1. HOUSE RULES

- Sports Rules & Market Explanation- Football- Tennis- Basketball- Ice Hockey

- Baseball

- American Football- Baseball-Teaser Betting

-"Dead Heat" rule

- Rules for Qualifying Markets

- Create Bet

- Football prepayment

- Baseball prepayment

- Football prepayment

- Basketball prepayment

- Sneaker prepayment

- Ice hockey prepayment

- 0% margin on football-1x2

- 0% margin on Money Line basketball

- 0% margin on Money Line football

- 0% margin on the winner of the tennis match

- 0% margin on baseball money line

-Return football in 0-0 draws

- The outcome of a market is settled once it is determined.

- In the event that an absolute short-term or long-term market is decided by an official announcement, the company reserves the right to void any bets placed after the publication of the result.

- In the event that a match is not completed (due to weather conditions, insufficient number of players, etc.) and is finally decided by the referee and/or an official announcement, the company reserves the right to settle bets placed after the official announcement accordingly

- In case the announcement is made more than 48 hours after the end of the match and the unresolved bets have already been handled as unresolved, therefore void, the void will stand.

- Any special player market is excluded from the above rule.

- If a market is not determined during the event, the company will settle the result of the event once the normal duration (regular time) of the event ends, unless otherwise stated on the official site.

- Example 1: Match Winner 1X2 The market for an event is determined after the end of the normal duration (regular time) of an event. In 1x2 football, the winner of the match is determined after 90 minutes, including stoppage time.

- In the event that an event is extended to overtime (where regular time does not determine the winner) all markets that are subject to "include overtime" will be settled and settled after overtime is overtime. Any penalties or other deciding factors that may continue are not taken into account, unless otherwise stated.

- Events that do not start on time for any reason or have even been postponed, may remain open and will remain valid if the event is started within 48 hours from the official start time. In any case, the company reserves, at its own discretion, the right to void all bets on such postponed events and refund bets to customers.

- Events abandoned after their start time and continuing within 48 hours after such time, the company reserves the right to keep all bets valid and settle according to the result.

- Events abandoned after their start time and not continued within 48 hours, the company will settle all certain markets that are decided on the field of play and void the rest by refunding the bets to customers.

- However, in cases like this, the company reserves, at its own discretion, the right to void all bets on such abandoned events and refund bets to customers.

2. In the above general rule there are exceptions such as:

- Tennis matches  will remain open with all bets valid until the official source declares otherwise. In these cases, the 48-hour rule does not apply. However, in the event that a player retires, all markets that have been determined on the course will be settled while all others will be declared cancelled and void. To clarify, if a player retires before the last point concludes, the "Match Winner" market will be cancelled, but all markets related to specific sets or games will be settled respectively.

- In case the following U.S. sports games, such as MLB (Major League Baseball), NHL (National Hockey League) and NBA (National Basketball Association), (NFL and MLS are not included in this rule) do not start or start and are abandoned and not resume on the same day, in the local time zone from the start time announced,  All undecided bets will be void.Example. If a football game is abandoned in the second half, all first half markets will be closed as normal.

- Example. In the same case as above, those undecided second half markets will be cancelled and bets will be returned to customers.

- In case of NFL (American Football League) events, abandoned or postponed, all markets are considered void unless the game continues in the same weekly NFL time (Thursday to Wednesday, local stadium time).

3. MLB Baseball League:

  • The "Moneyline" market is considered decided if league officials deem it completed and if:

 - At least 5 entries are fully filled.

Or

- Innings are completed and the home team (or the team batting second) is in the lead. In all other cases, bets are cancelled.

  • To clarify, bets on the other markets (totals, handicap, etc.) will stand, unless they are already decided if:

- at least 9 entries are completed.

Or

- innings have been completed and the home team (or the team batting second) is in the lead.

- In all other cases, bets will be void. In the event of a Mercy Rule, all bets will stand and be decided based on the outcome at that time.

- MLB Baseball League, all Pitcher Lines (PL Markets for Moneyline, Handicap and Totals) will be canceled in the event that the listed starting pitcher changes. Bets placed on Pitcher Lines will include the indication (PL) on the ticket and in the bet history. In case the indicator (PL) is not visible on the ticket, the bet is placed on the Action lines and they will be closed respectively.

- Action Lines will be settled based on the outcome of the event regardless of whether pitchers have changed before. Any Pitcher Line offered again after a trade will follow the same rules as above. Action Lines follow general regulations with certain exceptions in MLB, as mentioned above.

  • In a 7-inning Baseball game, all markets are considered decided if:

- At least 7 entries are completed.

Or

- innings are completed and the home team (or the team batting second) goes ahead.

  • The exception is the "Moneyline" or winner market that is considered decided if:

- At least 5 entries are completed

Or

- innings are completed and the home team (or the team batting second) is in the lead.

- In all other cases, bets will be void.

- The Company reserves the right not to accept in whole or in part a bet without giving a reason to the customer. If a bet is not accepted, the money will be refunded to the customer.

- Before the start of an event, the Company reserves, at its own discretion, the right to cancel in whole or in part a bet even after it has been accepted without giving a reason to the customer. Following the start of an event, the Company reserves, at its own discretion, the right to cancel in whole or in part a bet even after it has been settled, if there is a valid reason for this, such as:

  • Error in the (considerable) writing of the event, the probabilities or the start time of the event.
  • The customer attempted to exceed the company's limits (Potential Winnings) and risk control by placing several similar or identical bets, or by opening more than one account.
  • The customer is taking advantage of any public announcement or proprietary information that determines the outcome of their bet.
  • The client combined related bets.
  • The client is actively participating in the event, being a player, referee, coaching staff or has a direct or indirect relationship with the participants of the event.
  • The company suffered a technical error by offering the wrong odds or events.
  • Any other valid reason duly communicated to the customer for their request.

- Maximum winnings per ticket are $100,000.

- Our company reserves the right to cancel all bets on an event, if there is any change in reference to the playing field of the event.

- Our company reserves the right to cancel all bets on an event, if there are radical changes in the circumstances of an event such as the length of playing time, the distance in a race or the number of periods, etc.

- In the event that the Company has suspicions that an event available for sports betting is fraudulent or has a high probability of being manipulated and the outcome of such event, previously disclosed to certain individuals, the Company reserves the right to:

  • Keep specific tickets unliquidated.
  • Inform the entities and regulatory bodies about this (ESSA, Sportradar, Federations), depending on which authority or entity the event is related to.
  • Wait for a verdict from such entities to be revealed as feedback.
  • Settle or cancel bets based on the verdict of such entities.

- In the event and during the process of placing bets, and the system presents any interruptions of a technical nature, the Company will follow the standard reviews such as availability of funds, price corroboration, etc. and reserves the right to accept or reject the bet respectively. In such a case, the customer needs to log in as soon as the system is operating correctly again and visit their betting history to confirm whether the bet was accepted or not.

- Any decision made by the VAR (Video Assistant Referee) that intervenes with any decision sanctioned by the officials on the field of play (including passive decisions such as allowing play to continue before reviewing the VAR), therefore, altering the situation of the match at the time the bet was placed, will result in the cancellation of all bets placed in the time interval from the time the incident occurred until the referee makes a final decision after reviewing the VAR, unless the odds offered in the bet are not affected by the use of VAR or have already been adjusted by the use of VAR when the bet was accepted. The Settlement of all bets that are not related to the use of VAR, including those that have been decided by any play during the original incident and the final decision of the referee, which are not influenced/altered by the use of VAR will stand as valid bets.

- Based on results, VAR reviews are considered to have happened from the time of the original incident as VAR would eventually be used if the play had not been stopped immediately. The Company reserves the right to change previously settled bets in the event that the previous settlement is not accurate following the final decision of the referee, provided that this decision has been made and communicated before the end of the match and/or time interval listed.

- Aimed at user experience and even better visual results, our company applies two decimal digits to truncate the odds on the screen. Total odds calculations are made using six-decimal digit rounding, while total winnings will always be truncated to the second decimal place. Any difference noted is the product of the rounding of quotas explained above.

- The maximum period between the settlement of a betting slip and a possible resettlement is 30 days.

- If the referee ends the match on or after 79:00, all markets will be settled according to the final result. If the referee ends the match on or before minute 78:59, all undecided markets will be considered void.

- If the referee ends the match on or after 79:00, all markets are settled according to the FT result. If the match is finished by the referee at or before 78:59, all undecided markets will be settled as void.

- In matches ABANDONED/STOPPED due to other reasons (fan riots, player fights, serious injuries, bad weather, floodlight failures, etc.), all undecided markets will be void.

4. Supported Match Formats:

- Pre-match matches lasting between 45 and 120 minutes.

- Live matches with a duration of up to 90 minutes. The possible supported formats are 2x25, 2x30, 2x35, 2x40, 2x45, 3x30.

- For matches with a duration of less than 50 minutes or more than 90 minutes, all markets will be void. In all other cases, bets will stand as normal.

- For the 3x30 format, the half-time duration will be calculated as "Total Match Duration / 2".

- Our company is not responsible for unexpected changes in formats and eventual relevant agreements based on our rules, the risk is on the client's side and is included in the acceptance of the T&C during your registration.

- Outright markets (short-term and long-term) are subject to the 'Play or Pay' rule. Under the Play or Pay rule, bets on participants in an outright market will normally stand even if the listed team/participant was unable to take part in the competition, regardless of the reason (therefore it will be considered lost). The above rule will apply to all direct markets (winner, top 3, top 5, etc.) referring to a list of participants in a competition.

5. H2H

- (head to head) markets are excluded, so if any of the listed participants do not participate in the competition, the H2H markets in which they participate will be settled as void. The same settlement will apply to markets relating to the individual performance of a team or participant (e.g. qualifying markets). In the event that a participant is replaced by another from the same team, the settlement of the team markets (H2H, standings, etc.) will stand, while the participant's individual markets will be void.  

Specific bet types explained

- Scorers: First, Last, Anytime Scorer.

- Bets apply to regular time only. Own goals (according to the official authority) are omitted or counted as "no goalscorer" if the game only has "own goals".

- When placing a bet on the "First Goalscorer" market, the bet will be void if the player never plays or enters the field of play after the first goal of the match has been scored, except in the case of an own goal, which is unknown.

- When placing a bet on the Last Goalscorer market, the bet will be cancelled if a player never plays.

- Bets on the "X player to score at any time"  market applies to any player who has played, regardless of when the player entered the field. Bets on this market will be void if the player never plays.

- In the event that a match is abandoned, but there is at least one goalscorer, bets on the first goalscorer are settled and bets on the last player are cancelled. The Anytime Scorer market for this player is settled as the winner and bets on other players are void.

- The above rules apply for "First goalscorer/to score anytime & 1x2" and for "First goalscorer/to score anytime & exact score"

- Other special markets for players.

7. Football

For the following special player markets, bets are applied to regular time plus extra time (if any), a possible penalty shootout will not count for settlement. Settlement applies to any player who enters the field unless otherwise stated in the market name (“starting lineup”). In that case, if the specified player is not in the starting lineup of the match, the bets will be considered void.

-Total Shots: Total shots are the total number of shots on target, shots off target, and blocked shots.

- Total Player Shots / Player Shots Over/Under: Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Shots on Goal / Player's Shots on Goal Over/Under: Bets apply to regular time plus extra time (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Cards / Player Cards Over/Under: Bets apply to regular time plus overtime (if any). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Takedowns / Player Takedowns Over/Under: Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Assists / Over/Under Player Assists: Bets apply to regular time plus overtime (if any). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Passes / Over/Under Player Passes: Bets apply in regular time plus overtime (if applicable). The penalty shootout will not be taken into account for the result. If the player mentioned is not in the starting line-up for the match, bets are settled as void.

- Players vs Player (H2H) markets: Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets will be settled as void. In the event of a tie between the players, bets are void.

- Total, Player Goals: The player must participate at some point in the tournament for bets to stand. Goals in 90 minutes and extra time count. Goals scored in the penalty shootout do not count.

- Total, of the player's yellow cards: settlement will be made with reference to all available evidence of a yellow card shown during the scheduled 90 minutes of play. Any yellow cards shown after the full-time whistle has been blown will not be taken into account. In the event that a match is abandoned before 90 minutes have been played, all bets will be void unless settlement of bets has already been determined.

- Total, Player Fouls: A foul awarded is defined as any foul sanctioned as foul play by a referee that results in a free kick or penalty event.

- Offsides are not sanctioned as a foul awarded.-Incidents in which a match referee has taken advantage of the advantage and subsequently cautioned a player, do not contribute to the player's total foul count. In these scenarios, a free kick or penalty kick must occur for a foul to be awarded.

8. Basketball

- All special basketball player markets are settled according to the relevant official source. Possible overtime is included in the settlement of all available markets.

- Players vs Player (H2H) markets: Bets apply to regular time plus overtime (if applicable). If the listed player does not take part in the match at all, bets will be settled as void. In the event of a tie between the players, bets will be void.

9. Ice Hockey

- Anytime / Xth goalscorer (LIVE): bets apply to regulation time only. All players offered are considered participants. If a non-listed player scores a goal, all bets on the listed players stand. For a settlement match, only goals and assists scored during regular time are considered. Please note that if the score after regular time is 0-0, all bets will be settled as losses. All bets on players who were on the roster but left the game before the match ended (such as injuries or sending-offs) will stand.

- Player to score a point (LIVE): bets apply only to regulation time. All players offered are considered brokers. If a non-listed player gets a point, all bets on the listed players stand. For settlement purposes, only goals and assists scored during regular time are considered. Please note that if the score after regular time is 0-0, all bets will be settled as losses. All bets on players who were on the roster but left the game before the match ended (such as injuries or sending-offs) will stand.

Other ice hockey player markets

For the following special player markets, bets are applied to regular time plus extra time (if applicable), unless stated otherwise. A possible penalty shootout will not count for settlement.
If the specified player does not participate at all in the match, the bets will be considered void.

Settlement applies to any player who enters the field, unless otherwise stated in the market name (“starting lineup”). In that case, if the selected player is not in the starting lineup of the match, the bets will be settled as void.

- Total Player Assists (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Goals (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Saves (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Points (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Player's Total Shots (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Total Player Shots on Target (Over/Under) (PREMATCH): Bets apply to regular time plus overtime (if any). The possible penalty shootout will not count towards settlement. If the player listed is not in the starting line-up for the match, bets are settled as void.

- Players vs Player (H2H) markets: Bets apply to regular time plus overtime (if applicable). The possible penalty shootout will not count towards settlement. If the listed player does not take part in the match at all, bets will be settled as void. In the event of a tie between the players, bets will be void.

10. Baseball

- All special baseball player markets are settled according to the relevant official source. Potential additional innings played are included in the settlement of all available markets.

- All markets under the ''Special Player Markets'' section follow this rule: if the player listed is not in the starting line-up for the match, bets are settled as void.

- Player vs Player (H2H) markets: Bets apply to regular time plus extra innings (if applicable). If the player listed does not take part in the match at all, bets are settled as void. In the event of a tie between the players, bets are void. 

- Total bases: These are strictly those that come from batters' hits, such as singles, doubles, triples, or home runs. Total bases - A home run is 4 total bases, a triple is 3, a double is 2, and a single is 1. Walks, being hit by a pitch (HBP), stealing a base, getting to a base by mistake, or an outfielder's choice do NOT count toward the total bases prop---only hits.

- Total bases are calculated by adding up all the hits a player makes according to Single= 1 Base, Double=2, Triple=3, Home Run=Only these count.

11. American football

- All special markets for American football players are settled according to the relevant official source. Potential overtime is included in the settlement of all available markets.

- Player vs Player (H2H) markets: Bets apply to regular time plus overtime (if applicable). If the player listed does not take part in the match at all, bets will be settled as void. In the event of a tie between the players, bets are void.

12. Liquidation of Asian lines

- Applies to all markets that may have Asian lines as available selections in all sports (points/sets/games/rounds/etc may be applied instead of goals).

Asian Goal Line Team Total goals scored Selection result

 Asian Goal Line Team

 

Total goals scored

Selection result
Over 0.5  0 Lost Less than 0.5 0 Lost
1 or more Livestock 1 or more Livestock
0 Lost 0 Lost
Over 0.75 0

Lost

Less than 0.75 0

Livestock

1

Half Earned

1

Half Lost 

2 or more 

Livestock

2 or more 

Lost 

More than 1 0

Lost

Less than 1 0

Livestock

1

Annulled

1

Annulled

2 or more 

Livestock

2 or more 

Lost 

Over 1.25 0

Lost

Under 1.25 0

Livestock

1

Half Lost 

1

Half Earned

2 or more 

Livestock

2 or more 

Lost

Over 1.5 1 or less

Lost

Under 1.5 1 or less

Livestock

2 or more 

Livestock

2 or more 

Lost

Over 1.75 1 or less

Lost

Under 1.75 1 or less

Livestock

2

Half Earned

2

Half Lost 

3 or more 

Livestock

3 or more 

Lost 

More than 2 1 or less

Lost

Less than 2  1 or less

Livestock

2

Annulled

2

Annulled

3 or more 

Livestock

3 or more 

Lost 

- Half Won / Half Lost Results Explained: In a half-won selection, half of the bet is considered won and the other half is considered void. In a half-lost selection, half of the bet is considered lost and the other half is considered void.

13- Way Handicap Table 

2-way Handicap Selection

 

Final Outcome

Selection Result

2-way Handicap Selection

 

Final Outcome

Selection Result

Team A (-0)  Team A wins  Livestock A- Team (+0) Team A wins  Livestock
Tie  Annulled Tie Annulled
Team A Loses  Lost  Team A Loses  Lost 
Team A (-0.25) Team A wins  Livestock Team A (+0.25)  Team A wins  Livestock
Tie  Half Lost  Tie Half Earned
Team A Loses  Lost  Team A Loses  Lost
Team A (-0.5) Team A wins  Livestock Team A (+0.5) Team A wins or draws Livestock
Draw or team A loses  Lost  Team A loses  Lost 
Team A (-0.75)  Team A wins by 1 goal  Half Earned Team A (+0.75) Team A wins or draws Livestock
Team A wins by 2 or more goals Livestock Team A loses by 1 goal  Half Lost 
Draw or team A loses  Lost  Team A loses by 2 or more goals  Lost 
Team A (-1) Team A wins by 1 goal  Annulled Team A (+1) Team A wins or draws Livestock
Team A wins by 2 or more goals Livestock Team A loses by 1 goal  Annulled
Draw or team A loses  Lost  Team A loses by 2 or more goals  Lost 
Team A (-1.25)  Team A wins by 1 goal  Half Lost  Team A (+1.25)  Team A wins or draws Livestock
Team A wins by 2 or more goals Livestock Team A loses by 1 goal  Half Earned
Draw or team A loses  Lost  Team A loses by 2 or more goals  Lost 
Team A (-1.5) Team A wins by 2 or more goals Livestock Team A (+1.5) Team A wins or draws or loses bi 1 goal  Livestock
Team A wins by goal 1 or draws or team A loses  Lost  Team A loses by 2 or more goals Lost 

14-Teaser Bets 

-In sports betting, a "teaser" bet is a type of combination bet. In a teaser bet, the bettor can change the point spread of an event, making the bet easier to win. In return, the bettor gets a lower return on bets in case of winning. If a selection loses, the teaser is considered lost. If a selection is voided and the rest is won, the teaser is considered void.

15- "Dead Heat" Rule

- When there is no individual winner or there is a tie between two, three or more competitors, the "Dead Heat" rule will apply. This means that the odds will be divided by the number of participants who have been tied in that position.

- For example: Tie in Horse Racing, or tie in the "Player with the Most Scores" market in a championship.

- Two players tie in the number of goals in a championship. Player 1 paid 3.00 and player 2 paid 1.5

- The odds will be divided by 2 and the bet will be paid out regularly. Player 1 will be paid with odds of 3.00 / 2 = 1.5.

- Player 2 will be paid with odds of 1.5 / 2 = 0.75.

16- Rules For Qualifying Markets

- Will Qualify: This market consists of predicting which of the teams will go through to the next round of the tournament. For this option, the results of both the first and second stages will be taken into account, including extra time and penalty kicks, if they occur.

- Victory Method: In this market, you must predict how the team will qualify for the next phase of the tournament.    

For example, if the selection was:

-Home Team OT Overtime (Juventus Turin Overtime (OT)): It will be indicated that the definition of the market will occur during overtime.

-Home Team Regular Time (Juventus Turin Regular Time): It will be indicated that the definition of the market will occur during regular time + stoppage time.

-Away Team Penalties (Ajax Penalties): It will be indicated that the settlement of the market will occur during penalty kicks.

17- Create Bet

- The Bet Builder feature gives the player the opportunity to combine selections from the same event into one bet slip. If a selection participating in a Bet Builder feature coupon is void/push, then the entire bet slip is also void/push, REGARDLESS of the outcome of the other selections participating in the feature.

- For example, in the LA Lakers vs. Toronto Raptors game, we created a Create Bet coupon with LA Lakers to win, Over 220.5 points in the game and Player X - Over 29.5 points. In case player X does not participate in the match, the selection for his points (over 29.5) is declared void. Therefore, the entire Bet Builder coupon is settled as void, as the selection participates in a Bet Builder feature.

18- Football Prepayment

- With the Early Bird Football offer, you can bet before kick-off on the 1X2 market (home or away winner) and if your team is 2 goals ahead at any point in the match, you automatically win without having to wait for the match to end!

- The offer is valid for single, multiple, system and bet creation bets placed on the 1X2 market (home or away winner) ONLY before kick-off and not during the match. The offer does not apply to bets placed on the draw selection in each game.

- Your bet is paid in full if your team is two goals ahead at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. On multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the team is two goals ahead. This offer will not apply when a bet has been cashed out in full. When a bet has been partially cashed out and your team is two goals ahead, the bet will be settled according to the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

19- Baseball Prepayment: 

- With the Early Payout Baseball offer, you can bet before the start of the game on the Winner market (home or away winner) and if your team takes a 5-run lead at any point in the game, you automatically win without having to wait for the game to end!

- The offer is valid for single, multiple, system and Create bets placed on the Winner market (Home or Away Winner) ONLY before the start of the match and not during the match.

- Your bet is paid in full if your team has five runs at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. On multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the team is two goals ahead. This offer will not apply when a bet has been cashed out in full. When a bet has been partially cashed out and your team is two goals ahead, the bet will be settled according to the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

- Offer is not valid on relevant Pitcher Lines (Money Line PL).

20- Football Prepayment:

- With the American Football Early Payout offer, you can place a bet before kick-off on the Money Line market (home or away winner) and if your team is 17 points ahead at any point in the game, you automatically win without having to wait for the game to end!

- Offer is valid for single, multiple, system and bet creation bets placed on the Money Line market (home or away winner) ONLY before kick-off and not during the match.

- Your bet is paid in full if your team is seventeen points up at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. In multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the team is seventeen points ahead. This offer will not apply when a bet has been cashed out in full. Where a bet has been partially cashed out and your team has a seventeen-point advantage, the bet will be settled on the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

21- Basketball Early Pay: 

- With the Early Basketball Settlement offer, you can bet before kick-off on the Money Line market (home or away winner) and if your team is 18 points ahead at any point in the game, you automatically win without having to wait for the game to end!

- Offer is valid for single, multiple, system and bet creation bets placed on the Money Line market (home or away winner) ONLY before kick-off and not during the match.

- Your bet is paid in full if your team is eighteen points ahead at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. In multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the team is seventeen points ahead. This offer will not apply when a bet has been cashed out in full. When a bet has been partially cashed out and your team has an eighteen- or twenty-point advantage, the bet will be settled according to the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

22- Tennis Prepayment:

- With the Tennis Early Payout offer, you can bet before kick-off on the Match Winner market (home or away winner) and if your player is 2 sets ahead at any point in the match, you automatically win without having to wait for the match to end!

