive in bringing innovative flavours and designs to our consumers every year through our ice creams and frozen desserts. One such launch this year is the Trixy blueberry cheesecake cup, a melange of delectable flavours and textures which brings together the blueberry and cheesecake trends that have swept India’s dessert lovers. We needed a partner to introduce this unique product in an engaging and equally unique way and who better than Inox to play this role! Cinema is a great place to embrace innovation and interactivity and we are glad to associate with a like-minded partner like Inox to bring this launch to life on the big screen.”

    Inox Leisure chief sales and revenue officer Anand Vishal said, “At Inox, we are always upbeat about leveraging technology while providing our audience with experiences that engage and entertain them and bring value to our advertising partners. We are taking the captivating cinema feel to the next level by introducing a unique playing concept of ‘CineGame,’ making the breaktime ad-free and fun for the audience. This collaboration with Kwality Walls is a revolutionary step to make numerous touchpoints of the cinema journey, more innovative, engaging, and memorable.”

    Mindshare Content+ and Partnerships senior vice-president Ajay Mehta said, “The Trixy cheesecake ‘CineGame’ experience is a winner because it brings together the 3 passions of movies, food & gaming this summer. Recreating the Trixy 3-layer product experience through a larger-than-life gaming format that is sure to thrill audiences.”  

    “ITV is proud to introduce ‘CineGame,’ a first of its kind cinema gaming experience at multiplexes this summer. We are happy to have Kwality Walls premiering the technology at Inox multiplexes. A truly innovative media format that would help brands reinforce their propositions through interactive brand experiences” said Kinetic India founder and managing director Ajay Mehta.

  • Penta Esports partners with Loco to announce pan-India esports league for colleges and universities

    Penta Esports partners with Loco to announce pan-India esports league for colleges and universities

    Mumbai: A gaming and esports company Penta Esports has announced the launch of its latest IP, the ‘Penta Collegiate League’ presented by Loco, for colleges and universities throughout India. This league’s tournaments will stream exclusively on Loco’s app and website. This league’s other partners include ‘Leverage Edu’ as a study abroad partner and ‘GOQii’ as a healthcare partner.

    With Rs 30,00,000 as an annual scholarship award, the first year of the ‘Penta Collegiate League’ will feature two esports titles — Valorant on PC and Battlegrounds Mobile India (BGMI) on mobile — and will have two qualifiers each for both games. The registration for the first qualifiers has already begun and will continue until 19 June 2022. The matches of the first qualifiers will start on 21 June 2022. The dates for the second qualifier will be announced soon.

    Both the playoff matches of the qualifiers and the final match of the first season will be broadcast live exclusively on Penta Esports. Students can complete the registration process for the tournament by visiting ‘www.pentaesports.com’. The league’s complete information, including match schedules, match results, VODs of tournaments and leagues, content, news, announcements, and much more, can be found at the company’s official website.

    Speaking about the idea behind this new esports league, Penta Esports founder and CEO Anurag Khurana said, “Our major focus is to provide opportunities to the budding esports athletes at the grass-root level. Esports is rapidly gaining popularity as a viable path for many and we want to provide a platform similar to conventional sports to aspiring esports athletes. The scholarship aims to help esports athletes in their endeavours.”

    Commenting on the partnership, Loco founder Ashwin Suresh, said, “Game streaming is no longer looked upon as just a casual hobby. As more gamers become creators and start streaming, and new tournament organisers create more events, newer audiences are drawn to watch this content. The increased viewership will eventually lead to an increase in revenue for the overall ecosystem. As a pioneer of this industry, we’re excited to see it expand and we’re playing an active role in helping it grow. With our association with the ‘Penta Collegiate League’, we aim to support budding streamers and kickstart their esports careers.”

  • Take-Two Interactive acquires mobile gaming giant Zynga

    Take-Two Interactive acquires mobile gaming giant Zynga

    Mumbai: Take-Two Interactive Software has recently announced that it has completed the acquisition of mobile game giant Zynga at $12.7 billion. The deal was first announced in January and Take-two will own Zynga’s popular games like Farmville and Words with friends.

    The merger agreement reads Zynga stockholders received $3.50 in cash and 0.0406 shares of Take-Two common stock per share of Zynga common stock.