- Offer is valid for single, multiple, system and bet creation bets placed on the Money Line market (home or away winner) ONLY before kick-off and not during the match.

- Your bet is paid in full if your player wins with two sets at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. In multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the player is two sets ahead. This offer will not apply when a bet has been cashed out in full. When a bet has been partially Cash Out and your player wins two sets, the bet will be settled on the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

23- Ice Hockey Early Payout:

- With the Ice Hockey Early Bird offer, you can bet before the start of the match on the Money Line market (home or away winner) and if your team is 3 goals ahead at any point in the match, you automatically win without having to wait for the game to end!

- Offer is valid for single, multiple, system and bet creation bets placed on the Money Line market (home or away winner) ONLY before kick-off and not during the match.

- Your bet is paid in full if your team is three goals ahead at any point in the match, regardless of the final result.

- This offer will not apply to bets where Cash Out has been used. In multiples, the award of the offer for a given selection(s) of the bet will not be affected retrospectively if the customer cashes out the bets on the remaining selections.

- All winnings will be credited as soon as possible once the team has a three-goal lead. This offer will not apply when a bet has been cashed out in full. When a bet has been partially Cash Out and your team is three goals ahead, the bet will be settled on the remaining active bet.

- If your bet is paid out early in accordance with this offer, it will not be paid out again if your selection wins the match.

24- 0% margin on football-1X2

- This feature gives you the opportunity to place a bet on the 1X2 market with a 0% margin (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the 1X2 market with the indication of 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

25- 0% margin on Money Line Basketball

- This feature gives you the opportunity to place a bet on the Money Line market with a 0% spread (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the Money Line market with the indication of 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

26- 0% margin on American football Money line

- This feature gives you the opportunity to place a bet on the Money Line market with a 0% spread (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the Money Line market with the indication of 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

27- 0% MARGIN ON THE WINNER OF THE TENNIS MATCH

- This feature gives you the opportunity to place a bet on the Match Winner market with a 0% margin (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the Match Winner market with the indication 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

28- 0% MARGIN ON BASEBALL MONEY LINE

- This feature gives you the opportunity to place a bet on the Money Line market with a 0% spread (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the Money Line market with the indication of 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

- Offer is not valid on relevant Pitcher Lines (Money Line PL).

29- 0% MARGIN IN ICE HOCKEY

- This feature gives you the opportunity to place a bet on the Match Winner market with a 0% margin (this means that the operator receives a 0% commission, making the odds offered as competitive as possible).

- The 0% margin feature is valid for single, multiple and system bets placed on the Money Line market with the indication of 0%, ONLY before the start of the match and not during the match.

- 0% margin markets are not included in the cumulative bonus template or the early payout offer.

30- FOOTBALL RETURN IN DRAWS 0-0

- Place a bet before the start of the match, on the CORRECT SCORE or on the HALF/FULL TIME market and if the match ends in a 0-0 draw, your stake will be refunded in full.

- Offer is valid for single, multiple, system and Bet Builder bets placed on the correct score or halftime/full-time markets ONLY before the start of the match and not during the match.

- Refunds will be paid as soon as possible after the match has ended. If, in the meantime, the player interferes with the bet in any way (e.g. partial cashout/cashout), the bet will no longer be applied to the 0-0 draw cashback offer.

 SPORTS RULES AND MARKETS EXPLAINED

 FOOTBALL

 - Some of the markets listed below may appear in E-Soccer (the same rules apply).

MAIN MARKETS:

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Double chance: The client must predict the outcome of the entire match. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team or the away team wins).

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line.

- Does it qualify?: The customer must predict whether the selected team will qualify for the next phase of the tournament.

- Both teams to score (GG/NG): There are two possible outcomes: GG (both teams score at least one goal each during the entire match), NG (one or both do not score any goals during the entire match)

- No Draw Bet (DNB): This betting market consists of the following, in order to define a bet as a winner, there has to be a winning team. Which means that, if the match ends in a draw, the money wagered will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

- Next goal: the customer must predict which team will score the next goal, there are 3 possible outcomes: 1 (the home team will score the next goal), none will score the next goal, 2 (the away team will score the next goal)

- Which team will win the rest of the match: Regardless of the actual event score, at the time of placing the bet, the event score will be considered 0-0.

-Correct score: The customer must predict the exact result of a match, i.e. the exact score at the end of the 90 minutes of regulation time, for example: (1-0,3-0,2-3...)

- Handicap (2 way): The winner of the game must be predicted with a respective goal margin. The correct score is added or subtracted from the goals proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team. 

- Handicap (3 way): The customer must predict the final result of the match taking into account the handicap in parentheses.

-For example, (0:1) indicates that the away team has a one-goal advantage, while (1:0) indicates that the home team has a one-goal advantage.

- Types of bets available in this market:

1H (0:1): The home team wins the match with a difference of 2 or more goals.

XH (0:1): The home team wins the match with a 1-goal difference.

2H (0:1): The away team wins the match or draws.

1H (0:2): The home team wins the match with a difference of 3 or more goals.

XH (0:2): The home team wins the match with a 2-goal difference.

2H (0:2): The away team wins, draws or loses the match with a goal difference.

1H (0:3): The home team wins the match with a difference of 4 or more goals.

XH (0:3): The home team wins the match with a 3-goal difference.

2H (0:3): The away team wins the match, draws or loses with a 1 or 2 goal difference.

1H (1:0): The home team wins or draws the match.

XH (1:0): The away team wins the match with a goal difference.

2H (1:0): The away team wins the match with a difference of 2 or more goals.

1H (2:0): the home team wins, draws or loses the match with a 1-goal difference.

XH (2:0): The away team wins the match with a 2-goal difference.

2H (2:0): The home team wins the match with a difference of 3 or more goals.

1H (3:0): the home team wins, draws or loses with a 1, or 2 goal difference.

XH (3:0): The away team wins the match with a 3-goal difference.

2H (3:0): The away team wins the match with a difference of 4 or more goals.

- Half-time/full-time: the client must predict the result of the first half of the match together with the result of the full match. The possible outcomes are: (1/1, 1/X, 1/2, X/1, X/X, X/2, 2/1, 2/X and 2/2).

- Last goal: in this market the customer must predict which of the two teams will score the last goal of the match. If the customer selects "no option", they will be indicating that they will not score any more goals.

- Winning margin: In this type of betting, the customer must predict which team will win and their margin of victory.

- Home Total: The customer must predict whether the total goals scored by the home team during the entire match will be over or under the indicated line.

- Total Away: The customer must predict whether the total goals scored by the away team during the entire match will be over or under the indicated line.

- Exact goals: The customer must predict the exact goals scored during the match, the possible outcomes are 0 goals,1,2,3,4,+5.

- Which team will score: You have to predict whether only the home team, the away team, both teams or neither will score in the match. They consist of selecting YES or NO, in some of the different options that appear on the market.

- Non-home bet (1 without bet): You must predict if the away team will win the match or if the match ends in a draw. If the home team wins the match, the bet will be considered as cancelled.

- Away bet (2 without bet): You have to predict if the home team will win the match or if the match ends in a draw. If the away team wins the match, the bet will be considered as cancelled.

- Exact home goals: You must predict the exact number of goals scored by the home team during the match. The possible outcomes are: 0 goals, 1,2,3+.

- Away Exact Goals: You have to predict the exact number of goals scored by the away team during the match. The possible outcomes are: 0 goals, 1,2,3+.

- Odd/Even: You have to predict if the result of the match is odd or even, if the match ends 0-0, the winning market will be even.

- Odd/Even Home: You have to predict whether the number of goals scored by the home team will be odd or even. If the home team did not score any goals, the winning team will be even.

- Odd/Even Away: You have to predict whether the number of goals scored by the away team will be odd or even. If the visiting team did not score any goals, the winning team will be even.

- Home to Score: You have to predict if the home team will score at least one goal during the match.

- Away to score: You have to predict if the away team will score at least one goal during the match.

- Multi-goals: You must predict the number of goals scored during the match based on the different ranges offered.

- Home Multigoals: You must predict the number of goals scored by the home team during the match based on the different ranges offered.

- Away Multigoals: You have to predict the number of goals scored by the away team during the match based on the different ranges offered.

- Next way of annotating: The type of annotation must be predicted among the following results:

➔Free kick: The goal must be scored directly from the free kick or from a corner kick to qualify as a free kick goal. Deflected shots count as long as the goal is awarded to the person who took the free kick or the corner kick.

➔ Penalty: The goal must be scored directly from a penalty. Goals after a rebound from a missed penalty will not be counted.

➔ Own goal: if the goal is considered an own goal.

➔ Header: The scorer's last touch must be with the head.

➔ Shot: the goal must be scored by any part of the body other than the head and the other types do not apply.

➔ No goal.

- Will there be a penalty shootout?: You must predict if there will be a penalty shootout in the match.

- Extra time Yes/No: You have to predict if the match will go to extra time.

- Method of victory: The method of victory of the home team or the away team must be predicted. Six (6) possible outcomes are offered:

– Home team wins in regulation time

– Away team wins in regulation time

– Home team wins in extra time

– Away team wins in extra time

– Home team wins after penalty kicks

– Away team wins after penalty kicks

- Extra time and goal: You must predict if the match will go to extra time and if there will be a goal or not in extra time.

- Extra time - 1x2: The 1x2 result of extra time must be predicted.

- Overtime - Which team will win the rest of the match: Regardless of the actual event score, at the time of placing the bet, the event score will be considered 0-0. The market will consider only the overtime time.

- Overtime - next to score: You have to predict which team will score during overtime, There are 3 possible outcomes: 1(home team to score), X (teams to tie), 2(away team to score).

- Extra time - total: You have to predict whether the total goals scored during extra time will be over or under the margin offered.

- Extra time – handicap: The final result of extra time must be predicted, taking into account the handicap in parentheses. For example, (0:1) indicates that the away team has a one-goal advantage, while (1:0) indicates that the home team has a one-goal advantage.

- Overtime - Correct marker: The correct overtime marker must be predicted.

- Penalty shootout- winner: you have to predict which team will win the penalty shootout (1-2).

- Penalty shootout - X penalty scored: You have to predict whether or not the penalty "X" will be scored during the penalty shootout.

- Penalty shootout - X Goal: You have to predict which team will score the X goal during the penalty shootout. There are 3 possible outcomes: 1, X, 2.

- Penalty shootout - margin of victory: You have to predict the margin of victory for the penalty shootout for the home or away team, or if the match ends in a draw.

- Penalty shootout – total: You have to predict whether the total goals scored during the penalty shootout will be over or under the margin offered.

- Penalty shootout- home team total: You have to predict whether the total goals scored by the home team during the penalty shootout will be over or under the margin offered.

- Penalty shootout- away team total: You have to predict whether the total goals scored by the away team during the penalty shootout will be over or under the margin offered.

- Penalty shootout - exact goals: You have to predict the exact number of goals scored during the penalty shootout. There are 7 possible outcomes: 0-4,5,6,7,8,9,10+.

- Penalty shootout - Odd/Even: You have to predict whether the number of goals scored during the penalty shootout is odd or even.

- Penalty shootout - Home Odd/Even: You have to predict whether the number of goals scored by the home team during the penalty shootout is odd or even

- Penalty shootout - Odd/Even away: You have to predict whether the number of goals scored by the away team during the penalty shootout is odd or even.

- Penalty shootout - correct score: The exact score must be predicted during the penalty shootout.

- Penalty shootout - Winner and total: The winner of the penalty shootout must be predicted and in turn with the number of goals scored taking into account the margin offered.

- Result in half of extra time (including goals in normal time): You will have to predict the result of the 1st half of extra time.

- X team in extra time to score (including goals in normal time): You will have to predict which team will score the X goal in extra time.

- Correct score in extra time of half-time (including goals in normal time): You have to predict the correct score at the end of the first half of extra time.

- Total goals in the first half in extra time (including goals in normal time): You have to predict the number of goals (over/under) in the first half of extra time.

- Asian Handicap in Extra Time of Half-Time (including goals in normal time): You will have to predict the result of the first half of extra time, taking into account the handicap in parentheses.

- Result after X minutes: You have to predict the result of the match after X minutes.

- Total goals Over/Under after X minutes: You have to predict the number of goals (over/under) after X minutes.

- Asian Handicap after X minutes: You must predict the result after X minutes, taking into account the handicap in parentheses.

- First Half Markets

- First Half - 1x2: You have to predict what the result of the first half will be only. Goals scored in the second half will not be counted.

- First Half - Totals: You have to predict whether the total number of goals scored during the first half alone will be over or under the indicated margin.

- First Half - Which team will win the rest: Regardless of what the current result of the event is, at the time of placing the bet the result of the event will be considered as 0-0. The market only considers the first half.

- First Half - Next to score: You have to predict which team during the first half will score the next goal. There are 3 possible outcomes: 1 (home team scores), X (both teams draw), 2 (away team scores).

- First Half - Double Chance: You have to predict what the result of the first half will be. There are 3 possible outcomes: 1X (at the end of the first half, the home team wins or draws), X2 (at the end of the first half, the away team wins or draws), 12 (at the end of the first half, the home team wins or the away team wins).

- First Half - No Draw Bet: You have to predict which team will win only the first half. If the first half ends in a draw for both teams, the bet will be returned.

- First Half Handicap (2 Way): You must predict what the final result of the first half will be, taking into account the handicap specified in the parentheses.

- First Half Handicap (3 Way): You must predict what the final result of the first half will be, taking into account the handicap specified in the parentheses. For example, (0:1) means that the Away team has a one-goal advantage, just as (1:0) means that the Home team has a one-goal advantage.

- First Half - Exact Home Goals: You have to predict what the exact number of goals of the Home team will be during the first half of the event.

- First Half - Away Exact Goals: You have to predict what the exact number of goals of the Away team will be during the first half of the event.

- First Half - odd/even: You have to predict whether the number of goals scored during the first half will be odd or even. The 0-0 result is considered as even.

- First Half - Both Teams to Score: It must be predicted that both teams will score at least one goal each during the first half of the event, OR that a single team or both teams will NOT score any goals during the first half.

- First Half - Home Clean Sheet: A  clean sheet is a term used to describe a team against which they have not scored a goal. It is necessary to predict whether the home team will keep a clean sheet at zero goals scored during the first half of the event.

- First half- Away clean sheet: A clean sheet is a term used to describe a team that has not scored a goal. It is necessary to predict whether the away team will keep a clean sheet scored during the first half of the event.

- First Half - 1x2 & Both Teams Score: You have to predict the outcome of the first half of the event and also that both teams will score or not only during the first half.

- First Half - 1x2 Total: The combination of the result of the first half of the event plus whether the goals during the first half will be over or under the selected margin must be predicted.

- Home & Over: The home team wins the first half and the total goals are more than the selected margin.

- Home & Under: The home team wins the first half and the total goals are less than the selected margin.

- Draw & Over: The first half ends in a draw and the total goals are more than the selected margin.

- Draw & Under: The first half ends in a draw and the total goals are less than the selected margin.

- Away & Over: The away team wins the first half and the total goals are more than the selected margin.

- Away & Under: The away team wins the first half and the total goals are less than the selected margin.

- First Half - Correct Score: You must predict what the exact score of the first half of the event will be.

- First Half - Multi-Goals: You have to predict the number of goals scored during the first half of the event.

- Based on the different ranges offered:

- First Half - Home to Score: It should be predicted that at some point the Home team will score a goal during the first half of the event.

- First Half - Away to Score: It must be predicted that at some point the Away team will score a goal during the first half of the event.

- First Half - Double Chance & GG/NG: You must predict the outcome of the first half of the event with 3 possible double results (1X, 12, X2), plus whether both teams will score or not score.

- First Half - 1x2 or GG/NG: You have to predict the result of the first half of the match OR if both teams, or neither team will score during the first half of the event.

- Last goal of the 1st Half: You have to predict the team that will score the last goal in the first half of the match.

-Second Half Markets:

- Second Half - 1x2: The outcome of the second half of the event must be predicted only. Goals scored in the first half will not be counted.

- Second Half - Totals: You have to predict whether the total goals scored during the second half alone will be over or under the indicated margin.

- Second Half - Which team will win the rest: Regardless of what the current result of the event is at the time of placing the bet, the result of the event will be considered as 0-0. The market only considers the second half.

- Second Half - Next to score: You have to predict which team during the second half will score the next goal. There are 3 possible outcomes: 1 (home team scores), X (both teams draw), 2 (away team scores).

- Second Half - Double Chance: You must predict what the result of the first half will be. There are 3 possible outcomes: 1X (at the end of the first half, the home team wins or draws), X2 (at the end of the first half, the away team wins or draws), 12 (at the end of the first half, the home team wins or the away team wins).

- Second Half - No Draw Bet: You have to predict which team will win only the second half. If the second half ends in a draw for both teams, the bet will be returned.

- Second Half Handicap (2 Way): You must predict what the final result of the second half will be, taking into account the handicap specified in the parentheses.

- Second Half Handicap (3 Way): You must predict what the final result of the second half will be, taking into account the handicap specified in the parentheses. For example, (0:1) means that the Away team has a one-goal advantage, just as (1:0) means that the Home team has a one-goal advantage.

- Second Half - Home Exact Goals: You have to predict what the exact number of goals of the Home team will be during the first half of the event.

- Second Half - Away Exact Goals: You have to predict what the exact number of goals of the Away team will be during the first half of the event.

- Second Half - Odd/Even: You have to predict whether the number of goals scored during the second half alone will be odd or even. The 0-0 result is considered as even.

- Second Half - Both Teams Score: It must be predicted that both teams will score at least one goal each during the second half of the event, OR that a single team or both teams will not score any goals during the second half.

- Second Half - Home Clean Sheet: A clean sheet is a term used to describe a team against which they have not scored a goal. It is necessary to predict whether the home team will keep a clean sheet scored during the second half of the event.

-Second half- Away clean sheet: A clean sheet is a term used to describe a team that has not scored a goal. It is necessary to predict whether the away team will keep a clean sheet at zero goals scored during the second half of the event.

-Second Half - 1x2 & Both Teams Score: The result of the second half of the event must be predicted and also that both teams will score only during the second half.

-Second half - 1x2 total: The combination of the result of the first half of the event plus if the goals during the first half will be over or under the selected margin must be predicted. There are 6 possible outcomes:

- 1 & Over: The home team wins the second half and the total goals are more than the selected margin.

- 1& Under: The home team wins the second half and the total goals are less than the selected margin

- X & Over: The second half ends in a draw and the total goals are more than the selected margin.

- X & Under: The second half ends in a draw and the total goals are less than the selected margin.

- 2 & Over: The away team wins the second half and the total goals are more than the selected margin.

- 2 & Under: The away team wins the second half and the total goals are less than the selected margin.

- Second Half - Correct Score: You must predict what the exact score of the second half of the event will be.

- Second Half - Multi-Goals: The number of goals scored during the second half of the event must be predicted based on the different ranges offered.

- Second Half Home to score: It should be predicted that at some point the home team will score a goal during the second half of the event.

- Second Half Away to score: It must be predicted that at some point the Away team will score a goal during the second half of the event.

- Second Half - Double Chance & GG/NG: The outcome of the second half of the event must be predicted with 3 possible double results (1X, 12, X2), plus whether or not both teams will score.

- Second Half - 1x2 or GG/NG: You have to predict the result of the second half of the match OR if both teams, or neither team will score during the second half of the event.

-Last goal of the 2nd Half: You have to predict the team that will score the last goal in the second half of the match.

- Combined Markets:

-1X2 & GG: You have to predict if both teams will score, along with the final result of the event. 6 possible outcomes are offered:

- 1&GG: The home team wins and both teams score.

- X&GG: Both teams draw and both teams score.

- 2&GG: The away team wins and both teams score.

- 1 & NG: The home team wins and at least one of the two does not score a goal.

- X&NG: Both teams draw and at least one of the two teams does not score a goal.

- 2 & NG: The away team wins and at least one of the two does not score a goal.

- Total & GG/NG: You must predict the Total market (Over/Under, goals) along with predicting whether both teams score at least one goal during the entire event (GG) or that one or neither team scores any goals during the entire event (NG). 4 possible are offered: Over & GG, Over NG, Under GG, Under NG.

- 1X2 & Over/Under: The outcome of the event must be predicted along with the number of goals scored during the event taking into account the selected goal margin. 6 outcomes are possible: 1 & Over ''X'', X & Over ''X'', 2& Over ''X'', 1& Under ''X'', Under ''X'', 2& Under ''X''.

- First Half/Full Time & GG/NG: The result of the first half/full time of the event must be predicted along with predicting whether both teams score or do not score. 4 outcomes are possible: no/no, yes/no, yes/yes, no/yes.

- Total 2.5 or GG/NG: You have to predict if the total number of goals in the event is Over or Under the selected margin amount OR if both teams, a single team or no team will score during the event. 4 outcomes are possible: Over 2.5 or NG, Over 2.5 or GG, Under 2.5 or NG, Under 2.5 or GG.

- 1x2 & Total (Over/Under) & GG/NG: The combination of the final result of the event, plus the outcome of the market between teams, a single team, or no team to score a goal, must be predicted, as well as whether the result will be over or under the specified margin.

- 1x2 & Multigoals {Margin}: The combination of the final result of the event must be predicted, as well as whether the total range of goals scored during the event will be within the specified margin.

- Both Teams To Score + Multi-Goals {Margin}: The combination of the Both Teams To Score market must be predicted, as well as whether the range of total goals scored during the event will be within the stated range of goals.

- First goal & 1x2 (Matchflow): You have to predict if the end of the event will be home, draw or away, along with which team will score the first goal of the event, 7 possible outcomes:

-Home-First goal & 1.

-Home-First goal & X.

-Home-First goal & 2.

-Away-First goal & 1.

-Away-First goal & X.

-Away-First goal & 2.

-Goalless (0-0).

- Double Chance (Event) & First Half GG/NG: The outcome of the event must be predicted by taking into account 3 possible outcomes with double chance (1X, 12, 2X) and whether both teams, a single team or no team score only during the first half of the event.

- Double Chance (Event) & Second Half GG/NG: The outcome of the event must be predicted by taking into account 3 possible outcomes with double chances (1X, 12, 2X) and whether both teams, a single team or no team score only during the second half of the event.

- Double Chance & GG/NG: The outcome of the event must be predicted by taking into account 3 possible double chance outcomes (1X, 12, 2X) plus whether both or neither team scores.

- Double Chance & Total: You must predict the outcome of the event by taking into account 3 possible double chance outcomes (1X, 12, 2X) plus whether the total goals will be over or under the selected margin.

- Half-time/Full Time & Total: You must predict the results of the half-time/full time, as well as whether the total goals will be over or under the selected margin.

- Total Half/Full Time & First Half: You must predict the results of the half/full half, as well as whether the total goals during the first half of the event will be over or under the selected margin.

- Halftime/Full Time & Exact Goals: You must predict the result of the first half/full time of the event along with predicting what the exact score will be throughout the event.

- 3 Combined Odds: (Home or Over, Home or Under, Draw or Over, Draw or Under, Away or Over, Away or Under, Home or GG, Draw or GG, Away or GG, Home or Clean Sheet, Draw or Clean Sheet, Away or Clean Sheet): You have to predict the outcome of the event OR if both teams,  a team or no team will score in the match OR the number of goals in the event.

- First Half Under & Second Half Under: You must predict both that the number of goals in the first half will be below the specified margin and that the number of goals in the second half will be below the specified margin.

- Example: Less than 1.5/Less than 1.5. This selection is a winner if the total goals during the first half is under 1.5, in addition to if the total goals during the second half is under 1.5.

- First Half Under & Second Half Over: You must predict both that the number of goals in the first half will be below the specified margin and that the number of goals in the second half will be above the specified margin.

- Example: Less than 1.5/More than 1.5. This selection is a winner if the total goals during the first half is under 1.5, in addition to if the total goals during the second half is above 1.5.

- First Half Over & Second Half Under: You must predict both that the number of goals in the first half will be above the specified margin and that the number of goals in the second half will be below the specified margin.