    Take-Two Interactive software’s chairman and CEO Strauss Zelnick said, “We are thrilled to complete our combination with Zynga, which is a pivotal step to exponentially increase our net bookings from mobile, the fastest-growing segment in interactive entertainment, while also providing us with substantial cost synergies and revenue opportunities. As we bring together our exceptional talent, exciting pipelines of games, and industry-leading technologies and capabilities, we believe that we can take our portfolio to another level of creativity, innovation, and quality. Each of our teams has a strong history of operational execution, and together, we expect that we will enhance our financial profile through greater scale and profitability, paving the way for us to deliver strong shareholder value.”

    Zynga CEO Frank Gibeau speaks about the company’s focus on mobile gaming, where it intends to expand. He said, “We are excited for Zynga’s next-generation mobile platform, free-to-play expertise, diverse offering of games and incredible team to join the Take-Two family. We are eager to continue building an unparalleled portfolio of games that will reach broader markets and lead to continued growth for this next chapter of Zynga’s history.”

  • E-Gaming Federation urges govt to maintain 18% GST for online skill gaming sector

    E-Gaming Federation urges govt to maintain 18% GST for online skill gaming sector

    MUMBAI: The GST Council reconstituted a Group of Ministers (GoM) in February 2022 to study the GST rates for casinos, racecourses, and online gaming. The panel’s terms of reference stated that it will examine the valuation of services offered by casinos, racecourses, and online gaming portals, as well as the taxability of some casino transactions, all within the context of existing legal provisions and court orders. In addition, if an alternative is recommended, the GoM will investigate any changes that are required in the legal provisions and the administration of such valuation provision. The group will also assess the impact on other similar services, such as the lottery.

    Earlier this month, Meghalaya Chief Minister Conrad Sangma, Convener – GoM held a meeting with other members and officials to discuss various aspects including the possible GST rates for online gaming, valuation modalities for levying the tax, and other technicalities regarding such activities.

    Currently, a tax rate of 18 percent is levied on the commission (Gross Gaming Revenue or GGR) collected by the online gaming platforms for each game that does not involve betting or gambling. This rate is in line with global best practices since online gaming industry tax structures in countries such as the USA, UK, Germany, and Australia, range between 15 percent to 20 percent. In recent years, the online gaming industry has experienced significant growth. The sector generated Rs 115 billion in revenue in 2020, and it is predicted to expand at a CAGR of 38 percent to Rs 384 billion by 2025.

    The contribution to the government exchequer by this industry was 15 to 20 billion in 2020, and the same is expected to reach 35 to 50 billion by 2025.

    If the current taxation regime is revised and charged on stakes rather than gross gaming revenue (GGR), it will prove to be disastrous to the burgeoning potential of the Indian online gaming industry. The hike will raise the tax by over 800 percent – 900 percent and encourage illicit market operations, which will expose players to unscrupulous operators (predominantly offshore), substantially reduce tax revenues for the government, and all but wipe out a legitimate sunrise sector with the potential to generate $25 billion in annual revenues and hundreds of thousands of jobs by 2030.

    E-Gaming Federation (EGF), an organisation representing top online skill gaming operators in India urges the government to consider Gross Gaming Revenues (GGR) for levying GST and keeping the service at an 18 percent slab.

    EGF CEO Sameer Barde said, “A higher tax burden will make the industry unviable. The gaming platform operators will be unable to continue operations at any meaningful level. Growth, innovation, employment opportunities, government revenues and most important responsible and safe gaming will be impacted in a big way. We urge the GoM to consider the industry’s unique needs and recommend the continuance of the current practice of considering GST to be paid on GGR, with the rate remaining at 18 percent. As online gaming is different from gambling and the Supreme Court and several High Courts have reaffirmed the status of skill-based games as legitimate business activity, rational tax treatment of online skill gaming will help in creating mutually benefitting situations for all the stakeholders.”

    EGF added that PM Modi endorsed India’s gaming industry as a potential world leader, emphasising on the industry’s socioeconomic and cultural importance in today’s globalised and digitised economy. The sector received further impetus after Finance Minister Nirmala Sitharaman announced the setting up of the Animation, Visual Arts, Gaming and Comics (AVGC) Task Force, in her budget speech this year. “We are witnessing the start of a new era in India’s gaming sector. The fact that the government is supporting the industry is really encouraging. The sector’s true growth story, however, will be determined by progressive and favourable policies that establish best practices and encourage responsible gaming.”

  • Epic Games, WPP partner to accelerate innovation for clients in the metaverse

    Epic Games, WPP partner to accelerate innovation for clients in the metaverse

    MUMBAI: WPP and Fortnite developer Epic Games on Thursday announced a new partnership to deliver a new era of digital experiences for brands in the metaverse, according to a press statement.

    The partnership will include a new training program to upskill thousands of WPP creatives and technologists on how to create custom brand experiences in Fortnite, and how to use Unreal Engine for real-time 3D creation and virtual production. “This new metaverse curriculum will consist of three separate tracks for executives, creative practitioners, and media experts and strategists,” said the statement.  

    “Early to invest in the tools and talent needed to succeed in the metaverse, WPP believes that brands and creators have a tremendous opportunity to meet the need for connection and unlock unlimited creative potential within interactive virtual spaces. For brands embarking on this journey, success in the metaverse is dependent not only on creative excellence but deep production capabilities, sound strategies for amplifying digital experiences and expert knowledge of a complex online safety and privacy landscape,” it said.

    As a part of this partnership, WPP teams will work closely with experts at Epic to learn how to build next-generation interactive experiences leveraging Unreal Engine, an advanced real-time 3D creation tool used across a range of industries including games, film, architecture, fashion, automotive, music and live events.

    WPP teams will be able to take advantage of training and tools to create new experiences in Fortnite, where creators can build imaginative worlds for brands inside of one of the most globally popular online games.

    Earlier, WPP has collaborated with SuperAwesome, an Epic Games company, to produce innovative work such as the immersive Island built for Adidas in Fortnite for its Ozweego sneaker line.

    WPP will also work with SuperAwesome to deepen its understanding of online safety and privacy to help its campaigns engage younger audiences safely.

    WPP executive VP strategic partnerships Nilufar Fowler said, “We think of WPP as the creative transformation company, one that embraces new environments like the metaverse and sees the potential for clients. Epic’s technology is world-class, and we are delighted to partner with it to raise the bar for social experiences in virtual worlds on behalf of our clients.”

    Epic Games VP Metaverse development Matthew Henick said, “The collaboration between Epic, WPP, its clients and the creator community will accelerate the building of diverse social entertainment experiences that players across the world will love. This partnership with WPP bolsters our mission to educate more trailblazing brands and creators on how Epic’s tools across Fortnite, Unreal Engine, and 3D marketplaces like ArtStation and Sketchfab can be used to bring their metaverse visions to life.”

    This partnership follows WPP’s recent announcement of The Metaverse Foundry, a new global metaverse offering through Hogarth, its specialist creative content production company.

  • Mobile Premier League launches Mayhem Studios

    Mobile Premier League launches Mayhem Studios

    Mumbai: Mobile Premier League has launched a gaming studio called Mayhem Studios to develop AAA mobile games for domestic and global markets. Ojas Vipat will lead the studio as CEO.

    “Mayhem Studios aims to harness the strength of India’s talented game developer community and produce high quality games,” said the statement.

    The studio will have a team of professionals in the area of animation, art, cinematics, design, engineering, UI and UX game design and game production.

    “India has the potential to become a gaming hub of the world,” said MPL co-founder and CEO Sai Srinivas. “It is imperative to create requisite infrastructure for making world-class games to help achieve the country’s vision to make the Indian digital gaming sector a world leader. Mayhem Studios launch is our first contribution towards achieving this vision.”

    Mayhem Studios will be based out of Bengaluru and will work on multiple esports and other game titles to meet the demand for gaming in India and other markets.

    “Mayhem Studios will be focused on developing games that all gamers can relate to and enjoy the best-in-class gaming experience,” said Mayhem Studios CEO Ojas Vipat. “Setting up such a state-of-the-art studio is the first major step towards development of many AAA mobile game titles from India for the global markets and we are on the right track.”

  • Esports enthusiasts will grow to 318 million in 2025: Newzoo Report

    Esports enthusiasts will grow to 318 million in 2025: Newzoo Report

    Mumbai: The number of esports enthusiasts will grow to 318 million in 2025, with a CAGR of plus 8.1 per cent during the period 2020-2025. In 2025, the total audience will surpass 640 million, according to Newzoo’s annual report titled ‘Global Esports & Live Streaming Market Report.’ The report presents key trends, market sizing and forecasts of esports across the globe, with a special focus on mobile esports, blockchain and co-streaming.

    Esports is growing enormously across the world! It is an industry that combines two of gaming’s most important aspects: playing and watching. Newzoo’s report aims to give a reliable and realistic overview of the current status and future of the live-streaming audience and esports market.

    The esport industry operates at the intersection of competitive gaming and game-related live streaming. According to the report, the companies involved in esports and the creators are driving engagement across esports and live streaming alike. However, the report analyses that esports organisations still rely on sponsorship as the primary source of revenue for their business. By the end of 2022, Newzoo expects sponsorship to account for $837.3 million—nearly 60 per cent of global esports revenues.