- Example: More than 1.5/Less than 1.5. This selection is a winner if the total goals during the first half is above 1.5, in addition to if the total goals during the second half is below 1.5.

- First Half Over & Second Half Over: You must predict both that the number of goals in the first half will be above the specified margin and that the number of goals in the second half will be above the specified margin.

Example: More than 1.5/Less than 1.5. This selection is a winner if the total goals during the first half is above 1.5, in addition to if the total goals during the second half is above 1.5.

- Half-time or full-time: The winning result of the event or half of it must be predicted. It only takes one to happen for the selection to be a winner.

- 1X2 Halftime/Double Chance Full Time: The halftime result must be predicted along with three possible Double Chance outcomes of the event (1X, 2X, 12).

- Double Chance Halftime/1X2 Full Time: The result of the Double Chance of the first half must be predicted along with the final result of the event.

- Double Chance Half Time/Double Chance Full Time: The winning double chance result of both, both Half Time and Full Time, must be predicted.

- Double Chance or Both Teams to Score: You have to predict the winning result of the match (Double Chance) OR if both, one or neither team will score in the match. Only one prediction has to occur for the bet to be a winner.

- Double Chance or Over/Under: You have to predict the winning result of the match (Double Chance) OR if both, one or neither team will score in the match. Only one prediction has to occur for the bet to be a winner.

- Over {Total} {$Competitor 1} + Over {Total} {$Competitor 2}: You have to predict if the number of goals in the home team will be higher than the indicated margin, plus if the number of goals in the away team will be higher than the indicated margin.

- Over {Total} {$Competitor 1} + Under {Total} {$Competitor 2}: You have to predict if the number of goals in the home team will be higher than the indicated margin, plus if the number of goals in the away team will be less than the indicated margin.

- Under {Total} {$Competitor 1} + Under {Total} {$Competitor 2}: You have to predict if the number of goals in the home team will be less than the indicated margin, plus if the number of goals in the away team will be less than the indicated margin.

- Under {Total} {$Competitor 1} + Over {Total} {$Competitor 2}: You have to predict if the number of goals in the home team will be less than the indicated margin, plus if the number of goals in the away team will be higher than the indicated margin.

- 1st Half - 1x2 or {total}: you must predict the winning result of the 1st half of the match OR the total number of goals (plus or minus). Only one prediction has to occur for the bet to be a winner.

- 2nd Half - 1x2 or {total}: you must predict the winning result of the 2nd half of the match OR the total number of goals (plus or minus). Only one prediction has to occur for the bet to be a winner. 

- Double Chance 1X and {total} and Both teams to score: You have to predict the combination of the final double chance result (1X) and the market result of both teams to score and whether the match will be over or under the indicated margin.
 
- Double Chance X2 and {total} and Both teams to score: You have to predict the combination of the final double chance result (X2) and the market result of both teams to score and whether the match will be over or under the indicated margin.

- Double Chance 12 & {total} & Both teams to score: You have to predict the combination of the final double chance result (12) and the market result of both teams to score and whether the match will be over or under the indicated margin.

- Both teams to score in the first half and Multi-goals (match): you must predict the combination of both teams to score in the first half of the match, plus whether the range of total goals scored during the match will be within the indicated range.

- Multi-goals Home and Multi-goals Away: You must predict the number of goals scored during the match by the home team and the away team based on the different ranges offered.

- Multi-goal 1st Half and Multi-goal 2nd Half: you must predict the number of goals scored during the first half of the match and the second half, based on the different ranges offered.

- Combo Var (1X2 match and Var Yes/No): You have to predict the correct combination of the match result in regular time and whether there will be VAR (with monitor review) or not. There are 6 possible outcomes:

- Team 1 and YesTeam 1 and No Draw and Yes Draw and NoTeam 2 and YesTeam 2 and No

- CORNER KICK MARKETS:

- 1x2 corner kicks: You must predict which team will register the highest number of corner kicks in the match. Corners awarded, but not taken do not count, unless otherwise stated in the market name. 

- Next Corner Kick: You have to predict which team will register the next corner kick.

- Last Corner Kick: You have to predict which team will register the last corner kick of the match.

- Handicap in Corner Kicks: You must predict which team will register the highest number of corners in the match taking into account the margin of the Handicap offered.

- Total Corner Kicks: You must predict if the total corner kicks of the match is more or less than the total margin offered.

- Total Corners of the Home team: It must be predicted if the total corner kicks of the match registered by the Home team is more or less than the total margin offered.

- Total Corners of the Away team: It must be predicted if the total corner kicks of the match recorded by the Away team is more or less than the total margin offered.

- Range of corner kicks: The range of the number of total corner kicks in the match must be predicted.

- Range of corner kicks of the home team: The range of the number of total corners recorded by the home team in the match must be predicted.

- Range of corner kicks of the away team: The range of the number of total corner kicks recorded by the visiting team in the match must be predicted.

- Odd/even corner kicks:. You have to predict whether the total corner kicks in the match are an odd or even number. No corner kicks: Even.

- First to record x Corner Kicks: You must predict which team will register the number x of corner kicks before the other.
 
- 1x2 Corner Kicks - First Half: You have to predict which team will register the highest number of corners in the first half of the match.

- Corner kick Xth - First half: You have to predict which team will register corner kick number X in the first half of the match.

- First Half - Last Corner Kick: You have to predict which team will register the last corner kick during the first half of the match.

- First Half - Handicap in Corner Kicks: You must predict which team will register the highest number of corner kicks during the first half of the match, taking into account the margin of the Handicap offered.

- First Half - Total Corner Kicks: You have to predict if the total corner kicks during the first half of the match is more or less than the total margin offered.

- First Half - Total Corners of the Home team: It is necessary to predict whether the total of corners during the first half of the match recorded by the home team is more or less than the total margin offered.

- First Half - Total Corners of the Away team: It is necessary to predict whether the total number of corners during the first half of the match recorded by the Away team is more or less than the total margin offered.

- First Half - Exact Corner Kicks of the Home team: The exact number of corners during the first half of the match recorded by the Home team must be predicted. There are 4 possible outcomes: 0-1, 2, 3, 4+.

- First Half - Exact Corners of the Away team: The exact number of corners during the first half of the match recorded by the Home team must be predicted. There are 4 possible outcomes: 0-1, 2, 3, 4+.

- First Half - Range of Corner Kicks: The range of the number of total corners during the first half of the match must be predicted.

- First Half - Odd/Even Corners: You have to predict whether the total number of corners during the first half of the match is an odd or even number. No corner kicks: Even.

- First Half - First to Record x Corner Kicks: You have to predict which team will record the number x of corners before the other during the first half of the match.

- Total Corners (Over-Exact-Under): You have to predict whether the number of corners during the match will be over, under or accurate than the indicated margin.

- 1st Half - Total Corners (Over-Exact-Under): You have to predict if the number of corners in the first half will be over, under or accurate than the stated margin.

34- Card markets.

- A yellow card counts as a card. One red card counts as two cards. If a player receives a yellow card plus a second yellow card, this counts in total as three cards. As a result, a player cannot receive more than three cards. Settlement will be based on all available card data that appears during the normal playing time of an event. Cards shown after the final whistle will not be taken into account. Cards on players who are not playing (players who have already been substituted, coaches, players on the bench who have not participated in the match) are not taken into account. Cards issued during halftime contribute to the second half markets/totals.

35- Points Card Markets

- Settlement will be based on all available card data that appears during the normal playing time of an event. Cards shown after the final whistle will not be taken into account. Cards on non-player players (players who have already been substituted, coaches, players on the bench who did not take part in the match) are not taken into account. Cards issued during halftime contribute to the second half markets/totals.

- 1x2 cards: You must predict which team will register the highest number of cards in the regulation time of the match

- Next Card: You have to predict which team will register the next card specified in the bet during the regulation time of the match.

- Total points per card: You must predict if the total points per card of the match is higher or lower than the total margin offered.

- Total Cards: You must predict if the total cards of the match is higher or lower than the total margin offered.

- Total Cards of the Home Team: It must be predicted if the total of cards of the match registered by the Home team is greater or less than the total margin offered.

- Total Away Team Cards: You have to predict if the total number of cards in the match recorded by the Away team is higher or lower than the total margin offered.

- Exact Cards: The exact total of cards must be predicted during the match.

- Exact Cards of the Home Team: The exact total of cards recorded by the Home team during the match must be predicted.

- Exact Away Team Cards: The exact total of cards recorded by the Away team during the match must be predicted.

- Range of points per card: The range in which the total points per card are during the match must be predicted. There are 5 possible outcomes: 0-3, 31-45, 46-60, 61-75, 76+.

- Expulsion: You must predict if there will be any red cards during the match.

- Expulsion in the home team: It must be predicted if there will be any red card registered by the home team during the match.

- Expulsion in the Away team: It must be predicted if there will be any red cards registered by the Away team during the match.

- First Half - 1x2 Cards: You must predict which team will register the highest number of cards during the first half of the match.

- First Half - Next Card: You have to predict which team will register the next card specified in the bet during the first half of the match.

- First Half -Total points per card: It must be predicted if the total points per cards recorded in the first half of the match is higher or lower than the total margin offered.

- First Half - Total Cards: You have to predict if the total cards during the first half of the match is higher or lower than the total margin offered.

- First Half - Total Home Team Cards: You have to predict if the total number of cards recorded for the Home team during the first half of the match is higher or lower than the total margin offered

- First Half - Exact Cards: The exact number of cards recorded during the first half of the match must be predicted.

- First Half - Exact Home Team Cards: The exact number of cards recorded by the Home Team during the first half of the match must be predicted.

- First Half - Exact Away Team Cards: The exact number of cards recorded by the Away Team during the first half of the match must be predicted.

- First Half - Range of points per card: The range in which the total points per card are during the first half of the match must be predicted. There are 4 possible outcomes: 0-10, 11-25, 26-40, 41+.

- First Half - Sending off: You have to predict if there will be any red cards during the first half of the match.

- First Half - Sending off for the Home team: It is necessary to predict if there will be any red cards registered by the home team during the first half of the match.

- First Half - Sending off for the away team: It is necessary to predict if there will be any red cards registered by the visiting team during the first half of the match.

Scoring Markets / Special Markets per Player

- Bets apply to regular time only. Own goals (according to the official authority) are omitted or counted as "no goalscorer" if the game only has "own goals".

- When placing a bet on the "First Goalscorer" market, the bet will be void if the player never plays or enters the field of play after the first goal of the match has been scored, except in the case of an own goal, which is ignored.

- When placing a bet on the Last Goalscorer market, the bet will be void if a player never plays.

- Bets on the "X player to score at any time" market applies to any player who has played, regardless of when the player entered the field. Bets on this market will be void if the player never plays.

In the event that a match is abandoned, but there is at least one goalscorer, bets on the first goalscorer are settled and bets on the last player are cancelled.

- X player to score at any time: It must be predicted that the chosen player will score at least one goal during the match. If the selected player does not take part in the match, the bet will be cancelled.

- First goalscorer: You have to predict if the chosen player will score the first goal of the match. If a player never plays or enters the field after the first goal of the game has been scored, the bet is void. If the chosen player does not score the first goal and is replaced, the bet is settled as a loss

- Next goalscorer: You have to predict if the selected player will score the "x" goal in the match. If the selected player does not take part in the match, the bet will be cancelled.

- Last goalscorer: It must be predicted that the chosen player will score the last goal of the match. If the chosen player does not take part in the match, the bet will be cancelled. If the chosen player does not score any goals during the match, the bet is lost, even if the player was replaced before the last goal has been scored

- X player will score at any time and 1x2: You must predict the player who will score at any time, in addition to predicting the outcome of the game. Valid for regulation time only.

- X player to score at any time and correct score: You must predict the player who will score at any point in the match, in addition to predicting the exact final score of the game. Valid Only regulation time.

- Player to score the goal "x" and correct score: You must predict the player who will score the goal "x" in the match in addition to predicting the correct score of the match. Valid for regulation time only.

- Player to score the goal "x" and 1x2: You must predict the player who will score the goal "x" in the match in addition to predicting the outcome of the match. Valid for regulation time only.

- Player to score 2 or more goals: It must be predicted that the chosen player will score at least two goals during the match. If the player you have chosen does not take part in the match, the bet is cancelled. If the player participates in the match and does not score at least two goals, the bet is lost regardless of the final result of the match.

- Player to score 3 or more goals: It must be predicted that the chosen player will score at least three goals during the match. If the player you have chosen does not take part in the match, the bet is cancelled. If the player participates in the match and does not score at least three goals, the bet is lost regardless of the final result of the match.

- Player of the home team to score the goal "x": It must be predicted that the player of the chosen home team will score the goal "x" in the match. If the chosen player does not take part in the match, the bet will be void.

- Player of the visiting team to score the goal "x": It must be predicted that the player of the chosen visiting team will score the goal "x" in the match. If the chosen player does not take part in the match, the bet will be void.

- Most shots: You have to predict which of the given players will score the most shots.

- Most shots on goal: You have to predict which of the given players will register the most shots on goal.

- Goalscorer at any time in the first half: you must predict whether a player will score during the first half of the match.

- Goalscorer at any time in the second half: you must predict whether a player will score during the second half of the match-First or last goalscorer: you must predict whether a player will score the first or last during the match, only in regulation time.

- First and last goalscorer: you must predict which player will score first and last during the match, only in regulation time.

- Goalscorer at any time + Double chance: you must predict if a player will score at any time of the match plus the final result Double chance, only in regulation time.

- Goalscorer X + Double Chance: You have to predict if a player will score the xl goal in the match plus the final result Double Chance, only in regulation time.

- Anytime goalscorer + Multiscores: You have to predict if a player will score at any time of the match plus the multiscores of the match, only in regulation time.

- Goalscorer X + Multiscores: You have to predict if a player will score the goal x in the match plus the multiscores of the match, regulation time only.

- Anytime Goalscorer + Total {Total}: You must predict whether a player will score at any point in the match and whether the total number of goals during the match will be Over or Minus, only in regular time.

- Goalscorer X + Total {total}: You have to predict if a player will score the xl goal in the match and if the total number of goals during the match will be Over or Minus, regulation time only.

- Anytime goalscorer + Both teams to score: You must predict whether a player will score at any point in the match and whether both teams will score, only in regulation time.
 
- Goalscorer X + Both Teams to Score: You have to predict if a player will score the x goal in the match and if Both teams will score, only in regulation time.

- Scorer at any time or his substitute to score: It is necessary to predict whether, in the regular time of the match, player "X" or his substitute from the bench will score (YES), or NO (NO result), at least one goal. For the purposes of the bet, only player "X" and his direct substitute from the bench are considered.

- Anytime Goalscorer + 1X2 + Over/Under X Goals: The exact combination of these 3 markets must be predicted - Anytime Goalscorer (if in regular time of the match, player "X" will score at least one goal), 1x2 (predict the final result of the match), Over/Under (if the total number of goals scored during regular time of the match,  will be more or less of the line indicated). There are 6 possible outcomes for this market:

Anytime Goalscorer + 1 + Under

Anytime Goalscorer + 1 + More

Anytime Goalscorer + 2 + Under

Anytime Goalscorer + 2 + More

Anytime Goalscorer + Draw + Under

Anytime Goalscorer + Draw + More

- First Goalscorer + 1X2 + Over/Under X goals. You have to predict the exact combination of these 3 markets - First Goalscorer (if in regular time of the match, player "X", will be the first scorer of the match), 1x2 (predict the final result of the match), Over/Under (if the total number of goals scored during regular time of the match, will be more or less than the indicated line). There are 6 possible outcomes for this market:First Goalscorer + 1 + Under First Goalscorer + 1 + Over First Goalscorer + 2 + Under First Goalscorer + 2 + Over First Goalscorer + Draw + Under First Goalscorer + Draw + Over

Anytime goalscorer 15 minutes: You must predict that a player will score in the first 15 minutes of the match.

Anytime Goalscorer + Half/End: You have to predict that a player will score at any point in the match plus the half/full-time market, regular time only.

Anytime Goalscorer + 1X2 + Both Teams to Score: You have to predict that a player will score at any point in the match, as well as predict the final result of the match and whether or not both teams will score, only in regular time.

- Goalscorer at any time + 1X2 + Both teams to score + Total: You have to predict if the player will score at some point in the match, plus the final result of the match, plus if both teams will score at least one goal in the match plus if the total number of goals during the match will be Over or Under combined, in regular time only.

- First goalscorer + 1X2 + Both teams to score: You have to predict that a player will score the first goal of the match plus predict the final result of the match plus whether both teams will score or not, only regular time.

- First goalscorer + 1X2 + Both teams to score + Total: You have to predict if the player will score the first goal of the match plus the final result of the match, plus if both teams will score at least one goal in the match plus if the total number of goals during the match will be Over or Under combined, in regular time only.

- First Goalscorer + Halftime/Full Time: You have to predict if the player will score the first goal of the match plus the Rest/Full Time market, regular time only.

- First goalscorer of the home team: you must predict if the player will score the first goal of the match for the home team, only in regular time.

- First goalscorer of the away team: you must predict if the player will score the first goal of the match for the away team, only in regular time.

Last goalscorer and 1x2: you must predict if the player will score the last goal of the match and also predict the final result of the match, only in regular time.

Last goalscorer and both teams to score: You have to predict if the player will score the last goal of the match and also predict if both teams will score at least one goal in the match, only in regular time.

Last goalscorer and double chance: you must predict if a player will score the last goal of the match plus the final result, double chance, only in regular time.

Last goalscorer and correct score: You must predict whether a player will score the last goal of the match plus the correct score of the match, only in regular time.

Last home team's goalscorer: You must predict whether the player will score the last goal of the match for the home team, in regular time only.

Last goalscorer of the away team: You must predict whether the player will score the last goal of the match for the away team, only in regular time.

Last goalscorer + Both teams to score: You must predict whether the player will score the last goal of the match and whether both teams will score at least one goal in the match, only in regular time.

- To score and receive a card: you must predict whether the player will score at least one goal and receive at least one card in the same match. Extra time is also included.

- To score and give an assist: You must predict whether the player will score at least one goal and give at least one assist in the same match. Extra time is also included.

- To score OR receive a card: You must predict whether the player will score at least one goal or receive at least one card in the same match. Extra time is also included.

- Player to score an own goal: You must predict whether the player will score an own goal in the match, in regular time only.

- Player to score in both halves: You must predict whether the player will score at least one goal in both halves of the match, in regular time only.

- Vertical Sticks/Crossbar Player: You must predict whether the player will hit the post or crossbar during regular time in the match. If the ball hits the post/crossbar and ends up in the goal, it does not count as a post/crossbar.

- Player sent off: You must predict whether the player will be sent off during the match, including extra time.

- Player's shots + 1X2: The result of the match must be predicted plus if the player's number of shots is above or below the indicated line including overtime.

- Player's shots on goal at least + 1X2: The result of the match should be predicted more if the player's number of shots on goal is above or below the indicated line, including overtime.

- Player who will score more than 2 goals and correct score: You have to predict if the player will score at least 2 goals in the match and also predict the correct result of the match combined, regular time only.

- Player to score 2+ goals & 1X2: You have to predict if the player will score at least 2 goals in the match in addition to predicting the final result of the match combined, Regular Time only.

- Any Goalscorer 1st Half + 1X2 1st Half: You have to predict if a player will score during the first half of the match in addition to predicting the final result of the first half combined.

- Shots on target by the player and his substitute (incl. woodwork): You have to predict whether the total sum of shots on target of the player and his direct substitute at the end of the match, including any extra time, will be higher than the line indicated. Shots that hit the post and the woodwork are also considered shots on target for the purposes of this bet. The bet will be won if at least one of the following applies:

  • The player has more shots on target than the indicated line and is not substituted
  • The player is substituted and the sum of shots on target taken by the player and his substitute is higher than the indicated line
  • Both the player and his direct substitute have more shots on target than the indicated line
  • The player enters the game from the substitutes' bench, takes more shots on goal than the indicated line and is not substituted
  • The player enters the match from the substitutes' bench, is substituted and the sum of shots on target of the player and his substitute is greater than the line. If the player does not take part in the match, bets will be void.

- Shots by the player and his substitute: It is necessary to predict whether the total sum of shots of the player and his direct substitute at the end of the match, including any overtime, will be higher than the indicated line. The bet is won if at least one of the following applies:

  • The player takes more shots than the indicated line and is not substituted
  • The player is substituted and the sum of shots taken by the player and his substitute is greater than the indicated line
  • Both the player and his direct substitute take more shots than the indicated line
  • The player enters the game from the substitutes' bench, takes more shots than the indicated line and is not substituted

The player enters the game from the substitutes' bench, is substituted and the sum of shots by the player and his substitute is greater than the indicated line. If the player does not participate in the game, bets are void.

- Goalkeeper plus/minus saves: You have to predict whether the number of saves made by the specific goalkeeper mentioned will be over or under the indicated margin. Extension is also included.

At any time Goalscorer OR substitute to score O vertical posts/crossbar: It is necessary to predict whether during the regulation time of the match, player X, or the player who replaces him from the bench, will score at least one goal or hit the vertical post/crossbar. . The 'YES' result will be winning if one of the following situations occurs: (1) player X will score at least one goal or player X will hit the upright post/crossbar (2) player X will score at least one goal and hit at least one upright post/crossbar (3) player X will not score and will not hit the upright post/crossbar,  but the substitute replacing him from the bench shall score at least one goal (4) player X shall not score and shall not hit the upright post/crossbar, but the player replacing him from the bench shall hit at least one upright post/crossbar (5) player X shall not score and shall not hit the upright post/crossbar,  but the substitute who replaces him from the bench will score at least one goal and hit at least one vertical post/crossbar (6) player X and the player replacing him from the bench will score at least one goal (7) player X and the player replacing him from the bench will hit at least one vertical post/crossbar. The 'NO' result will be the winner if one of the following situations occurs: (1) player X or substitute replacing him from the bench will not score and will not hit the upright post/crossbar (2) player X will not score, will not hit the upright post/crossbar and will not be substituted (3) player X will enter the game from the bench,  he will not score and will not hit the vertical post/crossbar and will not be substituted. If player X does not take part in the match, bets will be void. If player X participates in the match at any time, all bets will stand.

Other Markets

- Half-time/Full-time exact score: The exact score for both half-time and full-time of the event must be predicted.

- Example: Halftime score 0-0, Full-time score 2-0. The winning selection for this example is 0-0/2-0.

- Goal range: The range of goals scored during the event must be predicted. 4 outcomes are possible: 0-1, 2-3,4-6,7+.

- Home wins to nil: You have to predict if the Home team will win or not having conceded a goal to their opponent, 2 outcomes are possible: If (The home team wins without any goal conceded to their opponent) or No (Any other result).

- Away wins to nil: You have to predict whether the Away will win having conceded a goal or not to their opponent. 2 outcomes are possible: Yes (The home team wins without any goals conceded to their opponent) or No (Any other result).

- Highest scoring half: It must be predicted which of the two halves of the event will have the highest number of goals scored.

- Both halves over 1.5: It must be predicted that more than 1.5 goals are scored in each half, this means that more than 1.5 goals are scored in the first half and more than 1.5 in the second half.

- Both halves under 1.5: It must be predicted that less than 1.5 goals are scored in each half, this means that less than 1.5 goals are scored in the first half and less than 1.5 in the second half.

- Home wins both halves: It must be predicted that the home team will win both the first and second halves of the event.

- Away team wins both halves: It must be predicted that the away team will win both the first and second halves of the event.

- Home wins any half: It must be predicted that the home team wins any of the halves, whether it is the first or the second half.

- Away team wins any half: It must be predicted that the Away team wins any of the halves, whether it is the first or the second half.

- Home Half with the highest score: You must predict which of the two halves of the event will have the most goals scored by the Home team.

- Away Half with the highest score: It must be predicted which of the two halves of the event will have the most goals scored by the Away team.

- Home to score in both halves: You have to predict if the home team will score at least one goal in both the first and second half.

- Away to score in both halves: You have to predict whether the away team will score at least one goal in both the first and second half.

- Own goal: You have to predict if an own goal will be scored during the event.

- Penalty in the event: You have to predict whether or not a penalty will take place by either the Home team or the Away team. The penalty must be taken to be taken into account. Any penalty awarded and overturned by VAR will not be taken into account. The penalty round is not taken into account.

- Score a penalty: You have to predict whether a penalty awarded in the event will be scored by the Away team or by the Home team.

- Missed a penalty: You have to predict whether a penalty awarded in the event will be missed by the Away team or by the Home team.

- Comeback: You have to predict whether the Home or Away team will win the match after having been behind on the scoreboard.

- Home Comeback: You have to predict if the Home team will win the event after being behind on the scoreboard.

- Away team comes back: You have to predict if the Away team will win the event after being behind on the scoreboard.

- VAR Review S/N: It must be predicted whether or not there will be a decision by the VAR (with play reviewed on the monitor) in a selected event during regulation time only. The extension will not be taken into account. The settlement of bets placed on VAR markets will be validated on the official website of the federation.

- Multi-marker 1,2,3,4,5: You have to predict if the chosen selection will contain the correct marker of the event. There are 5 possible markets to choose from. Example: You can choose 0-0 / 1-1 / 0-1 / 1-0. If the event ends with any of the selected outcomes, the bet will be a winner.

- 1X2 ball possession: It must be predicted which of the selected teams will have the most possession of the ball according to the specified margin. Only regulation time is considered.

- Total goals of Matchday X: The total number of goals scored during Matchday X of the selected championship must be predicted. In case a single match is postponed to the event, two goals are added

- Total goals day X: You have to predict the total number of goals scored on Matchday X of the aforementioned Championship. Two goals are awarded in the case of a single postponed match on a specific day; In the event that 2 or more matches are postponed, all bets will be void.

Example: Total goals of Matchday 36 Italy - Serie B: e.g.: Total goals Matchday 36 Italy - Serie B = WIN over 15 It is a winner if the sum of the goals scored in all Serie B matches is 16+.

- Shots on goal: You will have to predict if the total number of shots on goal taken by both teams in regular time (90 Min.) is less (less) or higher (more) than the indicated line.

- Match Shots: You will have to predict if the total number of total shots made by both teams in regular time (90 Min.) is less (less) or higher (more) than the indicated line.

- Ball possession competitor 1: You will have to predict whether in the game, competitor 1 will register a percentage of ball possession lower (Less) or greater (Over) than the specified margin during regular time and overtime, inclusive.

- Ball Possession Competitor 2: You will have to predict whether in the game, competitor 2 will record a percentage of ball possession lower (Less) or greater (Over) than the specified margin during regular time and overtime, inclusive.

- Matchday X - total home teams: You have to predict, for the given day, how many goals the home teams will score in total.

- Matchday X - total of away teams: You have to predict, for the given day, how many goals the visiting teams will score in total.

- Matchday X - most goals home or away teams: You must predict, for the given matchday, whether the home team or the away team will score the most goals in total.

- Matchday X - total home team wins: You have to predict, for the given day, how many wins will be recorded in total of the home teams.

- Matchday X - total draws: You have to predict, for the given day, how many matches will end in a draw.

- Matchday X - total wins of the away team: You have to predict, for the given matchday, how many victories will be recorded in total of the visiting teams.

- Correct score XL (50 results): predict the exact result of a match at the end of the 90 minutes of regular time.

- Margin of victory (4 outcomes): in this type of bet you predict which team will win and by how much margin they will win.

- Margin of victory (10 outcomes): in this type of bet you predict which team will win and by how much margin they will win.

- Total Multiple Goals (3-Way): You need to predict whether the number of goals scored during the match will be Over, Under or Exact based on the different ranges offered.

- Minute of the last goal (intervals): You have to predict the interval in which the last goal of the match will be scored. There are 7 possible outcomes: (0–15, 16–30, 31–Halftime, 46–60, 61–75, 76–Final, No goal)

- Half of the first goal: You have to predict in what time the first goal of the match will be scored. There are 3 possible outcomes: first half, second half, none.

- Goal after the 90th minute: You have to predict if there will be at least one goal in stoppage time in the second half of the match.

- Substitute to score (regular time): You have to predict if a player who comes off the bench as a substitute will score a goal during the match, during the regulation time of a match.

- Substitution 1st half: You will have to predict if there will be a substitution during the first half of the match. Substitutions that occur during the half-time interval do not count as substitutions in the first half.

- Expelled coach: You will have to predict whether a coach will receive a red card during the match, including extra time and penalty kicks.

- Scoring from outside the penalty area: You have to predict if a goal will be scored from outside the penalty area, during the regulation time of a match.


- Penalty saved (from the goalkeeper): You have to predict that one of the goalkeepers will save a penalty during the regulation time of the match. There are 2 possible outcomes: Yes (Goalkeeper will save a penalty) - No (No penalty will be taken; A penalty is taken and a goal is scored; The penalty is missed, but it is not saved by the goalkeeper).

- Vertical sticks/crossbar: You have to predict if one of the vertical sticks or the crossbar will be hit during the regulation time of the match. If the ball hits the vertical posts or crossbar and ends up in the goal, it does not count as a vertical stick/crossbar.

- Odd/even fouls: You have to predict if at the end of the game the total number of fouls will be odd or even. Odd/even offside: You have to predict whether at the end of the match the total number of "offsides" will be odd or even.

- Total odd/even shots: You have to predict if at the end of the game the total number of shots will be odd or even.

- Total odd/even shots on goal: You have to predict if at the end of the match the total number of shots on goal will be an odd or even number.

- Home Team - Coach Sent Off: You will have to predict whether the coach of the home team will see the red card during the match, including extra time and penalty kicks.

- Away team - Coach sent off: You will have to predict whether the away team's coach will see the red card during the match, including extra time and penalty kicks.

- Penalty and Sending Off: You will have to predict the right combination of penalties awarded and red cards during the match. There are 4 possible outcomes:

Yes/Yes: at least one penalty is awarded and there will be at least one red card.

Yes/No: at least one penalty is awarded and there will be no red cards.

No/Yes: it is not sanctioned and there will be at least one red card.

No/No: no penalty is given and there will be no red cards.

- Direct Corner Goal: You will have to predict whether a goal will be scored directly from a corner during regular time.

- Penalty until the 5th minute: You will have to predict if a penalty will be awarded in the first 5 minutes of regulation time (from 0 to 4:59).

- 2 players sent off: You have to predict if there will be at least 2 players sent off in regular time of the match.

- Player with card OR his substitute: It must be predicted in the regulation time of the match, player "X" or whoever will take his place from the bench will see at least one card (IF result), or NO (NO result). For the purposes of the bet, only player "X" and his direct substitute from the bench are considered.

- 1X2 Total Shots : The team that will take the most shots in the match, including overtime, must be predicted. There are 3 possible outcomes: 1 (home team takes the most shots), X (teams take the same number of shots), 2 (away team takes most shots).

- 1X2 Total shots on target : The team that will take the most shots on target in the match, including overtime, must be predicted. There are 3 possible outcomes: 1 (home team takes the most shots on goal), X (teams will take the same number of shots on goal), 2 (away team takes the most shots on goal).

- 1X2 offside : You have to predict which team will have the most offsides in the match, including extra time. There are 3 possible outcomes: 1 (home team makes the most offsides), X (teams will make the same amount of offsides), 2 (away teams make the most offsides).

- 1X2 Fouls : You have to predict which team will commit the most fouls, including overtime. There are 3 possible outcomes: 1 (home team commits the most fouls), X (teams will commit the same number of fouls), 2 (away team commits the most fouls).

- Total offside : You have to predict whether the total number of offsides in the match will be above or below the indicated line including extra time.

- Total Fouls : You have to predict whether the total number of fouls in the match will be over or under the indicated line, including overtime.

- Total shots on target Home team: You have to predict whether the total number of shots on target of the home team in the match will be more or less than the indicated line including overtime.

- Total Shots on Target Away Team: You have to predict whether the total number of shots on target of the away team in the match will be more or less than the indicated line, including overtime.

- Total home team shots: You have to predict whether the total number of home team shots in the match will be more or less than the indicated line, including overtime.

- Total away team shots: You have to predict whether the total number of away team shots in the match will be more or less than the indicated line, including overtime.

- Over/Under Home Team Saves: You have to predict whether the total saves made by goalkeepers and/or any other players during the match by the home team will be above or below the predicted line. Extension is also included.

- Over/Under Away Team Saves: You have to predict whether the total saves made by goalkeepers and/or any other player during the match by the away team will be above or below the predicted line. Extension is also included.

- Over/Under Saves: You have to predict whether the total saves of goalkeepers and/or any other players during the match for both teams will be above or below the predicted line. Extension is also included.

- Coach of the home team cautioned: You have to predict whether the coach of the home team will receive a yellow card during the match, including extra time and penalties. A straight red card is not valid for this market.

- Coach of the away team cautioned: You have to predict whether the coach of the away team will receive a yellow card during the match, including extra time and penalties. A straight red card is not valid for this market

-Which team will receive the first yellow card?: You must predict whether the home or away team will receive the first yellow card, including extra time.

Which team will finish with more shots?: You must predict whether the home or away team will finish with more shots, including extra time.

Penalty shootout sudden death yes/no: You must predict whether the shootout will go to sudden death or not. There are two options: 1) Yes: means one team will score and the other will miss immediately after. 2) No: means one team will win outright during the first five penalty kicks or the shootout will end in a draw before sudden death rules are applied.

Penalty shootout last team to take a penalty: You must predict whether the home or away team will take the last penalty kick.

Result of the last penalty: You must predict the result of the last penalty kick taken in a penalty shootout.

Penalty shootout - margin of victory: You must predict the number of goals by which one team will win the shootout. If the shootout is tied before sudden death, it is considered a draw.

Home team/away team - Penalty in the match: You must predict whether a penalty will be awarded to the Home Team or the Away Team during a match.

Both teams will receive X+ cards: You must predict whether both teams will receive equal to or more than X number of cards during the match.

Both teams will score X+ goals: You must predict whether both teams will score equal to or more than X goals during the match.

Both teams will score X+ corners: You must predict whether both teams will score the same number of corners or more than X during the match.

1st half - Both teams will score X+ corners: You must predict whether both teams will score equal to or more than X number of corners during the first half.

1st half - Both teams will score X+ goals: You must predict whether both teams will score equal to or more than X goals during the first half.

1st half - Both teams will score X+ cards: You must predict whether both teams will receive equal to or more than X number of cards during the first half.

Total saves by goalkeeper X: You must predict the total number of saves made by goalkeeper X during a match.

 Fast Markets/ Interval Markets:

➔ Markets will be settled based on the Goal time announced on TV. If this is not available, it will be considered the clock of the match.

➔ Goal markets are settled based on the time the ball crosses the goal line, and not from the time the ball is kicked.

➔ The Corner Kick Interval market will be settled based on the time the ball was kicked and not when it was awarded to the team.

➔ The Card Interval market will be settled based on the time the card was shown to the player and not on the time the infringement was committed.

➔ Offside markets will be settled based on the time in which the referee gives the official decision.

This rule will apply in turn, in case of the use of VAR:

➔ Penalty markets will be settled based on the time the referee announces the official decision.

This rule will apply in turn, in case of the use of VAR.

➔ Penalties awarded, but not taken will not be taken into account. These types of markets can be offered in minute intervals such as 1, 5, 10, 15, etc.; according to the situation of the match. Within this offer, you can find goal markets, corner kicks, cards with the 1x2 formula, over/under, handicap.

1-minute range:

Example: It goes from the second 00:00 to the second 00:59 and so on.

5-minute range:
Example: Goes from the second 00:00 to the second 04:59 and so on.


10-minute range:
Example: Goes from the second 00:00 to the second 09:59 and so on.


15-minute range:
Example: Goes from the second 00:00 to the second 14:59 and so on.

 

- Rule 1: In case the selected interval contains the option NO or NONE. So, if the bet was registered before the match, it means that there will be no goals, free kicks, cards, etc.; according to the selected market. If the bet is generated live, it means that from that moment on there will be no goals, free kicks, cards, etc.; according to the selected market.

- Rule 2: In case the selected interval contains the option minute 45 (end of the first half) or minute 90 (end of the second half or regulation time) the extra time will be taken into account.

1 minute markets (min. A to min. B): 

➔1 minute - Total goals from min. A to min. B


➔1 minute - Total corner kicks from min. A to min. B


➔1 minute - total cards from min. A to min. B


➔1 minute - Total offsides from min. A to min. B


➔1 minute - Total penalties from min. A to min. B


Markets of 5, 10, 15 minutes (min. A to min. B):


➔1x2 from min. A to min. B


➔X goal from min. A to min. B


➔Total goals from min. A to min. B


➔1x2 corner kicks from min. A to min. B


➔X corner kick from min. A to min. B


➔ Handicap of Corner Kicks from min. A to min. B


➔Total corners from min. A to min. B


➔Total corner kicks of competitor 1 from min. A to min. B


➔Total corner kicks by competitor 2 from min. A to min. B


➔Odd/Even Corner kicks from min. A to min. B

 

- 10 minutes - 1x2: The result of the first ten (10) minutes must be predicted. The events must occur between 0:00 and 09:59 to be considered part of the first 10 minutes. Official reports from the leagues organizing the events and reports from the official suppliers will be used for the correct result.

- When a goal will be scored (15-minute interval): You have to predict if there will be a goal within the selected time interval – there are 7 possible outcomes:

1-15

16-30

31-45

46-60

61-75

76-90

none

-When a goal will be scored (10-minute interval): You have to predict if there will be a goal within the selected time interval – there are 10 possible outcomes:

1-10

11-20

21-30

31-40

41-50

51-60

61-70

71-80

81-90

None

39- Football - Outrights

- Winner: The winning team of the tournament must be predicted according to the official statistics of the competition.

Top2, Top4, Top6, Top8, Top10: You have to predict if the selected team will finish in the respective selected position at the end of the competition.

- Highest position in the league: It must be predicted which of the selected teams will reach the highest position at the end of the tournament or the selected season, considering the actual points. If the teams finish the competition with the same number of points, the official ranking published by the Football League of the respective country will be considered to determine the winner.

- Last position: You must predict if the right team or player will finish in the last position of the competition.

- Best Promoted Team: You must predict which newly promoted team will finish in the highest position in the selected tournament. In the event of a tie, bets will be settled on the official league standings at the end of the scheduled season finale. The season-ending playoffs will be taken into account.

- Will finish in the Top-middle: You must predict which selected teams will finish in the top of the selected half of the tournament/league (for example, in a 16-team league, predict if it will finish in position 1-8).

- Winner (Sin/Con) – Teams: The winning team of the selected competition must be predicted (which team in the market will finish highest in the selected competition) without taking into consideration the team or teams mentioned.

Example: Premier League 2020/21-Without/With the Big Six, means the team that finished best in the Premier League in the 2020/21 season without considering Arsenal, Chelsea, Liverpool, Manchester City, Manchester Utd and Tottenham.

- Team to score the most goals: You must predict which team will be the team with the most goals scored throughout the tournament. If two or more teams score the same number of goals, the Dead Heat rule will apply.

- Team to score the fewest goals: You must predict which team will be the team with the fewest goals scored throughout the tournament. If two or more teams score the same number of goals, the Dead Heat rule will apply.

- Best team of the tournament: You must predict which team from the confederation will go the furthest during the competition. In case there is a tie between many teams and they are eliminated in the same phase, the Dead Heat rule will be applied.

- Best Scorer: You must predict which player will score the most goals during the tournament. Goals scored in other competitions will not be taken into account. If the selected player participates at least once in the season, this type of market will stand, otherwise bets on this player will be void.

- Relegation: You must predict which team or teams will be relegated from the division.

- Player with the most assists: You must predict which player will get the most assists during the selected tournament. The results will be taken from the official website of the federation.

- Group Winner: You must predict which team will finish with the highest number of points in the group in which it is located.

- Elimination Stage: You must predict in which phase a given team will be eliminated from the competition.

- Team to concede the most goals: You must predict which team will concede the most goals during their participation throughout the competition.

- Team to score the most goals: You must predict which team will score the most goals during their participation throughout the competition.

- Top scorer by team: The option ends as the top scorer of his team. The "No goal scorer" option means that no one will score goals on the given team. In the event of a tie between two or more players, the Dead Heat rule will apply.

- Qualify for Final/Semi-Final/Quarterfinal: You must predict whether the specified team or player will reach the specified round of the chosen competition.

- Winner & Top Scorer: You must predict which team will win the selected tournament along with which will be the player with the most goals scored. The rules for the Winner and the Top Scorer apply for this market and both teams must win for the combined market to be a winner.

- Best Player of the Tournament: You must predict which player will be named best player of the tournament. The results for the determination of the market will be taken from the federation.

- Winner's Group: You must predict which group will be the team that will win the selected tournament.

- Classification Group: It must be predicted if the selected team, which comes from the aforementioned group will qualify (yes) or not (not).

- Elimination in Penalty Kicks: You must predict if the selected team will be eliminated from the competition in a penalty shootout round during the tournament.

- Perfect Prediction - This type of bet consists of choosing two selections which the first will finish in first place and the resulting selection in second position, and also qualify for the next round. To win this market, the first and second chosen selections must be correctly predicted, which must be in the correct order specified.

- Exact group points: You must predict exactly how many points the selected team will get in the group stage.

- Double Advance: This market consists of predicting which two teams selected from a particular group advance to a specific group or stage of the tournament, regardless of their final position in the table. To win this market, both teams must qualify.

40- Statistical settlement.

Unless otherwise stated in the market name, the following statistics are settled as described:

- Blocked:
Shots-A shot on goal blocked by a field player, when other defenders or a goalkeeper are behind the blocker. Includes shots unintentionally blocked by the shooter's partner.

-Free kickA free kick:

Is defined as any free kick taken, excluding penalty kicks and including offsides.

-Throw-in: 

Method of resuming play when the ball has gone out of the touchlines of the field of play.

-A throw-in is defined as any throw made.

- Goal kicks_

Method of resumption of play, when the ball goes out behind the goal lines of the field of play by the offensive team. -A goal kick is defined as any goal kick taken.

- Save:

A goalkeeper who prevents the ball from entering the goal with any part of his body in the event of an intentional attempt by an opposing player. -A save is defined as any save by the goalkeeper, unless otherwise specified in the market.

- Substitution:

Changing a player from the bench who enters the field of play during a match for a player who was already on the field playing. Out of band

When the ball has left the field of play in a goal kick, corner or throw-in. Offside

A fact attributed to the player who is considered to be in an offside position when a free kick is awarded.

Tennis

- General rules:

Tennis matches will remain open and your bets valid until a winner is declared by officials or the body organizing the event. In such cases, the 48-hour rule is not valid. However, in the event of a player withdrawal, all markets that have been decided in the game will be settled respectively and all others will be void. To clarify, if a player retires before the last point is completed, the match winner market will be cancelled, but all markets related to specific sets or games that have been decided during the match will be settled respectively.

- Tie Break: It is a game that occurs when two competitors reach the score 6-6 in any set and consists of one of the two players reaching 7 (10, rule under review currently applied), points with a difference of 2 points with their opponent, it is worth mentioning that for the over/under market,  The tie break counts as only one game, regardless of the length of the game.

- Super Tie Break: It has a similar description to the Tie break, with the difference that one of the two players reaches 10 points with a difference of 2 points with their opponent, it is worth mentioning that for the over/under market, the tie break counts as only one game, regardless of the length of it. A tie break or super tie break is considered valid if the decision to say tie break is made before the start of the tie.

- How tie breaks are managed in major tournaments

If the score reaches six games in the final set (2-2 or 1-1 in sets and 6-6 in games), the winner of the match will be the first player to win 10 points with a lead of two or more points (10-8, 10-7, 10-6, 11-9, 15-13, etc.). The above rule applies to all Grand Slams (Australian Open, French Open, US Open, Wimbledon) in the qualification events, men's singles and doubles, women's singles and doubles, wheelchair and junior singles.

- Main Markets

Some of the markets listed below may appear in E-Tennis (same rules apply):

- Winner (1,2): It consists of predicting the winner of the match regardless of the difference in points.

- Game handicap (margin): The winner of the match must be predicted by adding or subtracting the indicated margin to the final result of the match.

- Set Handicap: The result of the match must be predicted in terms of sets by adding or subtracting the indicated margin to the final result of the match.

- Correct Score: The exact result of the match must be predicted in terms of sets won by each player. If one of the players withdraws, this market will be considered invalid.

- Total Games (Over/Under): You must predict if the total number of games in the match is more or less than the total margin offered.

- Odd/Odd games: You must predict if the total games during the match is an odd or even number.

-Total Games (Over/Under) Player 1: You have to predict whether Player 1's total games will be less or more than the indicated margin. A tie break is considered as 1 game. The number of completed games will be indicated in the settlement as the second number within the brackets. If a player folds, bets with an undecided margin in the game will be cancelled.

- Total Games (Over/Under) Player 2: You have to predict whether Player 2's total games will be less or more than the indicated margin. A tie break is considered as 1 game. The number of completed games will be indicated in the settlement as the second number within the brackets. If a player folds, bets with an undecided margin in the game will be cancelled.

- Winner & Total: This consists of predicting the winner of the match and whether the total number of games is more or less than the margin offered.

- Tiebreak (yes/no): You have to predict whether or not there will be a tie break in the match.

- Deuce in the match (Yes/No): "Deuce in the match" means that, at some point, the result of a game will reach a score of 40-40.

-Will the game go to Deuce? (Set "N", Game "X") (Yes/No): You must predict whether the score of Game "X" in Set "N" will reach 40-40.

-Next Game Total Points (Set "N", Game "X") (Over/Under): You must predict whether the total number of points in the next Game "X" of Set "N" will be over or under the indicated margin.

-Point Winner (Set "N", Game "X", Point "Y"): You must predict the winner of Point "Y" in Game "X" of Set "N".

-Correct Game Score (Set "N", Game "X"): You must predict the correct score of Game "X" in the match of Set "N" in terms of sets won by each player.

-Game Winner (Set "N", Game "X"): You must predict the winner of Game "X" in Set "N".

-Set "N" Games Handicap: You must predict the winner of Set "N" by adding or subtracting the indicated margin from the result of that set.

-Current Set "N" Total Even/Odd Games: You must predict whether, at the end of the current Set "N", the total number of games will be an even or odd number.

-Total Even/Odd Games (Set "N"): You must predict whether, at the end of Set "N", the total number of games will be an even or odd number.

-Current Set "N" Total Games Over/Under (Players): You must predict whether the total number of games in the current Set "N" for the mentioned player will be over or under the indicated margin. A tiebreak is considered as a game.

Next Set "N" Total Games Over/Under (Players): You must predict whether the total number of games in the next Set "N" for the mentioned player will be over or under the indicated margin. A tiebreak is considered as a game.

Next Set "N" Total Even/Odd Games: You must predict whether, at the end of the next Set "N", the total number of games will be an even or odd number.

Player X Aces (Over/Under): You must predict how many aces Player X will hit during the match.

Total Aces (Over/Under): You must predict how many aces both competitors combined will hit during the match.

Player X Double Faults (Over/Under): You must predict how many double faults Player X will commit during the match (or/and 1.5).

Total Double Faults (Over/Under): You must predict how many double faults both competitors combined will commit during the match.

Aces and Double Faults (Over/Under): You must predict how many aces and double faults both competitors combined will commit during the match.

Match Duration (minutes) (Over/Under): You must predict how many minutes the match will last.

Total Breaks (Over/Under): You must predict how many breaks both competitors combined will make during the match.

Player X Total Breaks (Over/Under): You have to predict how many breaks Player X will make during the match.