     It reveals that in 2022, the global esports audience will grow by 8.7 per cent year on year to reach 532 million. Esports enthusiasts—those who watch esports content more than once a month—will account for just over 261 million.

    The game’s live-streaming audience reached almost 810 million in 2021 and is expected to reach 1.41 billion by 2025, with a CAGR of plus 16.3 per cent from 2020 to 2025. At the same time, non-gaming content is one of the drivers of massive growth, accounting for up to 21 per cent of the content watched in 2021.

    More than 84 percent of users active in non-gaming categories are also active on gaming channels, which means that non-gaming content does not necessarily cannibalise gaming content on these platforms. This is an opportunity for brands that are more familiar with non-gaming content to engage with live-streaming gaming audiences.

    Digital and streaming are the two fastest-growing revenue streams for esports, with 2020-2025 CAGRs of 27.2 percent and 24.8 percent, respectively. Growing awareness around digital assets and NFTs will likely boost investment and fan interest in acquiring in-game items of esports IP.

    China leads the worldwide esport market

    Esports is set to generate nearly $1.38 billion in revenues by the end of 2022. China will generate nearly a third of worldwide esports revenues. Southeast Asia, Central Southern Asia, and Latin America are the fastest-growing regions, with 2020-2025 CAGRs above 27.6 percent, 23.4 percent, and 19 percent, respectively. Global esports revenues will exceed $1.86 billion by 2025, representing a healthy CAGR of above 13.4 percent.

    At the same time, PC esports titles dominate developed markets such as North America, Europe, China, South Korea, and Japan. Mobile esports titles dominate emerging markets like Latin America, the Middle East and Africa, Southeast Asia, and India   

    Twitch leads the esport live-streaming

    According to the report, Twitch was the most popular games live-streaming platform in the West in 2021, seeing a 26 percent year-on-year increase with nearly 20 billion live gaming hours watched. YouTube Gaming was the second largest, with 4.7 billion live gaming hours watched.  

    Brands are moving towards co-streaming

    The report also reveals that co-streaming is increasingly becoming part of brands’ strategy to provide non-gaming content to the gaming community. Recently, Netflix, the NBA, and Formula 1 have partnered with streamers to expand their distribution channels for content among gamers.

  • Orangutan signs Rooter as its official streaming partner

    Orangutan signs Rooter as its official streaming partner

    Mumbai: Orangutan Gaming has joined hands with Rooter as its official streaming partner. Both brands are committed to accelerating the growth of e-sports in India together.

    This partnership was announced with the hashtag #RootForOrangutan along with a series of fun videos starring the FreeFire and BGMI athletes from Orangutan.

    “The brands hope to provide the finest quality streams and content as a result of this collaboration,” said the statement.

    Orangutan will now be co-powered by Rooter, which will also be featured on the Orangutan’s official team jersey. To which the athletes of Orangutan gaming will exclusively stream on Rooter and entertain their fans with various unique content. Fun and entertaining streams for their followers, as well as streaming other competitions on their Rooter accounts.

     
     
     

     
     
     
     
     

     
     

     
     
     

     
     

    A post shared by Orangutan (@orangutan.gg)

    “If skills are an athlete’s weapon, then fans are their armor. Partnering with India’s largest broadcasting and gaming platform will bring the ape army closer together, by connecting them to their favorite athletes,” commented Orangutan co-founder and head of partnerships Jai Shah. “This will help us build a stronger community and we certainly know that the best is around the corner.”

    “We are ecstatic to announce our partnership with Orangutan, which has one of the most exciting rosters across BGMI, Valorant and other games,” remarked Rooter co-founder and COO Piyush Kumar. “It’s amazing to see how they have grown over the last few months to become one of the most popular teams in the country. This will open up new opportunities for both Rooter & Orangutan to create new content for our users on the platform.”

  • History of Europe’s EuroMillions

    History of Europe’s EuroMillions

    The 1st draw took place on 13th, 2004. It was held in Paris with Spain and the United Kingdom also taking part. The winner was a French man who won € 15 million. In the year 2004. various countries joined the EuroMillions These were Portugal, Switzerland, Luxembourg, Ireland, Belgium, and Austria. As a result, the jackpot size of EuroMillions grew even further. The lottery witnessed the year 2016 as a watershed year. There were quite a few changes introduced. The changes were added to make the top prize even bigger. The Lucky Star Ball pool went from 11 to 12. The ticket price also rose from € 2 to € 2.5. There were a few other changes like the introduction of European millionaire Maker, and the increase of UK millionaire Maker prize is to 2 from 1. Thus, in the year 2016, the probability of people becoming millionaires from this lotto rose significantly.