Player X Total Breaks (Over/Under): You must predict how many breaks Player X will make during the match.

Most Service Breaks (2-way): You must predict which competitor will make more service breaks (half of the stake will be void in case of a tie).

Most Service Breaks (3-way): You must predict which competitor will make more service breaks.

Total Aces Milestones: You must predict the number of aces served during a match, with specific milestones set by the sportsbook.

Player X - Aces Milestones: You must predict the number of aces that a specific player will serve during a match, with specific milestones set by the sportsbook.

Total Double Faults Milestones: You must predict the number of double faults that a player will commit during a match.

Player X - Double Faults Milestones: You must predict the number of double faults that Player X will commit during a match, with specific milestones set by the sportsbook.

Total Aces and Double Faults Milestones: You must predict the total number of double faults that will be committed during a match, with specific milestones set by the sportsbook.

Player X - Total Aces and Double Faults Milestones: You must predict the number of double faults that Player X will commit during a match, with specific milestones set by the sportsbook.

Aces Matchbet: You must predict which player will get more aces in a specific match.

Aces Handicap: You must predict which player will get more aces by giving one player a handicap.

Double Faults Matchbet: You must predict which player will commit more double faults in a specific match.

Double Faults Handicap: You must predict which player will commit more double faults by giving one player a handicap.

 

 

- Markets by Set:

- Winner of the 1st Set: The winner of the first set must be predicted. The bet is cancelled if the first set is not completed.

- Winner of the 2nd Set: The winner of the second set must be predicted. The bet is cancelled if the second set is not completed.

- Winner of Set X: The winner of set number X must be predicted. The bet is cancelled if X set is not completed.

- Double result (First set/match): The winner of the first set and the winner of the match must be predicted in a single betting market.

- Player 1 wins exactly 1 set: You have to predict if player 1 wins a single set during the match.

- Player 2 wins exactly 1 set: You have to predict if player 2 wins a single set during the match.

- Exact Sets: The exact number of sets in the match must be predicted.

- Total sets: You must predict if the total sets of the match is higher or lower than the total margin offered.

- Any set to zero: You have to predict if at least any of the sets will end with a result of 6/0 or 0/6 as an exact result.

- Handicap of games of Set X: The winner of Set X must be predicted by adding or subtracting the indicated margin to the final result of the match. The bet is cancelled if the set is not completed.

- Total games in Set X: You have to predict if the total number of games completed during Set X is higher or lower than the margin offered.

- Correct result of Set X: The exact result of Set X must be predicted. If the mentioned set is not completed, bets are void.

- Player 1 wins one (1) set: You must predict whether or not player 1 wins at least one set during the match. There are two possible outcomes: YES and NO.

- Player 2 wins one (1) set: You must predict whether or not player 2 wins at least one set during the match. There are two possible outcomes: YES and NO.

- Set X Odd/Even: You must predict whether the total number of games completed during Set X is an odd or even number.

- There will be a tiebreak in Set X: You must predict if there will be a tiebreak during Set X.

- Set "N" - First to Win X Games: You must predict which player will get X games won earlier in a specific set.

- Who will win Games (X and Y) of set N: The market consists of predicting which player will win games X and Y in set N, Example: 1 (games 6 and 7) second set (bet on player 1) - X (games 6 and 7) second set (bet on the tie) - 2 (games 6 and 7) second set (bet on player 2).

- Who will win the X point in game Y in set N? (Includes live betting): Predicts the player who will win the X point in game Y in the N set. Example: The Wawrinka player wins the first point of game 10 in the third set of the match.

- Who will win game X in the set (1, 2, 3, 4,5)? (Includes Live Betting): Predicts the player who will win game X of the set specified in the bet. Example: 1 (game 10) second set - 2 (game 10) second set.

- Exact number of points in game X (First set) (Includes live betting): The exact number of points completed in the chosen game of the first set must be predicted in the bet.

- Deuce in the game (Yes/No): "Deuce in the match" means that, at some point, the result of the current game will reach a score of 40-40.

- Result of game X (Set N) player 1 or 2 (0-15-30-40): It consists of predicting the winner of a game, and how many points the opposing player will get (0-15-30-40), which means that if you bet on: player 1 to 30, it means that the game will be won by player 1 and player 2 will get 30 points.

- Set "N" game X - Odd/Even points: It consists of predicting whether the number of points played in a game of a set, will be even or odd

- Set "N" game X - correct score or break: It consists of predicting the winner of a game, and how many points the opposing player will get (0-15-30-40), or if there will be a break during the service of the aforementioned game.

- Set "N" game Y - First to score x points: You must predict which player will get X points earned before in a specific game.

- Set "N" game Y – Winner first x points: You must predict which player will score X points won before in a specific game.

- Both players will win a set: Predict if both players will have a one-set victory during the match.

- Set "X" - correct score after 4 games: You have to predict the exact correct result of set "X" after 4 games. If the mentioned games are not completed, all undecided bets will be considered void.

- Set "X" - correct score after 6 games: You will need to predict the correct exact result of set "X" after 6 games. If the mentioned games are not completed, all undecided bets will be considered void.

- Set "N"- Xº break: It consists of predicting which player will make the X-th break during Set "N". Mini-breaks within tiebreaks and match-tiebreaks are not considered. There are three possible outcomes: player1, none, player2

- Set "N" game X - break point: This consists of predicting whether there will be a break point during set "N" of game X.

- Tennis – Outrights:

- Winner: The winner of the designated tournament must be predicted according to the ranking of the competition.

- Elimination Stage: Predict in which round the selected player will be eliminated.

- Will reach the final: Predict if the selected player will reach the final of the tournament in question.

- Name of the Finalists: You must predict who will be the two players to reach the final of the tournament in question.

- Fourth Winner: You must predict if the winner of the tournament will come from the 1st/2nd/3rd/4th quarter.

- Winning half: You have to predict if the winner of the tournament will come from the bottom half or the top half.

- Winner 1/2/3/4/quarter: The winner of the quarter (1st/2nd/3rd/4th) must be predicted.

- Who will go further: You must predict which of the two players listed will go further in the tournament than the other.

42- BASKETBALL

Main Markets:

Some of the markets listed below may appear in E-Basketball (same rules apply):

- Winner (incl. Overtime): The winner of the event must be predicted regardless of the point margin. This market always includes Overtime.

- Total (Over/Under) (incl. Overtime): You must predict whether the total number of points scored during the event will be over or under the indicated margin. For example: More than 215.5 - Less than 215.5. This market will include Extra Time.

- Handicap (Margin) (incl. Overtime): The winner of the event must be predicted by adding or subtracting the amount of points specified in the margin to the outcome of the event.

- Total points per team (Home - Away) (incl. OT): The total points scored by one of the two teams must be predicted by choosing either the Home or the Away. This market will include Extra Time.

- Odd/Even (First half or Second half) (incl. Overtime): You have to predict whether the result for the First Half or the Second Half will be an Odd or Even number. This market will include Extra Time.

- 1X2 Winner: You must predict whether the victory will be for the Home team or the Away team, giving the option to choose the draw.

- Halftime/Full Time: You must predict which team will win in the first half and at the end of the event.

- Point range: You must predict if the points during the event will be included in the margin of selected points, so that, if the selected range is (151-160) the total points cannot be outside this range.

- Winner + Total: You must predict the outcome of two main markets combined, where you must predict who will win the event along with how many points (Over/Under) will be scored during the event.

- X-Point (incl. Overtime): You have to predict which team will score the X-point during the event including Overtime.

- Race to X points: You must predict which team will reach X points first. For example: Which team will reach 50 points first.

- Margin of Victory: You must predict the difference in points of distance that a team will have against its rival at the end of the event.

- Extension yes/no – there will be extension: You must predict if the event will have an extension.

- Total (more than-exact-less than) – 3 possibilities: Market that allows you to choose 3 different possibilities, which are more than/less than X number of points or exact number of X points.

- Any team maximum consecutive total points (Over/Under): It must be predicted if any team will achieve more or less than the consecutive points that occurred at any time during the event.

- Home/Away maximum consecutive total points (Over/Under): It must be predicted whether the Home or Away team will achieve more or less than the consecutive points that occurred at any time during the event.

- Any team leads by X: You have to predict if any team will lead the event by X points at some point in the event.

- Home/Away leads by X: You have to predict whether the Home or Away team will lead the event by X points at some point in the event.

- Type of scoring X point (incl. Overtime): You must predict what the type of scoring of point X will be during the event. 6 outcomes are possible:

Competitor 1 1 points

Competitor 1 2 points

Competitor 1 3 points

Competitor 2 1 points

Competitor 2 2 points

Competitor 2 3 points

- Which team wins the jump in two?: You have to predict which team will win the jump in two.

- Margin of victory of any team (incl. Overtime): You have to predict if any team will win with the given margins (incl. Overtime).

- X-th timeout: You have to predict which team will ask for the X timeout.

- X free throw scored: You will have to predict whether or not the X free throw will be scored.

- First point / double winner (incl. Overtime): You have to predict which team will score the first point and which team will win the match (incl. Overtime).

- Time of the first point (elapsed seconds): You have to predict whether the first point will be scored after or before the given time frame.

- First basket scoring method: You have to predict the first basket scoring method.

- Result of the first possession: The result of the first possession must be predicted.

- Total Three-Point Shots Made in the Game: Consists of predicting at least how many three-point shots will occur and score during the game, regulation time only unless the market specifies it (Inc OT).

- Total Three-Point Shots Made by Team - Home/Away Team: Consists of predicting at least how many three-point shots the home/away team will record, only regulation time unless the market specifies it (Inc OT.)

- Team with the most three-pointers scored: It consists of predicting which team will have the most three-pointers scored during the game, only in regulation time unless the market specifies it (Inc OT)

- Total Rebounds of the Game: It consists of predicting at least how many rebounds will occur during the game, only in regulation time unless the market specifies it (Inc OT)

- Total Team Rebounds - Home/Away Team: Consists of predicting at least how many rebounds the home/away team will record, regulation time only unless the market specifies it (Inc OT)

- Team with the most bounces: It consists of predicting which team will register the most bounces, only in regulation time unless the market specifies it (Inc OT)

- Total Match Assists: Consists of predicting at least how many assists will occur during the match, only in regulation time unless the market specifies it (Inc OT)

- Total Team Assists - Home/Away Team: Consists of predicting at least how many assists the home/away team will record, regulation time only unless the market specifies it (Inc OT)

- Team with the most assists: It consists of predicting which team will register more attendances, only regulation time unless the market specifies it (Inc OT)

- Total Steals of the Match: It consists of predicting at least how many steals will occur during the match, only in regulation time unless the market specifies it (Inc OT)

- Total Team Steals - Home/Away Team: Consists of predicting at least how many steals the home/away team will record, regulation time only unless the market specifies it (Inc OT)

- Equipment with the most thefts: It consists of predicting which equipment will register the most thefts, only in regulation time unless the market specifies it (Inc OT)

- Total Match Blocks: Consists of predicting at least how many blocks will take place during the match, regulation time only unless the market specifies it (Inc OT)

- Total Team Blocks - Home/Away Team: Consists of predicting at least how many blocks the home/away team will record, only regulation time unless the market specifies it (Inc OT)

- Equipment with the Most Blocks: It consists of predicting which team will register the most blocks, only in regulation time unless the market specifies it (Inc OT)

- Total Game Turns: It consists of predicting at least how many turns will occur during the match, only regulation time unless the market specifies it (Inc OT)

- Total Team Turnovers - Home Team/Away Team: Consists of predicting at least how many turnovers the home/away team will record, regulation time only unless specified by the market (Inc OT)

- Team with the most turnovers: It consists of predicting which team will register the most turnovers, only regulation time unless the market specifies it (Inc OT)

- Total fouls committed in the match: It consists of predicting at least how many fouls will occur during the match, only regulation time unless the market specifies it (Inc OT)

- Total Fouls Committed by Team - Home/Away Team: Consists of predicting at least how many fouls the home/away team will record, only regulation time unless the market specifies it (Inc OT)

- Team with the most fouls committed: It consists of predicting which team will register more fouls, only regulation time unless the market specifies it (Inc OT)

- Total Free Throws Made in the Match: Consists of predicting at least how many three-point shots will take place during the match, only in regulation time unless specified in the market (Inc OT)
 
- Total Free Throws Scored - Home/Away Team: Consists of predicting at least how many free throws the home/away team will score, only in regulation time unless specified by the market (Inc OT)
- Team with the most free throws made: It consists of predicting which team will score the most free throws, only regulation time unless the market specifies it (Inc OT)

- Total two-point shots made in the game: It consists of predicting at least how many two-point shots will occur during the game, only in regulation time unless the market specifies it (Inc OT)

- Total Two-Point Shots Scored - Home/Away Team: Consists of predicting at least how many two-point shots the home/away team will record, regulation time only unless the market specifies it (Inc OT)

- Team with the most two-point shots scored: It consists of predicting which team will record the most two-point shots, only in regulation time unless the market specifies it (Inc OT)

- Total Free Throws Attempted of the Match: Consists of predicting at least how many free throws will be attempted during the match, only regulation time unless the market specifies it (Inc OT)

- Total Free Throws Attempted - Home/Away Team: Consists of predicting at least how many shots the home/away team will attempt, regulation time only unless the market specifies it (Inc OT)

- Team with the most free throws attempted: It consists of predicting which team will attempt the most free throw shots, only regulation time unless the market specifies it (Inc OT)

- Total three-point shots attempted in the game: Consists of predicting at least how many three-point shots will be attempted during the game, only regulation time unless the market specifies it (Inc OT)

 
-Total Free Throws Attempted - Home/Away Team: Consists of predicting at least how many shots the home/away team will attempt, regulation time only unless the market specifies it (Inc OT)

- Team with the most free throws attempted: It consists of predicting which team will attempt the most free throw shots, only regulation time unless the market specifies it (Inc OT)

- Total three-point shots attempted in the game: Consists of predicting at least how many three-point shots will be attempted during the game, only regulation time unless the market specifies it (Inc OT)

- Total Game of Three Point Shots Attempted - Home/Away Team: Consists of predicting at least how many three-point shots the home/away team will attempt, regulation time only unless the market specifies it (Inc OT)

- Team with the most three-point shots attempted: It consists of predicting which team will attempt the most three-point shots, only in regulation time unless the market specifies it (Inc OT)

- Total two-point shots attempted in the game: It consists of predicting at least how many two-point shots will be attempted during the game, only regulation time unless the market specifies it (Inc OT)

- Total Two-Point Shots Attempted - Home/Away Team: Consists of predicting at least how many two-point shots the home/away team will attempt, regulation time only unless the market specifies it (Inc OT)

- Team with the most two-point shots attempted: It consists of predicting which team will attempt the most two-point shots, only in regulation time unless the market specifies it (Inc OT)

- Total Offensive Rebounds of the Game: It consists of predicting at least how many total offensive rebounds will occur during the game, only in regulation time unless the market specifies it (Inca OT)

- Total Offensive Rebounds Match - Home/Away Team: Consists of predicting at least how many total offensive rebounds the home/away team will record, regulation time only unless the market specifies it (inc. OT)

- Team with the most offensive rebounds: It consists of predicting which team will register the most offensive rebounds, only regulation time unless the market specifies it (Inc OT)

- Total Defensive Rebounds of the Game: It consists of predicting at least how many total defensive rebounds will occur during the game, only in regulation time unless the market specifies it (Inc OT)

- Total Defensive Rebounds - Home/Away Team: It consists of predicting at least how many total defensive rebounds the home/away team will record, only regulation time unless the market specifies it (Inc OT)

- Team with the most defensive rebounds: It consists of predicting which team will register more defensive rebounds, only regulation time unless the market specifies it (Inc OT)

- Winner (incl. overtime) and that both teams score X points: 1x2 and both teams will score X points: You have to predict the outcome of the match and whether or not both teams will score X points.

- In the Z room both teams will score X points: You have to predict whether or not both teams will score X points during the Z quarter.
 

First Half Markets:

- First Half - No Draw Bet: The winner of the first half must be predicted, in case the half ends in a draw all bets will be void for this market, if the half is not completed this market will be void.

- First Half - Handicap: The winner of the first half must be predicted by adding or subtracting the specified margin to the result of the half, if the half is not completed this market will be cancelled.

- First Half - Total (Over/Under): You have to predict if the total number of points during the first half will be over or under the specified margin, if the half is not completed this market will be cancelled.

- First Half - Home/Away (Over/Under): It is necessary to predict whether the total number of points by the selected team (Home or Away) during the first half will be over or under the specified margin, if the h alf is not completed this market will be cancelled.

- First half - 1x2: You must predict which will be the winning option in the first half.

- First half - odd/even: You have to predict if the total amount of points scored during the first half will be odd or even, if the half is not completed this market will be cancelled.

Second Half Markets:

- 2nd Half - No Draw Bet: You must predict the winner of the second half (not including overtime), if the half ends in a draw, all bets will be void for this market, if the half is not completed, this market will be void.

- Second Half - Handicap: The winner of the second half (Not Including Overtime) must be predicted by adding or subtracting the specified margin from the result of the half, if the half is not completed this market will be cancelled.

- Second half - 1x2: You must predict which will be the winning option in the second half (Does not include Overtime).

- Second half - odd/even: You have to predict if the total amount of points scored during the second half (Not including Overtime) will be odd or even, if the half is not completed this market will be cancelled.


Markets by Quarters:

- 1st-2nd-3rd-4th QUARTER: Quarter markets allow you to bet on the final result in each of the periods of the event.

- Winner of the X Quarter: The winner of the selected quarter must be predicted.

- X Quarter 1x2: You must predict the result of the ́ ́X ́ ́ Quarter, 3 selections are possible: Home Team, Away Team and draw (X).

- X Quarter No Draw Bet: The winner of the "X" quarter must be predicted, in case the "X" quarter ends in a draw all bets will be void for this market, if the "X" quarter is not completed this market will be void.

- X Quarter Handicap: The winner of the 'X' quarter must be predicted by adding or subtracting the specified margin to the half's result, if the quarter is not completed this market will be cancelled.

- X Total Quarter: You have to predict if the total number of points during the "X" quarter will be over or under the specified margin, if the quarter is not completed this market will be cancelled.

- X Home/Away Total Quarter: You have to predict if the total number of points scored by the selected team during the "X" quarter will be over or under the specified margin, if the quarter is not completed this market will be cancelled.

- X Quarter Margin of victory: You must predict the difference in points that a team will have against its rival at the end of the X quarter.

- Highest scoring quarter: You must predict which quarter will have the most points scored at the end of the event.

- X Quarter - Last to Score: You must predict which team will score the last point in the selected quarter.

- Which team will win each quarter: You have to predict which of the two teams will win all the quarters (in case of a tie in any quarter, the bet is lost).

- All quarters or halves must be completed to determine the winner.

Special Markets by Player:

- Points per player (Over/Under): The number of points that the specified player will score must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Assists per player (Over/Under): The number of assists that the specified player will get during the event must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Rebounds per player (Over/Under): The number of bounces that the specified player will get during the event must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- 3-Player Point Field Points (Over/Under): The number of 3-field points that the specified player will score during the event must be predicted. Only valid for regulation time unless the market specifies (Incl. Overtime).

-Steals per player (Over/Under): The number of steals that the player will achieve during the event must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Blocks per player (Over/Under): The number of blocks that the player will achieve during the event must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Points + Rebounds + Assists per Player (Over/Under): The combined result of the points, rebounds and assists that the specified player will achieve must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Rebounds + assists per player (Over/Under): The combined result of rebounds and assists that the specified player will achieve must be predicted, only valid for regulation time unless the market specifies (Incl. Overtime).

- Triple-doublé per player: You have to predict if the specified player will achieve a triple-doublé (10 in 3 main stat categories, such as points, rebounds, assists, steals, blocks), only valid for regulation time unless the market specifies (Incl. Overtime).

- First player to score: You must predict who will be the first player in the event to score the first point (the selected player must start playing the event, otherwise the bet will be cancelled).

- First player to score a 3-point field point: You must predict who will be the first player in the event to score the first 3-point field point (the selected player must start playing the event, otherwise the bet will be cancelled).

- Highest score for the team: You must predict which player will score the most points for your team.

- H2H points per player: You have to predict which of the selected players will score the most points.

- H2H rebounds per player: You must predict which of the selected players will achieve the most rebounds.

- Head-to-head assists per player: You must predict which of the selected players will achieve the most assists.

- Points per player (At least): You must predict how many points at least the selected player will score, only valid for regulation time unless the market specifies (Incl. Overtime).

- Assists per player (At least): You must predict how many assists at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

- Rebounds per player (At least): You must predict how many rebounds at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

- 3-point field points per player (At least): You must predict how many 3-point field points at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

- Draws per player (At least): You must predict how many draws at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

-Blocks per player (At least): You must predict how many blocks at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

- Points + rebounds + assists per player (At least): You must predict how many points, rebounds and assists combined at least the selected player will achieve, only valid for regulation time unless the market s pecifies (Incl. Overtime).

 - Rebounds + assists per player (at least): You must predict how many rebounds and assists combined at least the selected player will achieve, only valid for regulation time unless the market specifies (Incl. Overtime).

- More Points (only listed players - incl. Overtime): You have to predict which of the given players will score the most points (incl. Overtime).

-More Pts+Reb+Ast (only listed players - incl. Overtime): You have to predict which of the given players will score the most points+rebs+assists (incl. Overtime).

- To record a double double: You have to predict whether the given players will register a double double.

-Most bounces: You have to predict which of the given players will register the most bounces.

- Most assists: You have to predict which of the given players will register the most assists.

- First point scorer: You have to predict which of the given players will score the first point of the match.

*If a player does not participate in the match, all bets will be considered void.

 
- Personal Fouls Committed by the Player: Consists of predicting the number of fouls that the specific player will record only in regulation time unless the market specifies (Inc OT)

- Total Player 3-Point Shots Attempted: Consists of predicting at least how many 3-point shots attempted by the specific player, only regulation time unless the market specifies (Inc OT)

- Total 2-Point Shots Attempted by the Player: It consists of predicting at least how many 2-point shots the specific player attempted, regulation time only unless the market specifies (Inc OT)

Total Free Throws Made per Player: It consists of predicting at least how many free throws the specific player will score, regulation time only unless specified by the market (Inc OT).

 - Total Free Throws Attempted per Player: It consists of predicting at least how many free throws the specific player will attempt, only regulation time unless the market specifies it (Inc OT).

- First Period Player - Total Points: This consists of predicting the number of points that the specific player will record during the first period.

- First Period Player - Total Rebounds: It consists of predicting the number of rebounds that the specific player will register during the first period.

- First Period - Total Assists: This consists of predicting the number of assists that the specific player will record during the first period.

-Total Player 2-Point Shots Scored: It consists of predicting at least how many 2pt shots the specific player will record, only regulation time unless the market specifies it (Inc OT).

-Player Turnovers O/U (incl. OT): You must predict whether a specific player will register more or less than a certain number of turnovers during a match.

-First Scorer of the Match: You must predict which player will score the first points in a match.

-First Basket Scorer of the Match and Will It Be from a Free Throw?: You must predict if the first basket will be made as a result of a free throw.

-First Basket of the Match and Will It Be from a 2-Point Field Goal?: You must predict if the first basket will be a 2-point field goal.

-First Basket Scored in the Match and Will It Be from a 3-Point Field Goal?: You must predict if the first basket will be a 3-point field goal.

-First Assist of the Match: You must predict which player will register the first assist in a match.

-First Assist of the Match and Will It Be from a 2-Point Field Goal?: You must predict which player will register the first assist in a match and specify if that assist will lead to a 2-point field goal.

-First Assist of the Match and Will It Be from a 3-Point Field Goal?: You must predict which player will register the first assist in a match and specify if that assist will lead to a 3-point field goal.

-First Rebound of the Match: You must predict which player will grab the first rebound of a match.

-First Rebound of the Match and Will It Be an Offensive Rebound?: You must predict which player will grab the first rebound of the match and specify if it will be an offensive rebound.

-First Rebound of the Match and Will It Be a Defensive Rebound?: You must predict which player will grab the first rebound of the match and specify if it will be a defensive rebound.
 
 Additional markets:

- Both teams will score 80+: You must predict if both teams will score 80+ points in the game (OT included).

-Both teams will score 90+: You must predict if both teams will score 90+ points in the game (OT included).
 
- Both teams will score 100+: You must predict if both teams will score 100+ points in the game (OT included).
 
- Both teams to score 110+: You must predict if both teams will score 110+ points in the match (OT included).

- First shot attempt - Home team: You have to predict if the home team's first shot during the match will be successful.

- First shot attempt - Away team: You have to predict if the away team's first shot during the match will be successful.

- First Roll of the Game Made: You have to predict if the first shot during the game will be successful.

- Home team/away team - Total offsides: You have to predict whether the total number of offsides that the home or away team will record in the match will be over or under the indicated line.

- Home team/away team - Total fouls: You have to predict whether the total number of fouls that the home or away team will record in the match will be above or below the indicated line.

Basketball - Outrights

- Winner: The winner of the tournament must be predicted according to the official statistics of the competition.

- H2H Championship (Regular Season): You have to predict which of the two selected teams will score more points during the tournament. Points scored in other competitions will not count towards this market. If both teams score the same number of points, the market is cancelled.

- Over/Under Points (Regular Season): You have to predict if the total number of points scored in the championship round will be over or under the specified margin. In the event that one or more events are cancelled/interrupted and the pending events or parts do not affect bets and markets, the results will remain valid (in this case any repeated events will be irrelevant), in any other case bets will be cancelled.

- Correct score of the Playoff series (4/7 or 3/5): The final result of the series of matches between the 2 selected teams must be predicted. Only those official sites designated for the competition will be counted as a source of results. If the series is not completed, this type of market will be cancelled.

- H2H qualifies: You have to predict which of the two selected teams will pass the qualifying round or the play-off round.

- Finalists: You must predict which will be the two teams that will face each other in the final of the tournament.

- Best Player Scorer: You must predict the player who will score the most points during the specified tournament. Points scored in any other competition will not count towards this type of bet. If the chosen player participates in at least one event, this type of bet will remain valid, otherwise it will be cancelled.

- H2H Scorers: You must predict which of the two selected players will score the most points during the selected tournament. Points scored in other competitions will not be taken into account for this type of market. If both players score the same amount of points, the market will be void.

- Best Player of the Tournament (MVP): You must predict which player will be selected as the Best Player (MVP) of the event, Only those official sites designated to the competition will be counted as a source of results. If the player does not appear on any of the leaderboards for any of the events included in the market, bets on this market for the chosen player will be void.

- Relegation: You must predict which team will descend to the lowest position in the national championship. For information only, any decisions made before or during the playoffs will be taken into account. Decisions made at the end of the playoffs will not be taken into account.

- Conference Winner: The winner of the selected tournament conference must be predicted according to the official classification of the competition

- Winner of the Division: The winner of the Division of the selected tournament must be predicted according to the official classification of the competition.

- Top4, Top6, Top8, Top10: You must predict if the selected team will finish in the respective selected position at the end of the competition.

- Regular Season Wins (Over/Under): You must predict the total number of wins (over/under) for the selected team during the tournament according to the official website of the competition.

- Awards - Most Improved Player (Regular Season): You have to predict which player will receive the Most Improved Player award for the particular season.

- Defensive Player of the Year (Regular Season): You have to predict which player will win the Defensive Player of the Year award in the particular season.

- Awards - Sixth Man of the Year: You have to predict which player will be awarded the award (Sixth Man of the Year) in the particular season.

- Will reach the Playoffs (Yes/No): It must be predicted if the selected team will reach the playoffs (yes) or (not) during the tournament according to the official ranking of the competition.

ICE HOCKEY / FIELD HOCKEY

- The outcome of a bet on an ice hockey/field hockey event is based on regular times only Unless otherwise stated, overtime and penalty shootouts will not affect the outcome of the bet.

Main Markets: 

- Moneyline/Winner (incl. extra time and penalties): The winner of the match must be predicted, including extra time and penalties.

- 1X2: You have to predict whether the winner of the match will be the home team, away team or if the result of regulation time is a draw, bets are accepted only in regular time, excluding extra time and the result of a penalty shootout.

- Handicap (incl. Extra Time and Penalties) (2-Way): The winner of the entire match must be predicted by adding or subtracting the amount of points specified in the margin to the result of the event, including extra time and penalties (Penalty shootouts count as 1 goal).

- Total (including extra time and penalties): You have to predict whether the total number of goals scored during the match will be over or under the margin offered, including extra time and penalties (penalty shootout counts as "1").

- Both teams to score (GG / NG): You have to predict if both teams will score at the end of the match.

- Odd/Even (including extra time and penalties): You have to predict if the result of the match is an odd or even number, if the result of the match is "0:0", bets are counted as "even", including possible extra time and penalties. (penalty shootout results count as '1').

- First goal: You must predict which team will score the first goal of the match.

- Last goal: You have to predict which team will score the last goal of the match.

- Double chance:

1X: If the result is win the home team or a draw

2X: If the result is a win for the away team or a draw

1.2: If the result is the home team wins or the away team wins

- Total (Over/Under): You have to predict if the scores at the end of regulation time will be more or less according to the number chosen in the market.

- Handicap (2-way): The winner of the entire match must be predicted by adding or subtracting the indicated margin to the result of the match.

- No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team, which means that, if the match ends in a draw, the money wagered will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

- Home/Away Team Total: You have to predict whether the total number of goals scored by the home or away team during the match will be over or under the margin offered.

- Winning margin: a betting market that predicts the difference a team will have from its opponent at the end of the match.

- Correct score: The final score of the event must be predicted at the end of regulation time.

- Will there be extra time? You have to predict whether there will be overtime in the match or not.

- Handicap (3-way): The winner of the entire match must be predicted by adding or subtracting the indicated margin to the result of the match.

- Highest scoring period: You have to predict which of the periods will have the highest number of goals.

- In which period will the home team have the highest score?: You must predict which of the periods the home team will have the highest number of goals.

- In which period will the away team have the highest score?: You must predict which of the periods the away team will have the highest number of goals.

- Odd/Even: You have to predict whether the number of goals at the end of the event will represent an odd or even number.

- Over/Under betting, including the 3 options (Over/Under/Draw... goals), are suggested for regular time only in all hockey games, regardless of the championship.

If as a result of the match the total number of goals scored is equal to the total of the bet and only two options are provided (higher or lower, without the option to "draw... goals"), the money wagered will be refunded.

- Who will win the rest of the match - Who will win the rest of the first half (includes live betting) – This is a live market, you bet on who will win the rest of the match (when selecting the market, the event will have a score of 0-0 regardless of the actual score at the time of betting).

- Who will win the rest of the match, including extra time and penalties (includes live betting):

This is a live market, you bet on who will win the rest of the match (when selecting the market, the event will have a score of 0-0 regardless of the actual score at the time of betting). Extra time and penalty shoot-out are included in the bet.

- 1X2 & Total: This betting market combines two main betting markets where you have to predict who will win the match and how many total goals (over/under) will be scored in the match.

- Non-Home Bet: You must predict if the away team wins the match or if the match ends in a draw. If the home team wins the match, the bet will be considered void.

- Away bet: You have to predict if the home team wins the match or if the match ends in a draw. If the away team wins the match, the bet will be considered void.

- Exact goals: You must predict the exact number of goals that will be scored during the entire match.

- Exact home goals: You must predict the exact number of goals that the home team will score during the entire match.

- Exact away goals: You must predict the exact number of goals that the away team will score during the entire match.

- Which team will score: You have to predict which team will score during the match. 4 are the possible outcomes: Team 1 only, Team 2 only, Both teams, None.

- Home team's 0-0 goal: A clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the home team will keep a clean sheet for the entire match.

- Away team's 0-0 goal: A clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the away team will keep a clean sheet for the entire match.

- 1x2 and both teams to score: You have to predict the outcome of the match and whether or not both teams will score only in the first half.

- Extra time - 1x2: The 1X2 result of the extra time period must be predicted.

- Extension - double chance: The result must be predicted only for the double possibility of the extension period

1X: Whether the result is a home win or a draw

2X: Whether the result is an away win or a draw

12: Whether the result is a home win or an away win

- Extra time - X goal: You have to predict which team will score the next goal during extra time. There are 3 possible outcomes: 1 (home team to score), X (none to score), 2 (away team to score).

- Extra time- total: You have to predict whether the total number of goals scored during extra time is over or under the margin offered.

- Overtime - total: You have to predict whether the total number of goals scored during extra time will only be higher or lower than the margin offered.

- Overtime -Home without bet: You have to predict if the away team will win extra time or if the match ends in a draw. If the home team wins the match, the bet will be considered void.

- Overtime - away without bet: You have to predict if the home team will win the extra time or if the match ends in a draw. If the away team wins the match, the bet will be considered void.

- Penalty shootout - winner: You have to predict which team will win the penalty shootout (1-2).

- Penalty shootout - X goal: You have to predict which team will score the "x" goal during the penalty shootout. 3 possible outcomes: 1, X, 2.

- X goal & 1x2: You have to predict if the final result of the match will be 1, X or 2 and which team will score the x goal of the match.

- X period 1x2 and 1x2: You must predict whether the final result of the selected period and the final result of the match. Possible outcomes include:

-Home team and home team.

-Draw and home team.

-Away team and home team.

-Home team and Draw.

-Draw and Tie.

-Away team and draw

-Home team and away team.

-Draw and away team.

-Away team and away team.

- Home to win all periods: You have to predict if the home team will win all periods during the match.

- Away to win all periods: You have to predict if the home team will win all periods during the match.

- Home to win any period: You have to predict if the home team will win any period during the match.

- Away to win any period: you have to predict if the away team will win any period during the match.

- Home team to score in all periods: You have to predict whether the home team will score in all periods during the game.

- The away team will score in all periods: You have to predict if the away team will score in all periods during the game.

- All periods above x.5: You must predict if all periods will end above x.5 (0.5,1.5,2.5.) during the match.

- All periods below x.5: You must predict if all periods will end below x.5 (0.5,1.5,2. 5.) during the match.

- Score type: you have to predict the score type of the goal x: 6 are the possible outcomes: including strength, power play, lack of manpower, penalty kick, empty net, no goal.

- Home score type x: you have to predict the score type of goal x.

- Away x goal type: you have to predict the goal type of goal x.

- Go to a shootout: You have to predict if the match will go to a shootout.

- Both teams to score twice (excluding extra time and penalties): You will have to predict whether both teams will score twice in the match (extra time and penalties are excluded).

- Total penalty minutes (plus/under): You have to predict whether the total penalty minutes will be over or under the given line.

-10 minutes - total from {from} to {to}: You have to predict the total number of goals scored within a specific 10-minute segment of the game.

-5 minutes - total from {from} to {to}: You have to predict the total number of goals scored in a specific 5-minute segment of the game.

-Powerplay Goals: You have to predict the total number of goals scored during power plays in a game.

-Empty Net Goals: You have to predict if a team will score a goal when the opposing team has pulled their goalie in favor of an extra skater, usually in the final minutes of the game.

-Short-Handed Goal: You have to predict if a team will score a goal while being short-handed, usually because one of their players is in the penalty box.

Period Markets:

- 1st-2nd-3rd PERIOD: Period betting markets allow the player to bet on the final result of each of the periods.

- 1X2 Period: It is necessary to predict whether the winner in the mentioned period will be the home team - away team or if, instead, the final result will be a draw, bets are accepted only in regulation time, excluding overtime and the result of penalty kicks of the series.

- Draw No Bet Period: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team in the mentioned period, which means that, if the match ends in a draw, the money bet will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

- Double chance period:

- 1X: whether the result is a home team win or a draw in the mentioned period

- 2X: whether the result is a win for the away team or a draw in the mentioned period

- 1.2: If the result is a home or away team win in the mentioned period

- Period handicap (2 way): The winner of the mentioned period must be predicted by adding or subtracting the margin offered to the result of the period.

- Total of the period: You have to predict whether the total number of goals scored during the mentioned period will be over or under the margin offered

- First goal of the period: You have to predict which team will score the first goal of the period offered.

- Last goal of the period: You must predict which team will score the last goal of the period offered.

- Both teams to score during the period: You have to predict whether or not both teams will score in the mentioned period.

- Period - total Home team: You have to predict whether the total number of goals scored by the home team during the mentioned period will be over or under the margin offered.

- Period - total Away team: It is necessary to predict whether the total number of goals scored by the away team during the mentioned period will be over or under the margin offered.

- Period - exact goals: The exact number of goals that will be scored during the offered period must be predicted.

- Period - exact goals of the home team: The exact number of goals that the home team will score during the period offered must be predicted.

- Period - exact goals of the away team: The exact number of goals that the away team will score during the offered period must be predicted.

- Period: Which team will score: It is necessary to predict which team will score during the mentioned period. 4 are the possible outcomes: Home Team Only, Away Team Only, Both Teams, None.

- Period - 0 clean sheet: A clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the home team will keep a clean sheet during the mentioned period.

- Period - 0 goal from the visitor: A clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the away team will keep a clean sheet during the mentioned period.

- Period - correct marker: The final score must be predicted at the end of the mentioned period.

- Period- which team wins the rest: this is a live market, you bet on who will win the rest of the mentioned period (when selecting the market, the event will have a score of 0-0 regardless of the actual score at that time of betting).

- Period - odd/even: You have to predict whether the number of goals at the end of the mentioned period will represent an odd or even number.

- X period-Any team to score: You have to predict if any of the teams will score in the X period.

Special Player Markets:

- Player goals (at least): You must predict at least how many goals the chosen player will score, only regular time unless the market specifies it (Inc OT).

- Player Assist (at least): You must predict at least how many assists the chosen player will make, only regular time unless the market specifies it (Inc. OT).

- Player's shots on goal (at least): You must predict at least how many shots on goal the specific player will make, regulation time only unless the market specifies it (Inc. OT). Shots that are not on target do not count.

- Player saves (at least): You must predict at least how many saves the specific player will make, only regulation time unless the market specifies it (Inc. OT).

- Player points (at least): You must predict at least how many points (goals and assists combined) the specific player will make, regulation time only unless the market specifies it (Inc. OT).

- Player-on-goal shots (over/under): The number of shots on target that the specific player will take must be predicted, regulation time only unless specified by the market (Inc. OT). Shots that are not on target do not count.

- Player saves (over/under): The number of saves that the specific player will make must be predicted, only in regulation time unless the market specifies it (Inc. OT).

*If a player does not participate in the match, all bets will be considered void.

Player Points (Over/Under): This involves predicting the number of points (a combination of goals and assists) that a specific player will make, only in standard time unless the market specifies otherwise (Inc OT).

Player Goals (Over/Under): This involves predicting the number of goals a specific player will score, only in standard time unless the market specifies otherwise (Inc OT).

Player Assists (Over/Under): This involves predicting the number of assists a specific player will make, only in standard time unless the market specifies otherwise (Inc OT).

Player Powerplay Points: This involves predicting the number of points a player will earn during a powerplay, only in standard time unless the market specifies otherwise (Inc OT).

Player (Over/Under): This involves predicting the points earned by a player in an over/under classification. A plus is given to a player who is on the ice when their team scores a goal on the powerplay or shorthand, while a minus is given to players who are on the ice when the opponents score in those situations. Only in standard time unless the market specifies otherwise (Inc OT).

Shutout: This involves predicting whether a goalie will register a shutout or not. A goalie who prevents the opposing team from scoring throughout the entire game receives a "shutout" (SO). In regular season games, if the score is 0-0 and the game goes to a penalty shootout, both goalies are credited with a shutout. Only in standard time unless the market specifies otherwise (Inc OT).

Blocked Shots by Player: This involves predicting the number of shots blocked by a defender. A deflected or blocked shot by an opponent does not count as a shot on goal; it is recorded as a blocked shot. The player who blocks the shot is credited with a "blocked shot." Only in standard time unless the market specifies otherwise (Inc OT).

Player First Goal Scorer: You must predict which player will score the first goal during the match. Only in standard time unless the market specifies otherwise (Inc OT).

Player Last Goal Scorer: You must predict which player will score the last goal during the match. Only in standard time unless the market specifies otherwise (Inc OT).

Ice Hockey / Field Hockey - Outrights:

- Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

- Division/conference winner: The winner of the given division or conference must be predicted according to the official ranking of the competition.

- Regular season points - Team: You have to predict how many points (plus/under) the mentioned team will accumulate according to the official ranking of the competition.

- Will they make it to the playoffs? - Team: You have to predict if the aforementioned team will reach the playoff of the tournament in question according to the official ranking of the competition.

- Top4, Top6, Top8, Top10: You must predict if the selected team will finish in the selected top position when the competition ends.

- X draft pick: You must predict who will be the X pick in the aforementioned draft.

- Position in the Draft - Player: You must predict what position the player mentioned in the mentioned Draft will get.

- H2H - Correct series result: The final result of the series of matches between the 2 indicated teams must be predicted. For the purposes of information, only the official sites of each competition will be considered valid.

- H2H - When will the series end?: You have to predict how many matches the series of matches will end between the 2 indicated teams. For the purposes of information, only the official sites of each competition will be considered valid.

- H2H - Winner: You must predict which of the two indicated teams will qualify in the given qualifying phase or play-off round.

44- HANDBALL

- All Handball bets will be based on the 60 minutes of play unless otherwise stated. Overtime will not count towards or affect the result of the second half and will not count towards the counting of bets for the second half. If the 60 minutes of play are not completed bets will be cancelled and the money will be returned.

- The event must be completed for bets to stand (unless the market is decided).

- All live bets do not include Overtime, markets such as: 1x2, Handicap, Odd/Even, Winning Margin, Double Chance except markets such as: Qualifying/Winning the Cup/Winner after Overtime etc.

Main Markets:

- 1X2: The outcome of the event must be predicted. Bets are accepted only for regular time, excluding Overtime, with the results of victory for the Home, for the draw or for the victory of the Visitor.

- Total: Based on a certain margin given in this market, you have to predict whether there will be more or less goals during the regular time of the event.

- Handicap: The winner of the event must be predicted with the respective goal margin. The margin is added or subtracted from the final result, after this operation, it is determined who wins the event, Home team, draw or Away team.

- Double Chance: The outcome of the event must be predicted. 3 outcomes are possible: 1X (Home to win or draw), 12(Home or Away wins) or X2 (Draw or Away wins).

- No Draw Bet: The winner of the event must be predicted and it must necessarily be on a winning team, which means that, if the event ends in a draw, the bet will be cancelled and the money returned.

- Odd/Even: You have to predict if the total number of goals during the event will be an Odd or Even number, if the result of the event ends in 0-0, bets will be settled as Even.

- Halftime/Full Time: You must predict which team will win at the end of the first half, and which team will win at the end of the full time in regular time.

- Margin of Victory: You must predict which team will win and what will be the margin of distance in goals that the winning team will have against its opponent.

- Race to X goals: You must predict which team will reach X goals first.

- Handicap (3 way): You must predict the final result of the match taking into account the handicap in parentheses.

- Team totals: On a certain value given in the market, it must be predicted if there will be more or less goals during the regulation time of the event for the Home or Away team.

- First / Second Half Markets: In this section you will find all the main markets to bet subject to a certain time, either the first or second half of the event.

- 1X2 & Totals: You must predict which team will win the event in regular time along with a certain amount of 'Over/Under' goals in the market, both predictions are required to win the combination in the bet.

- Highest scoring half: You must predict which of the two halves will have the highest number of goals scored compared to the other.

- Half with the highest team score: You must predict which of the two halves will have the highest number of goals scored compared to the other for one of the two teams, either Home or Away.

- Team with half the most goals: You must predict which of the two teams will have the half with the most goals scored compared to the rival team.

- Goal range: It must be predicted, according to a selected goal range, how many goals will be scored in total by both teams.

- Range of goals per team: It must be predicted, according to a selected range of goals, how many goals will be scored in total by both teams, by the Home and Away.

- Goal X (incl. Extra Time): You have to predict which team will score the X goal, including Extra Time.

- Extra Time - Total: You have to predict whether the total number of goals during extra time will be over or under the selected margin.

- Extra time - handicap: The final result of the extra time must be predicted taking into account the handicap number specified in the parentheses.

First Half Markets:

- First half - 1x2: The result of the first half must be predicted.

- First Half - Double Chance: The outcome of the first half of the event should be predicted only. There are 3 possible outcomes: 1X (Home wins or draw), 12 (Home or Away wins) or X2 (Draw or Away wins).

- First Half - No Draw Bet: The winner of the first half only must be predicted and it must necessarily be on a winning team, which means that, if the event ends in a draw in the first half, the bet will be cancelled and the money returned.

- First half -1st half- handicap x: y: You must predict the final result of the match taking into account the handicap in parentheses.

- First half -1st half- handicap: bet in which the winner of the first half must be decided with a respective goal margin. The correct score is added or subtracted from the goals proposed in the handicap, and after this operation, it will be determined who wins: home team, draw or away team.

- First Half - Total: Based on a certain margin given in this market, you have to predict whether there will be more or less goals during the first half of the event.

- First Half - Total Home: Based on a certain margin given in this market, you have to predict whether there will be more or less goals by the Home team during the first half of the event.

- First Half - Total Away: Based on a certain margin given in this market, it is necessary to predict whether there will be more or less goals by the Away team during the first half of the event.

- First Half - Odd/Even: You have to predict if the total number of goals during the first half of the event will be an Odd or Even number, if the result of the first half ends in 0-0, bets will be settled as Even.

- First Half - 1x2 & Total: You must predict which team will win the first half along with a certain amount of 'Over/Under' goals in the market, both predictions are required to win the combination in the bet.

- First Half - Margin of Victory: You must predict which team will win the first half of the event and what will be the margin of distance in goals that the winning team will have against its opponent at the end of the first half.

- First half - Goal range: It must be predicted, based on a selected goal range, how many goals will be scored in total by both teams only during the first half of the event.

- First Half - Home Goal Range: It must be predicted, based on a selected goal range, how many goals will be scored in total by the Home team during the first half of the event only.

- First Half - Away Goal Range: It must be predicted, based on a selected goal range, how many goals will be scored in total by the Away team during the first half of the event only.

Second Half Markets:

- Second half - 1x2: The outcome of the second half of the event must be predicted.

- Second half - Double chance: The result of the second half of the event should be predicted only. 3 outcomes are possible: 1X (Home to win or draw), 12 (Home or Away to win) or X2 (draw or away win).

- Second half - No draw bet: The winner of the second half must be predicted only and it must necessarily be on a winning team, which means that, if the event ends in a draw in the second half, the bet will be cancelled and the money returned.

- Second Half - Odd/Even: You have to predict if the total number of goals during the second half of the event will be an Odd or Even number, if the result of the second half ends in 0-0, bets will be settled as Even.

Handball-Outrights:

- Winner: The winner of the selected tournament must be predicted according to the official ranking of the competition.

45-American Football

Main markets:

- Moneyline: The winner of the match must be predicted regardless of the point margin

- Total (incl. OT) (Under/Over): You have to predict if the number of points scored during the whole game will be above or below the line offered, including overtime.

- Total home team (Under/Over): You have to predict if the total number of points scored by the home team will be above or below the line offered, including overtime.

- Total away team (Under/Over): You have to predict if the total number of points scored by the away team will be above or below the line offered, including overtime.

- Half-Time and Quarter Markets: For these types of bets on specific quarters or halves, the entire period must be played for bets to stand, unless the outcome has already been determined. Second half markets include overtime, if played. The 4th quarter does not include extension.

- Race to X points (incl. Overtime): You have to predict which team will reach "X" points first, Includes overtime.