    Biggest Prizes Ever

    Over the years, the top prize of this lotto has consistently grown. The size of the jackpot increased to € 115.4 million on 29 July 2005 and a woman in Ireland won it. The year 2004 saw a few changes in the lottery. They set rollover cap at 11. In the year 2009, there was a cap of € 185 million introduced. The biggest prize was won on 24 October 2014 by a Portuguese player and subsequently on 6th October 2017 by a Spanish player. The prize amount was € 190 million. In recent times, the largest ever prize was won on 2nd October 2018 by a Swiss player. The amount was € 144 million.

    The difference between EuroMillions and EuroJackpot

    There are quite a few differences which help EuroMillions to stand out as compared to Eurojackpot. Some of these are:

    1. Eurojackpot offers you 12 tires while EuroMillions offers you 13 tires of prizes.

    2. The maximum jackpot in EuroMillions is € 210 million. The maximum prize in Eurojackpot is 90 million

    3. Citizens across all Europe can play EuroMillions twice per week, every Tuesdays and Fridays. Eurojackpot draw takes place only on Friday. The frequency is just once a week.

    4. The probability of winning in Eurojackpot is 1 in 95344200. The likelihood of winning Millions is somewhat higher at 1 in 139838160.

    5. EuroMillions comprises of 9 countries. Eurojackpot comprises of 16 nations.

    Thus, players have a slightly higher probability of winning, EuroMillions is a better choice.

    UK Millionaire Maker

    When players enter the main Euromillons draw, they get automatically enrolled in UK Millionaire Maker We will go into the gameplay of the same below.
    Common facts

    1. Till date, there have been over 1200 UK millionaire Maker winners. 2 winners per week.

    2. The UK Millionaires Maker draw made a record when it made 97 individuals millionaires in a single night on 27 July 2012.

    3. The players playing UK Millionaire Maker also enroll in European millionaire maker.

    4. Everyone who buys tiketst in India automatically takes part in the additions draw.

    How to play

    Players can participate in the biweekly draw to try out their luck. All the players who purchase tickets in the UK get enrolled in UK millionaire maker. 

    Each line of the ticket generates a code which consists of 4 letters and 5 numbers. All the entries become a part of the raffle. The winner gets guaranteed € 1 million. The sequence, as well as the code, should be an exact match to win.

    How to receive Euromillions participate in India

    The way in which to collect the winnings depends on the country from playing and the country reside in. We will highlight all the possibilities below

    ● For players who live in the country of EuroMillions and play offline:

    When tickets are bought offline, winnings up to € 100 is paid by the retailer after the validation of the ticket. If the amount is higher than € 100, the amount will be paid to the bank account by the national lottery office.

    ● For tourists who purchase EuroMillions tickets while visiting the country:

    When tickets are purchased from an authorized ticket reseller, players have to visit the country and the retailer back again to claim the prize. It cannot be claimed online once you have bought the ticket off-line. It’s necessary to visit the country to claim the winning.

    ● For Indians who play EuroMillions online via lottery agents:

    When Euromillions tickets are bought through any of the lottery agents, they will process the winnings. The lottery agents mostly pay through bank transfers if the amount is significant. For smaller amounts, they debit it to the account on their website. Most of the agents like Thelotter will ask to submit identity proof before processing the amount.

    Methods to receive winnings in India

    The method to claim the winnings depends on the amount which you have won.

    1. If the amount won up to € 500, it will get directly paid to the account.

    2. If the amount is between € 500 and € 30,000, they need to be claimed it within 180 days of the draw.

    3. For the amount between € 30,000 – € 50,000, a winner will be called from the company where the ticket was bought to clarify comfortable payment method.

    4. If the amount is over € 50,000, the amount will get transferred to winner’s bank account via the debit card.

    The claiming procedure in for players from India is pretty simple which ensures that winners can quickly get your winnings.

    Taxes on the EuroMillions

    Playing Euromillions online from India, the winnings are tax-free, because most of the participating countries have made all EuroMillions prizes 100% tax-free. The only exceptions are Spain. Portugal, and Switzerland. If the tickets were bought online outside of Europe, the local tax jurisdiction will be applicable. This is very big advantage over US Powerball and Mega Millions, which prizes are taxed up to 40%.

    The lump-sum payout option coupled with 100% free taxation in some of the EuroMillions countries, make it a pretty lucrative opportunity.