- Next team to score (incl. Overtime): You must predict which team will be the next to score a goal. There are 3 possible outcomes: 1(Home team to score), X (None to score), and 2 (Away team to score).

- Next type of scoring (incl. Overtime): You have to predict what the next scoring method will be, there are 4 possible outcomes: touchdown, field goal, safety or none.

- Quarter with the highest score: You must predict in which quarter the highest number of points scored will be scored

- Half with the highest score: You must predict in which half the highest number of points scored will be made.

- Total touchdowns (incl. overtime): You have to predict if the total number of touchdowns scored during the game and overtime.

- Total field points scored (incl. overtime): You have to predict if the total number of field points scored during the match and overtime.

- Total turnovers (incl. Overtime): The total number of turnovers during the match and overtime must be predicted.

- Total sacks (incl. overtime): The total number of sacks during the match and overtime must be predicted.

- Team to score "X" field goal (incl. Overtime): You must predict which team will score the X field goal during the game and overtime.

- Will there be overtime?: You must predict if there will be overtime in the game.

- Odd/Even (incl. Overtime): You have to predict whether the total points scored during the match is odd or even. If the final score is 0:0, bets will be settled as even.

- Odd/Home Even-Numbered (incl. Overtime): You have to predict whether the total number of goals scored by the home team during the match is an odd or even number; otherwise, if the final score is 0:0, bets will be settled as even.

- Odd/Away Pair (incl. Overtime): You have to predict whether the total number of goals scored by the away team during the match is an odd or even number; otherwise, if the final score is 0:0, bets will be settled as even.

-Total Pass Attempts (including Overtime): You have to predict the combined number of pass attempts made by both teams during a game.

-Total Completed Passes (including Overtime): You have to predict the combined number of completed passes made by both teams during a game.

-Total Passing Yards (including Overtime): You have to predict the combined number of passing yards gained by both teams during a game.

-Total Tackles (including Overtime): You have to predict the combined number of tackles made by both teams during a game.

-Total Offensive Yards (including Overtime): You have to predict the combined number of offensive yards gained by both teams during a game.

-Total Receptions (including Overtime): You have to predict the total number of completed passes caught by players of both teams during a game.

-Total Passing Touchdowns (including Overtime): You have to predict the total number of passing touchdowns scored by both teams during a game.

-Total Passing Touchdowns (including Overtime): You have to predict the total number of touchdowns scored by both teams on passing plays during a game.

-Total Receiving Touchdowns (including Overtime): You have to predict the accumulated number of touchdowns scored through completed passes by players of both teams during a game.

-Total Offensive Touchdowns (including Overtime): You have to predict the accumulated number of touchdowns scored by both teams during a game.

-Total Receiving Yards (including Overtime): You have to predict the accumulated number of yards gained by players through completed passes during a game.

-Total Rushing Yards (including Overtime): You have to predict the accumulated yards gained by all players of both teams on rushing plays during a game.

-Total Rushing and Receiving Yards (including Overtime): You have to predict the combined yards gained by both teams through rushing and receiving plays during a game.

-Total Passing and Rushing Yards (including Overtime): You have to predict the combined yards gained by both teams through passing and rushing plays during a game.

-Total Tackles and Assists (including Overtime): You have to predict the accumulated number of tackles (both solo and assisted) made by defensive players during a game.

-Total 2-Point Conversions Completed (including Overtime): You have to predict the accumulated number of successful 2-point conversion attempts made by both teams during a game.

-Total 2-Point Conversion Attempts (including Overtime): You have to predict the accumulated number of attempts by both teams to score a 2-point conversion after a touchdown during a game.

-Total Fumbles (including Overtime): You have to predict the accumulated number of fumbles (both lost and recovered) committed by both teams during a game.

-Total Gross Passing Yards (including Overtime): You have to predict the total number of yards gained by a team through passing plays during a game.

First Half Markets:

-First half - 1x2: You have to predict the result of the first half, there are three possible outcomes: 1(Home team wins), X(Draw) and 2(Away team wins). Points scored in the second half will not be taken into account and if the half is not completed the market is cancelled.

-First half - handicap: You have to predict what the final result of the first half will be, taking into account the margin offered. If half is not completed, the market is cancelled.

-First half - total: You have to predict if the total number of points scored during the first half alone will be over or under the margin offered. If half is not completed, the market is cancelled.

-First half - no draw bet: The winner of the first half must be predicted, if the half ends in a draw, all bets will be cancelled for this market, if the half is not completed the market is cancelled.

-First Half - Odd/Even: You have to predict if the total number of points scored during the first half is an odd or even number.

-First Half - Home Team Odd/Even: You have to predict whether the total number of points scored by the home team during the first half is an odd or even number.

-First Half - Away Team Odd/Even: You have to predict whether the total number of points scored by the away team during the first half is an odd or even number.

-First half - next score: You have to predict which team will be the next to score during the first half. There are 3 possible outcomes: 1(Home team to score), X (None to score), and 2 (Away team to score).

-First 1x2 & First Total: You have to predict both the result and the total number of goals (over/under) for the 1st half.

-Handicap of the 1st half and total of the 1st half: You must predict both the result (taking into account the handicap in the group) and the total number of goals (over/under) for the first half.

Second Half Markets:

-Second half - 1x2: You have to predict the result of the second half, there are three possible outcomes: 1(Home team wins), X(Draw) and 2(Away team wins). If half is not completed, the market is cancelled.

-Second half - handicap: You must predict what the final result of the second half will be, taking into account the margin offered. If half is not completed, the market is cancelled.

-Second half - total: You must predict whether the total number of points scored during the second half alone will be over or under the margin offered. If half is not completed, the market is cancelled.

-Second half (incl. Overtime) - no draw bet: The winner of the second half must be predicted, if the half ends in a draw, all bets will be cancelled for this market, if the half is not completed the market is cancelled.

Markets by Quarters:

-Quarter - 1x2: The result of the selected quarter must be predicted, the possible results are: 1(Home team wins), X(draw) and 2(Away team wins). If the fourth is not completed, this market will be cancelled.

-Quarter - total: You must predict whether the total number of points scored only during the selected quarter will be over or under the margin offered. If the fourth is not completed, the market will be cancelled.

-Quarter - No Draw Bet: The winner of the selected quarter must be predicted, if the quarter ends in a draw, all bets will be cancelled for this market, if the quarter is not completed the market is cancelled.

-Fourth - handicap: You must predict what the final result of the selected fourth will be, taking into account the margin offered. If the fourth is not completed, the market is cancelled.

-1st quarter 1x2 and 1st total quarter: You have to predict both the result and the total number of goals (over/under) for the first quarter.

-Handicap of the 1st quarter and total of the 1st quarter: You must predict both the result (taking into account the handicap in the group) and the total number of goals (over/under) for the first quarter.

Drive Markets:

- "X" drive of play Y - competitor's type of play: It must be predicted if the type of play is a rush or a pass.

Only one forward pass counts as a passing play by definition. A sack is also considered a passing play.

- "X" drive of play Y - Competitor's pass completed: It must be predicted if there will be a pass complete during the indicated play. By definition, only a forward pass will be considered for a passing play.

- "X" drive of play Y - Total Competitor Yards Gained: The total yards gained during the given game must be predicted. Yards gained through penalties will not be considered.

- "X" drive of play Y - Competitor's first down: It must be predicted whether the competitor will win a new first down during the indicated play. A touchdown is only credited as a new first down when scored by the offense. First attempts and yards gained from game penalties will not be considered to settle the bet.

- "X" drive of the Y play - Competitor's sack: You have to predict whether or not there will be a sack on the indicated play.

- "X" drive of play Y - Competitor result: The result of the drive during the competitors' indicated play (punt, touchdown, field goal attempt) must be predicted. Different results will be settled as "other"

-In case there are no moves, all markets will be settled with the next play or void if the drive ends before reaching the respective play.

-In the event that the drive ends before the respective game number is reached, all markets for the respective game will be considered cancelled. This includes punts and field goals.

Field goal yards will not count toward the total yards gained on a play.

Player Specials:

-Player Passing Yards: Consists of predicting the number of passing yards that the specific player will record, regulation time only unless the market specifies it (Inc. Overtime).

-Player's passing yards (at least): It consists of predicting at least how many passing yards the specific player will record, only regulation time unless the market specifies it (Inc. Overtime).

-Player Completions Passes: Consists of predicting the number of completions that the specific player will record, only regulation time unless specified by the market (Inc. Overtime).

-Player Completion Passes (at least): Consists of predicting at least how many completed passes the specific player will record, regulation time only unless the market specifies it (inc. Overtime).

-Player touchdown passes: It consists of predicting the number of touchdown passes that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player touchdown passes (at least): It consists of predicting at least how many touchdown passes the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player Rushing Attempts: This consists of predicting the number of rushing attempts that the specific player will record, only the regulation time unless specified by the market (inc. Overtime).

-Player's rushing attempts (at least): It consists of predicting at least how many rushing attempts the specific player will record, only the regulation time unless the market specifies it (inc. Overtime).

-Player rushing yards: It consists of predicting the number of rushing yards that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player rushing yards (at least): It consists of predicting at least how many rushing yards the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Rushing player touchdowns: It consists of predicting the number of rushing touchdowns that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Rushing player touchdowns (at least): This consists of predicting at least how many rushing touchdowns the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player Receptions: Consists of predicting the number of receptions that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player receptions (at least): It consists of predicting at least how many receptions the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player's Receiving Yards: It consists of predicting the number of receiving yards that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player's Receiving Yards (at least): It consists of predicting at least how many receiving yards the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player's Receiving Touchdowns: Consists of predicting the number of receiving touchdowns that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player's Receiving Touchdowns (at least): This consists of predicting at least how many receiving touchdowns the specific player will record, regulation time only unless the market specifies it (inc. OT).

-Player to score the first touchdown: Predict which player will score the first touchdown of the game.

-Total interceptions thrown by QB: It consists of predicting the number of total interceptions that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Longest Full-Time by QB: It consists of predicting the longest completion that the specific player will record, only the regulation time unless the market specifies it (inc. Overtime).

-Player Sacks: It consists of predicting the number of sacks that the specific player will record, only regulation time unless the market specifies it (inc. Overtime).

-Player's Longest Rush: Consists of predicting the longest rush that the specific player will record, regulation time only unless the market specifies it (inc. Overtime).

-PLAYER's First Rush Attempt: Predict which player will record the first rush attempt of the match.

-PLAYER's First Catch: Predict which player will record the first catch of the match.

-First completion by QB: Predict which QB will record the first completion of the game.

-Longest rush play in the game: Predict which player will record the longest rush play of the match.

-Longest Catch in the Game: Predict which player will record the longest catch of the match.

-Head-to-head passing yards: It consists of predicting which of the aforementioned players will register the most yards per pass in the game.

-Head to Head player pass add-ons: It consists of predicting which of the aforementioned players will register the most completed passes in the match.

-Head-to-head rush yards of players: It consists of predicting which of the players mentioned will register the most rush yards in the game.

-Head-to-head receiving yards of players: It consists of predicting which of the aforementioned players will record the most receiving yards in the game.

-Head-to-head player receptions: It consists of predicting which of the aforementioned players will register the most receptions in the match.

-Player Carries: You have to predict how many carries at least the listed player will record.

-Player (defensive) to have an interception: You have to predict if the listed player will record an interception.

-Player's first rush (incl. Overtime): You must predict which of the listed players will register the first rush.

-Players' rush attempts (at least): You must predict at least how many rush attempts the player on the list will record.

-Player's Rush Yards (at least): You have to predict at least how many rush yards the listed player will record.

-Player Rush Tds (at least): You have to predict at least how many running tds the listed player will record.

-Player receptions (at least): You must predict at least how many receptions the listed player will record.

-At least yards per player's reception: You must predict at least how many yards per reception the indicated player will record.

-Player receiving tds (at least): you must predict at least how many receiving tds the listed player will record.

-Player's Touchdowns at least: You must predict at least how many touchdowns the player will record on the list.

-Player Pass Attempts: You must predict how many pass attempts (more or less) the player on the list will record.

-Player's longest completions passes: You need to predict which player will record the longest completions passes.

-Rushing and receiving yardage player: you must predict how many rushing and receiving yards (plus/minus) the player will record on the list.

-Player kick points: You have to predict how many kick points (more or less) the player on the list will score.

-Player interceptions thrown: You have to predict how many interceptions (more or less) the player on the list will record.

-Player's Longest Reception: You must predict which player will register the longest reception.

-Total Player Tackles: You must predict how many innings (more or less) the player on the list will record.

-Total player sacks: You have to predict how many sacks (more or less) the player on the list will record.

-Yards of Player Passes 1st Half: You have to predict how many yards per pass (more or less) the indicated player will record in the first half.

-Player's TD passes in the 1st half: You have to predict how many TD passes (more or less) the indicated player will register in the first half.

-Player's first rush (incl. Overtime): You must predict which player will register the first rush.

-Position of the player of the 1st TD: You have to predict what the position of the listed player will be in his first TD.

-Position of the player of the last TD: You have to predict what the position of the listed player will be in his last TD.

-QB to have an interception: You must predict whether the listed QB will record an interception.

-Longest QB Completion (incl. Overtime): You need to predict which QB will record the longest finish.

-QB first completion (incl. Overtime): You must predict which QB will record the first completion.

-Any QB to throw for 300+ yards (incl. Overtime): You have to predict if any QB on the roster will record a 300+ yard throw.

-Any QB to throw for 350+ yards (incl. Overtime): Must predict if any quarterback listed will record a 350+ yard throw

-Any QB to throw for 400+ yards (incl. Overtime): You have to predict if any QB on the list will record a 400+ yard throw.

-Any player who has 100+ rushing yards (incl. Overtime): Must predict if any player on the roster will record more than 100+ rushing yards.

-Any player who has 150+ rushing yards (incl. Overtime): Must predict if any player on the roster will record more than 150+ rushing yards.

-Any player who has 100+ receiving yards (incl. Overtime): Must predict if any player on the roster will record 100+ receiving yards.

-Any player who has 150+ receiving yards (incl. Overtime): Must predict if any player on the roster will record 150+ receiving yards.

-Most Receiving Yards (listed players only, incl. Overtime): You must forecast which of the listed players will record the most receiving yards.

-Most Yards Per Pass Player 1 vs Player 2: You must predict which of the players on the list will record the most yards per pass.

-Most Passes Completed Player 1 vs Player 2: You must predict which of the players listed will record the most passes completed.

-Most yards per rush Player 1 vs. Player 2: You have to predict which of the players on the list will record the most yards per rush.

-Most Receiving Yards Player 1 vs Player 2: You need to predict which of the listed players will record the most receiving yards.

-Most Receptions Player 1 vs Player 2: You must predict which of the listed players will record the most receptions.

-Most discards Player 1 vs Player 2: You must predict which of the players on the list will record the highest number of discards.

-Most Goals Player 1 vs Player 2: You have to predict which of the listed players will score more goals.

-Most marks Player 1 vs Player 2: You have to predict which of the listed players will record the most marks.

-Most passes-tds Player 1 vs Player 2: You have to predict which of the listed players will record the most touchdown passes.

-Most rushing yards: You have to predict which of the listed players will record the most rushing.

-Most receiving yards: You have to predict which of the listed players will record the most receiving yards.

-Plus 1st Downs: You have to predict which of the players listed will record the most first downs.

-Most Captures: You have to predict which of the listed players will record the most captures. Team

Specials-Total Player Pass Attempts (incl. Overtime): You have to predict at least how many pass attempts the listed player will record.

-Over/Under Player's Pass Attempts (incl. Overtime): You must predict whether the listed players' pass attempts will be above or below the given lines.

-Total Player Interceptions (incl. Overtime): You have to predict at least how many pass interceptions the player on the list will record.

-Over/Under Player Pass Interceptions (incl. Overtime): You have to predict whether the pass interceptions of the given players will be above or below the given lines.

-Total tackles/player sweeps (incl. overtime): You have to predict at least how many tackles the player on the list will record.

-Over/Under Player Tackles/Tackles (incl. Overtime): You have to predict whether the given players' tackles will be above or below the given lines.

-Total Player Sacks (incl. Overtime): You have to predict at least how many sacks the listed player will

record-Total Over/Under Sacks (incl. Overtime): You have to predict whether the given players' sacks will be above or below the given lines.

-Total player interceptions (incl. overtime): You have to predict at least how many interceptions the listed player will record.

-Total interceptions of the over/under player (incl. overtime): You have to predict whether the interceptions of the given players will be above or below the given lines.

*If a player does not participate in the game, all bets will be considered void.

Over/Under Passing Yards for Player (including Overtime): You have to predict if a specific player will throw more or less than a predetermined number of yards during a game.

Over/Under Completed Passes by Player (including Overtime): You have to predict if the quarterback will throw more (Over) or fewer (Under) completed passes than a predetermined number.

Over/Under Passing Touchdowns for Player (including Overtime): You have to predict if the specified player will throw more (Over) or fewer (Under) touchdowns than the established number.

Over/Under Rushing Yards for Player (including Overtime): You have to predict if a specific player will rush for more or fewer yards than a predetermined amount during a game.

Over/Under Receiving Yards for Player (including Overtime): You have to predict if a specific player will accumulate more or fewer receiving yards than a predetermined amount during a game.

Over/Under Receiving Touchdowns for Player (including Overtime): You have to predict if a specific player will score more or fewer touchdowns than a predetermined number during a game.

Over/Under Receptions for Player (including Overtime): You have to predict if a specific player (normally a kicker) will make more or fewer field goals than a predetermined number during a game.

Over/Under Field Goals for Player (including Overtime): You have to predict if a specific kicker will successfully make more or fewer field goals than a predetermined number during a game.

Over/Under Assists for Player (including Overtime): You have to predict if the specified player will make more (Over) or fewer (Under) assisted tackles than the number set by the sportsbook.

Over/Under Longest Pass Completed by Player (including Overtime): You have to predict if the longest completed pass by a specific quarterback will be longer or shorter than an established distance during a game.

Over/Under Player with Longest Pass Completed (including Overtime): You have to predict if the longest completed pass by a specific quarterback will be above or below an established distance during a game.

Over/Under Longest Reception by Player (including Overtime): You have to predict if the longest completed reception by a specific player will be above or below an established distance during a game.

Over/Under Rushing Attempts for Player (including Overtime): You have to predict if a specific player will carry the ball more or fewer times than a set number during a game.

Home/Away Team - Total Sacks (including Overtime): You have to predict if the total number of sacks recorded by the home or away team during a game will be higher or lower than a predetermined number.

Over/Under Longest Rush by Player (including Overtime): You have to predict if the longest rushing attempt by a specific player will be longer or shorter than an established distance during a game.

Over/Under Defensive Interceptions by Player (including Overtime): You have to predict if a specific defensive player will record more or fewer interceptions than a set number during a game.

Over/Under Defensive Tackles and Assists for Player (including Overtime): You have to predict if a specific defensive player will record more or fewer combined tackles and assists than a set number during a game.

First Touchdown Scorer (including Overtime): You have to predict which player will score the first touchdown of the game.

Last Touchdown Scorer (including Overtime): You have to predict which player will score the last touchdown of the game.

Anytime Touchdown Scorer (including Overtime): You have to predict if a specific player will score a touchdown at any point during the game.

Over/Under Passing and Rushing Yards for Player (including Overtime): You have to predict if the total passing or rushing yards of a specific player will be above or below a set line during a game.

Over/Under Player to Fumble (including Overtime): You have to predict if a specific player will fumble the ball a certain number of times during the game.

Over/Under Player Fumble Loss (including Overtime): You have to predict if a specific player will lose the ball due to a fumble a certain number of times during the game.

Extra Point Scored: You have to predict if a team will successfully convert an extra point after a touchdown.

Team Specials:

-Competitor 1/Competitor 2 clearances: You have to predict how many clearances (more or less) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 catches: You have to predict how many catches (plus/minus) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 total field goals: You have to predict how many field goals (over/under) Competitor 1 and Competitor 2 will record.

-Total field goals from Competitor 1/2-Way Competitor 2: You have to predict how many field goals (over/under) Competitor 1 and Competitor 2 will score

-Competitor 1/Total Competitor 2 of turnovers: You must predict how many total turnovers (plus/minus) the

-Competitor 1/Competitor 2 to score on their first drive: You have to predict if Competitor 1/Competitor 2 will score on their first drive.

-Competitor 1/Competitor 2 total touchdowns: You have to predict how many touchdowns (plus/minus) Competitor 1 and Competitor 2 will record

-Competitor 1/Competitor 2 longest clearance: You have to predict what will be the longest clearance that Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 Shortest Clearance: You have to predict what will be the shortest clearance that Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 Gross Clearance Yards: You have to forecast what gross punt yards (plus/minus) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 net offensive yards: You must predict how many net offensive yards (plus/minus) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 yards rushing: You have to predict how many rushing yards (plus/minus) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 total conversions from 4th down: You must predict how many conversions from 4th down (over or under) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 rushing touchdowns: You have to predict how many rushing touchdowns (over or under) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 First Half Total Points: You have to predict how many points (over/under) Competitor 1 and Competitor 2 will score in the first half.

-Competitor 1/Competitor 2 Total Field Goal Yards: You have to predict how many total field goal yards (plus/minus) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 Total Rushing Touchdowns: You have to predict how many rushing touchdowns (more or less) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 total 1st downs: You have to predict how many first downs (over/under) Competitor 1 and Competitor 2 will record.

-Competitor 1/Competitor 2 Total 3rd Down Conversions: You must predict how many third-chance conversions (over or under) Competitor 1 and Competitor 2 will record.

-First result of the drive Competitor 1/Competitor 2: You have to predict what the result of the first drive of the Competitor 1/Competitor 2 will be.

-First scoring move Competitor 1/Competitor 2: You have to predict what the first scoring move of Competitor 1/Competitor 2 will be.

-Competitor 1 / Competitor 2 halves won: You have to predict which halves Competitor 1 / Competitor 2 will win.

-Competitor 1/Competitor 2 quarters won: You must predict which quarters Competitor1/Competitor2 will win.

-Competitor 1/Competitor 2 will score the most points in: You have to predict in which of the given time frames, Competitor 1/Competitor 2 will score the most points.

-Total Competitor 1/Competitor 2 Touchdowns in the 1st Half: You have to predict how many touchdowns (plus/minus) Competitor 1 and Competitor 2 will record in the first half.

-2nd Half - Total Competitor 1/Competitor 2 Touchdowns: You must predict how many touchdowns (over/under) Competitor 1 and Competitor 2 will record in the second half.

-1st Half - Competitor 1/Competitor 2 Field Goals: You must predict how many field goals (over/under) Competitor 1 and Competitor 2 will score in the first half.

-2nd Half - Competitor 1/Competitor 2 Field Goals: You must predict how many field goals (over/under) Competitor 1 and Competitor 2 will score in the second half.

-Competitor 1/Competitor 2 to score first and win the match: You must predict whether Competitor 1/Competitor 2 will score first and win the match.

-Competitor 1/Competitor 2 to score first and lose the match: You must predict whether Competitor 1/Competitor 2 will score first and lose the match.

-Competitor 1/Competitor 2 to score in each quarter: You have to predict whether Competitor 1/Competitor 2 will score in each quarter.

-Competitor 1 / Competitor 2 to score in both halves: You have to predict whether Competitor 1/Competitor 2 will score in both halves.

-Competitor 1/Competitor 2 to win all quarters: You must predict whether Competitor 1/Competitor 2 will win all quarters.

-Competitor 1 / Competitor 2 to win both halves: You must predict whether Competitor 1/Competitor 2 will win both halves.

-Competitor 1/Competitor 2 to get the 1st Down: You have to predict if Competitor 1/Competitor 2 will get the first drive.

-Team to score the longest field goal: You have to predict which team will score the longest field goal.

-Team with the highest KickOff return in the match: You will have to predict which team will record the longest KickOff return of the match.

-Team with the longest Scrimmage game: You have to predict which team will record the longest play since Scrimmage in the match.

-Team with the most 3rd Down Conversion in the match: You have to predict which team will register the most 3rd down conversions in the match.

-Team with the most Offensive Plays in the game: You have to predict which team will register the most offensive plays in the game.

-Team with the most penalty yards accepted in the match: You have to predict which team will record the most penalty yards accepted in the match.

-Team with the most clearances: You have to predict which team will record the most clearances in the match.

-Team with the highest score Fourth: You have to predict which team will register the fourth with the highest score in the match.

-A team scores 3 times in a row: You have to predict if at least one team will score 3 times in a row.

-First team to enter the red zone: You have to predict which team will enter the red zone first.

-First team to score inside the red zone: You have to predict which team will score first from inside the red zone.

-Team with the most time of possession: You have to predict which team will record the most time of possession in the match.

-Team to score the longest touchdown: You have to predict which team will score the longest touchdown of the game.

-Team to score the first touchdown: You have to predict which team will score the first touchdown of the game.

-Team to score the last touchdown: You have to predict which team will score the last touchdown of the game.

-Team that will commit the first turnover: You will have to predict which team will commit the first turnover in the match.

-Team that does not commit turnovers: You have to predict which team will not commit turnovers.

-Team that wins the coin: You have to predict which team will win the coin.

-1st team to clear: You have to predict which team will clear first.

-First team to clear 3 times: You have to predict which team will be the first to clear 3 times.

-Which team will have the longest gross punt: You have to predict which team will record the longest gross punt of the match.

-Team with the longest punt return in the match: You have to predict which team will record the longest punt return of the match.

-Team to score the shortest touchdown: You have to predict which team will record the shortest touchdown of the game.

-Team with the longest drive (yards) resulting in a touchdown: You have to predict which team will record the longest drive (in yards) resulting in a touchdown.

-Team to have the longest drive (yards) resulting in a field goal scored: You have to predict which team will record the longest drive (in yards) that will result in a field goal.

-Team to score the last field goal: You have to predict which team will score the last field goal.

-First team to get a first down: You have to predict which team will get a first down first.

-Team to commit the first turnover of the match: You have to predict which team will commit the first turnover of the match.

-Team to have the longest field goal: You have to predict which team will have the longest field goal.

-Team that commits the first accepted penalty: You will have to predict which team will commit the first accepted penalty.

-Team to have the longest field goal: You have to predict which team will have the longest field goal.

-Team to gain the most passing yards: You have to predict which team will gain the most passing yards.

-Team to gain the most rushing yards: You have to predict which team will gain the most rushing yards.

-Team with the most turnovers committed: You have to predict which team will commit the most turnovers.

-Last team to score in the 1st half: You will have to predict which team will score last in the 1st half.

-Team to score the X Touchdown: You have to predict which team will score the X-th touchdown.

- Will Competitor 1/Competitor 2 score on their first drive?: You must predict whether Competitor 1/Competitor 2 will score on their first drive.

-X quarter - Total Competitor 1/Competitor 2 touchdowns: You must predict how many touchdowns (plus/minus) Competitor 1 and Competitor 2 will record in X quarter.

-X quarter - Competitor 1/Competitor 2 field goals: You must predict how many field goals (plus/minus) Competitor 1 and Competitor 2 will score in the X quarter.

-First Team to Cross the 50-Yard Line Offense: You have to predict which offensive team will cross the 50-yard line first.

-Team to have the shortest field goal: You have to predict which team will have the shortest field goal.

-Team with the highest scoring quarter: You have to predict which team will have the fourth highest score.

-Team with the lowest quarter score: You have to predict which team will have the lowest quarter score.

-Team will have a first coaching challenge: Team to have a first coaching challenge:

-Team to call the first timeout: You have to predict which team will ask for a timeout first.

-Team to record the 1st capture: You have to predict which team will record the first capture.

-Team to call 1st timeout: You have to predict which team will call first timeout.

-Biggest lead (any team) Over/Under: You have to predict what will be the biggest advantage in the game (over or under) of each team.

-Will the team that wins the coin toss win the match? You have to predict whether the team that wins the coin will also win the match.

- Will Competitor 1/Competitor 2 win the coin and win the match?: You need to predict whether Competitor 1/Competitor 2 will win the toss and win the match.

-Both teams will have the advantage in the 1st half: You have to predict if both teams will have the advantage in the 1st half.

-Both teams will have the advantage in the 2nd half: You have to predict if both teams will have the advantage in the second half.

-Both teams will have the advantage in the 4th quarter: You have to predict if both teams will have the advantage in the 4th quarter.

-Team to score the first wins: You have to predict if the team that scores first, will also win the match.

-Team to score the last wins: You have to predict if the team that scores last will also win the match.

-Any team to score 4 times in a row: You have to predict if any of the teams will score 4 times in a row.

-Each team to score a touchdown in each half: You have to predict if each team will score at least one touchdown in each half.

-Each team to score two touchdowns in each half: You have to predict if each team will score at least two touchdowns in each half.

-Any team to score 40+ points: You have to predict if any team will score 40+ points.

-3 consecutive scores by either team (incl. Overtime): you must predict whether either team will score 3 times in a row in the match (incl. Overtime).

-Will competitor 1/competitor 2 score the first drive?: You must predict whether competitor 1 or competitor 2 will score the first drive.

-Both teams to score 19.5 / 24.5 / 29.5 (incl. Overtime): You must predict whether both teams will score 19.5 or 24.5 or 29.5 points in the match (incl. Overtime).

Home Team/Away Team - Total Points (including OT): You have to predict the number of points that the home/away team will score in a game.

Home Team/Away Team - Total Offensive Yards (including OT): You have to predict the total yards gained by the home/away team throughout the game.

Home Team/Away Team - Total Rushing Touchdowns (including OT): You have to predict the total number of rushing touchdowns scored by the home/away team during a game.

Home Team/Away Team - Total Receptions (including OT): You have to predict the total number of receptions made by players from both teams during a game.

Home Team/Away Team - Total Fumble Losses (including OT): You have to predict the total number of fumble losses by the home/away team during a game.

Total Fumble Losses (including OT): You have to predict the total number of fumble losses by both teams during a game.

Home Team/Away Team - Defensive or Special Teams Touchdown Scorer (including OT): You have to predict if the defensive unit or special teams (such as the kick return team) of the home/away team will score a touchdown during the game.

Home Team/Away Team - Total Receiving Yards (including OT): You have to predict the total yards gained by the home/away team through completed passes during a game.

Home Team/Away Team - Total Receiving Touchdowns (including OT): You have to predict the total number of touchdowns scored through completed passes by the home/away team during a game.

Home Team/Away Team - Total Passing Touchdowns (including OT): You have to predict the total number of passing touchdowns thrown by the quarterbacks of the home/away team during a game.

Home Team/Away Team - Total Passing Yards (including OT): You have to predict the total yards gained by the quarterbacks through completed passes for the home/away team during a game.

Home Team/Away Team - Total Offensive Touchdowns (including OT): You have to predict the combined total number of touchdowns scored by the home/away team during a game.

Home Team/Away Team - Total Rushing and Receiving Yards (including OT): You have to predict the combined total yards gained by the home/away team through rushing and receiving plays during a game.

Home Team/Away Team - Total Defensive Tackles (including OT): You have to predict the total number of tackles made by the defense of the home/away team during a game.

Home Team/Away Team - Total Defensive Tackles and Assists (including OT): You have to predict the total number of tackles (both solo and assisted) made by the defense of the home/away team during a game.

Home Team/Away Team - Total Rushing Attempts: You have to predict the total number of rushing plays by the home/away team during a game.

Home Team/Away Team - Total Gross Passing Yards (including OT): You have to predict the total yards gained by the home/away team through passing plays during a game.

Home Team/Away Team - Total 2-Point Conversions Successful: You have to predict the total number of successful 2-point conversion attempts made by the home/away team during a game.

Home Team/Away Team - Total 2-Point Conversion Attempts (including OT): You have to predict the total number of 2-point conversion attempts made by the home/away team after a touchdown during a game.

Home Team/Away Team - Total Fumble Losses (including OT): You have to predict the total number of fumble losses (both lost and recovered) committed by the home/away team during a game.

 

Other Statistical Markets

-Longest field goal scored: You have to predict what will be the longest field goal (plus/minus) scored in the game.

-Shortest field goal scored: You have to predict what will be the shortest field goal (plus/minus) scored in the game.

-Result of the first drive (Incl. Overtime): You have to predict the result of the first drive.

-First offensive play of the game (incl. Overtime): You have to predict what the first offensive play of the game will be.

-Total penalties accepted: You have to predict what the total number of penalties accepted (plus/minus) will be in the match.

-Total pass attempts: You have to predict what the total number of pass attempts (over/under) will be in the match.

-Total completions passes: You have to predict what the total number of completions (over/under) in the match will be.

-Total passing yards: You have to predict what the total number of passes (over/under) will be in the game.

-Total 1st downs: You have to predict what the total number of 1st downs (over/under) in the game will be.

-Total clearances: You have to predict what the total number of clearances (plus/minus) will be in the match.

-Total 2-way touchdowns: You have to predict what the total number of touchdowns (plus/minus) in the game will be.

-Total interceptions: You have to predict what the total number of interceptions (plus/minus) will be in the game.

-Total defensive tackles: You have to predict what the total number of defensive tackles (plus/minus) will be in the game.

-Longest Touchdown Scored: You have to predict what will be the longest (plus/minus) touchdown scored in the game.

-Shortest touchdown scored: You have to predict what will be the shortest touchdown (plus/minus) scored in the game.

-X quarter - total touchdowns: You have to predict what the total number of touchdowns (plus/minus) will be in the X quarter.

-1st Half - Field Goals: You must predict what the total number of field goals (over/under) will be in the first half.

-X quarter - field goals: You have to predict what the total number of field goals (plus/minus) will be in the X quarter.

-Total jersey numbers for touchdown scorers (2-point conversions do not count): You must predict what the total number of jersey numbers for touchdown scorers (over/under) will be in the game.

- Will there be an extra point lost after a touchdown? (Kick Only): You have to predict if an extra point will be missed after a touchdown (kick only).

- Will the game be decided exactly by 3 points?: You must predict whether the game will be decided exactly by 3 points.

- Will there be a 2 pt conversion?: You need to predict if there will be a 2 pt conversion.

-Game to draw after 0-0: You have to predict if the game will be tied after 0-0.

-Total 3-way touchdowns: You have to predict what the total number of touchdowns (over/under) in the game will be.

-First 3-way scoring method: You need to forecast what the first scoring method (3-way) will be.

-First 6-way scoring method: You have to predict what the first scoring method (6-way) will be.

-First type of 3-way turnover: You have to predict what the first type of turnover (3-way) will be.

-First offensive play of the game: You have to predict what the first offensive play of the game will be.

-Last scoring method: You have to forecast what the last scoring method will be.

-1st Coach Challenge Outcome: You have to predict what the outcome of the 1st Coach Challenge will be.

-How many players will have a pass attempt: you must predict how many players (over/under) will have a pass attempt.

-Who will have more 1st downs: You must predict who will have the most 1st downs.

-Safety to score: You have to predict if a safety will be scored.

-Successful 2-point conversion: You have to predict if there will be a successful 2-point conversion.

-Halftime - Total Songs: You have to predict how many songs will be played at halftime.

-First touchdown scorer's jersey number: You have to predict the first touchdown scorer's jersey number

-Total Gross Punt Yards of the Game: You must forecast what the total gross amount of punt yards (over/under) will be in the game.

-Length (Yards) of the longest drive: You have to predict what will be the length of the longest drive (plus/minus yards) in the match.

-Net Yards Gained in Game Opening: You must predict how many net yards will be gained in game opening (over/under).

-First yards touchdown: You have to predict what the first yards scored (plus/minus) will be.

-First touchdown yards: You have to predict what the first touchdown yards (over/under) will be.

-Distance of the 1st successful field goal: You have to predict what the distance of the 1st successful field goal (plus/minus yards) will be in the game.

-Total Field Goal Yards: You have to predict what the total number of field goal yards (over/under) will be in the game.

-Total 3rd down conversions: You have to predict what the total number of 3rd down conversions (over/under) will be in the match.

-Total 4th down conversions: You have to predict what the total number of 4th down conversions (over/under) will be in the game.

-Total kickoffs: You have to predict what the total number of kickoffs (over/under) will be in the match.

-Total Net Offensive Yards: You have to predict what the total number of net offensive yards (over/under) will be in the game.

-Total players who will have a pass attempt: You have to predict what will be the total number of players who will have a pass attempt (plus/minus) in the match.

-Total number of players with receptions: You have to predict what the total number of players with receptions (plus/minus) will be in the game.

-Total Players with Rush Attempts: You have to predict what the total number of players with rush attempts (plus/minus) will be in the match.

-Total rushing attempts: You have to predict what the total number of rushing attempts (over/under) will be in the match.

-Total TD yards: You have to predict what the total touchdown yards (over/under) will be in the game.

-Total touchdown passes: You have to predict what the total number of touchdown passes (over/under) will be in the game.

-Biggest advantage of the game: you have to predict what will be the biggest advantage (over or under) of the match.

-Most consecutive completions by any of the starting quarterbacks: You must predict what will be the most consecutive completions by any of the starting quarterbacks.

-Successful two-point conversion: You need to predict if there will be a successful 2-point conversion.

-Correctly called coin toss: You have to predict if the coin toss will be called correctly.

-Kickoff to be a touchback: You have to predict if the kickoff will be a touchback.

-Any kick to hit the sticks: You have to predict if any kicks will hit the sticks.

- Will there be an octapus?: You have to predict if there will be an octapus.

-Any punt will result in a touchback: You have to predict if any punt will result in a touchback.

- Will there be a blocked clearance?: You must predict if there will be a blocked clearance.

- Will there be a false clearance or FG?: You have to predict if there will be a false clearance or FG.

- Will a punt be returned for a touchdown? You must predict whether a punt will be returned for a touchdown.

-1st drive - Field goal made: You have to predict if there will be a field goal on the 1st drive.

-Either team will score a touchdown on their initial drive: you must predict if either team will score a touchdown on their initial drive.

-Offensive score on the 1st drive of the game: you must predict if there will be an offensive score on the 1st drive of the game.

-1st field goal - on or after 14:00 minutes: You will have to predict whether the first field goal will be scored from 14:00 onwards.

-1st score - on or after the 7:00 minutes have elapsed: You have to predict if the first score will be scored on or after the minute 07:00.

-1st touchdown - on or after 10:00 minutes have elapsed: you must predict if the 1st touchdown will be scored from minute 10:00

- Will there be a successful field goal in all four quarters? You have to predict whether there will be a successful field goal in all four quarters.

-The first score of the game is a touchdown: you must predict if the first score of the game is a touchdown.

- Will there be a goalless quarter?: You have to predict if there will be a goalless quarter.

-Kickoff to be a touchback: You have to predict if the kickoff will be a touchback.

- Will there be a lost FG/XP? You have to predict if there will be a lost FG/XP.

-There will be a pick 6: You have to predict if there will be a pick 6.

-Special Team or Defensive Touchdown Scored: You must predict whether there will be a special team touchdown or defensive touchdown scored.

- Will any long snappers register a tackle or an assist? You need to predict whether any long snapper will register a tackle or an assist.

- Will there be an expulsion?: You have to predict if there will be an expulsion.

- Will there be a flea-flicker attempt? You have to predict if there will be a flea-flicker attempt.

- Will there be a kick-off returned for a touchdown?: You must predict whether a kickoff will be returned for a touchdown.

- Score in the last 2 minutes of the 1st half?: You will have to predict if there will be a score in the last 2 minutes of the 1st half.

- Will there be a comeback in the 4th quarter?: you have to predict if there will be a comeback in the 4th quarter

-Last play of the game to be QB kneel: You have to predict if the last play of the game will be a knee quarterback

- Will there be a score on the last play of the game?: You have to predict if there will be a score on the last play of the game.

- Will the last play of the game be a Quarterback Rush? You must predict if the last play of the game will be a Quarterback Rush.

-Most 1st downs: you must predict who will make the most 1st downs

-Duration of the National Anthem: It is necessary to predict what the duration of the national anthem will be.

-Coin: You must predict what the outcome of the coin toss will be.

-Color of Gatorade poured into winning trainer: You must predict what the color of Gatorade poured into winning trainer will be.

-Who will thank the Super Bowl MVP first: You have to predict who will thank the Super Bowl MVP first.

-MVP position: You have to predict what the MVP's position will be.

-1st Scoring Play: You have to predict what the 1st scoring play will be.

-Kickoff Kickoff Returned for a Touchdown: You must predict whether the kickoff will be returned for a touchdown.

-First touchdown quarter: You have to predict what the first touchdown quarter will be.

- What will be the first turnover of the game?: You have to predict that it will be the first turnover of the game.

-Total Touchdowns - Exact: You have to predict exactly what the total number of touchdowns in the game will be.

American Football-Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-Winner of the division/conference: The winner of the division or conference in question must be predicted according to the official classification of the competition.

-Regular season wins -Team: You must predict how many wins (plus/minus) the chosen team will get according to the official ranking of the competition.

- Will they make it to the playoffs? - Team: You have to predict if the aforementioned team will reach the playoff of the tournament in question according to the official ranking of the competition.

-Top4, Top6, Top8, Top10: You have to predict if the chosen team will finish in the respective position when the competition ends.

- "X" draft pick: You have to predict who the "X" pick will be in the mentioned draft

-Position in the draft - Player: You must predict what position the player offered will get in the mentioned draft

-H2H - Correct series result: The final result of the series of matches between the 2 indicated teams must be predicted. Only the official sites of each competition will be considered valid.

-H2H - When will the series end?: You have to predict how many matches the series of matches will end between the 2 indicated teams. Only the official sites of each competition will be considered valid.

-H2H - Winner: You must predict which of the two indicated teams will qualify in the given qualifying phase or play-off round.

-Prizes - Most Valuable Player: You have to predict who will win the award for the most valuable player of the season in question

-Awards- Offensive Rookie of the Year: You have to predict who will win the award for the offensive rookie player of the year of the season in question

-Awards - Defensive Rookie of the Year: You have to predict who will win the Rookie Defensive Player of the Year award for the season in question.

-To reach the Superbowl: You must predict whether the selected team will reach the Superbowl (Yes) or (No) during the tournament according to the official ranking of the competition.

-Team - Position in the Draft: You must predict what the position of the team will be in the Draft in question.

-Super Bowl - Winning Conference: You have to predict which conference the Super Bowl winner will come from.

-Super Bowl - Winning Division: You have to predict which division the winner of the superbowl will come from.

-Super Bowl - Team to win the coin draw: You must predict which team will win the coin draw in the Superbowl.

-Super Bowl - MVP: You should predict which player will be the MVP of the Superbowl.

-Time of the first score (mins): you must predict when the first points (minutes) will be scored.

-Total First Downs (incl. Overtime): You must predict how many First Downs will be scored (incl. Overtime).

-Security (incl. Overtime): You have to predict where there will be security in the match (incl. Overtime).

-Defensive or special teams TD scored (incl. Overtime): You have to predict whether defensive TDs or special teams TDs (incl. Overtime) will be scored.

-More First Downs (incl. Overtime): You must predict which team will score the most First Downs (incl. Overtime).

-Big Win Little Win: You must predict whether the home team or the away team will win by 14+ points (big win) or by 1-13 points (little win).

46-Baseball

- MLB Baseball League (or other baseball leagues): The "Moneyline" market is deemed decided if league officials deem it completed and if:

At least 5 entries are fully completed.

Or

3. 4.5 innings are completed and the home team (or the team batting second) is in the lead. In all other cases, bets are cancelled.

-To clarify, all other markets are considered decided if:

2. at least 9 innings are completed.

O3. 8.5 innings have been completed and the home team (or the team batting second) is in the lead.

- In all other cases, bets will be void. In the event of a "Mercy Rule", all bets will remain and be decided based on the outcome at that time.

- MLB Baseball League (or other baseball leagues), all Pitcher Lines (PL Markets for Moneyline, Handicap and Totals) will be canceled in the event the starting pitcher listed changes. Bets placed on Pitcher Lines will include the indication (PL) on the ticket and in the bet history. In case the indicator (PL) is not visible on the ticket, the bet is placed on the Action lines and they will be closed respectively. Action Lines will be settled based on the outcome of the event regardless of whether pitchers have changed before. Any Pitcher Line offered again after a trade will follow the same rules as those listed above. Lines of Action follow the general regulations with certain exceptions in MLB (or other baseball leagues), as mentioned above.

In a 7-inning Baseball game played, all markets are considered decided if:

1. At least 7 innings are completed

OR

2. 6.5 innings are completed and the home team (or the team batting second) is in the lead.

- The exception is the moneyline (match winner) which is considered decided if:

1. at least 5 O2 innings are completed

4.5 innings are completed and the home team (or the team that beats second) is ahead.

In all other cases, bets are settled as cancelled.

Main markets:

-Money Line (1/2) (incl. extra innings): This bet is team against team, regardless of the starting pitcher.

-Handicap (incl. extra tackles): The winner of the entire match is predicted by adding or subtracting the indicated margin to the result of the match, including extra innings.

-Total (incl. extra innings): In this bet you must specify the total number of runs scored by both teams.

-Total Home Runs (incl. extra innings): This bet must specify the total number of runs scored by the home team.

-Total Away Runs (incl. extra innings): This bet must specify the total number of runs scored by the Away team.

-Total Hits (incl. extra innings): In this bet you must specify the total number of hits achieved by both teams.

-Total Home Hits (incl. extra innings): In this bet you must specify the total number of hits achieved by the Home team.

-Total Away Hits (incl. extra innings): In this bet you must specify the total number of hits achieved by the Away team.

-Wins the current or next inning: The first and second parts of the specified inning must be completed, except when the team hitting the second is winning when play is suspended or abandoned.

-Total Runs in Inning X: The first and second parts of the specified innings must be completed, unless the bet has already been settled.

-Score of the current or next inning: The first and second parts of the specified inning must be completed, unless the bet has already been settled.

-Current Innings Score/Hit in 1/2 Inning or Next: The first and second innings of the specific inning must be completed unless a run has been completed or a hit has been made, when the game is suspended or abandoned.

-Team with the highest number of hits in the current or next inning: The first and second parts of the specified inning must be completed, unless the bet has already been settled.

-Total hits in the current or next inning or total runs in the current or next inning: The first and second parts of the specified inning must be completed, unless the bet has already been settled.

-Leader after x inning: The first and second parts of the specified inning must be completed, unless the bet has already been settled.

-First to Score X/Team Totals/Total Hits Markets: The 81/2 innings rule will apply, unless bets have already been settled or bets are settled by the natural endings (e.g. No Abandonment of the Game) of the game.

If a match reaches a draw and the natural end of the match (e.g. If the match is not suspended, bets on the Race to xx markets will be void. For example, if an MLB game is suspended or abandoned, or suspended with a score of 3-3 after 10 innings, bets on the fourth run will be void. Bets on 5, 6 or 7 race markets will be settled as void.

-Next Team to Score: In the event that the game is abandoned, all bets on runs that have already been scored will be settled. Bets on the next race at the time of abandonment or abandonment will be void.

-Margin of Victory: The 8 1⁄2 innings rule will apply. Includes additional tickets for MLB (Major League Baseball). For MLB, a game that ends in a tie, bets that do not offer a tie option will be void; in the case of non-MLB events where the game may end in a tie, that option will be available.

-When the first run will be scored (incl. extra innings): Predicts in which inning the first run will be scored.

-Winner and Total: This betting market combines two main betting markets where you have to predict who will win the match and how many total runs (over/under) will be scored in the match.

IMPORTANT: We recommend that you consider the following example in the profit margin market in our live game mode. Our platform can display the market as follows: +3 (runs), -3 (runs) Where the sign (+) means home team and the sign (-) away team, > = + 3 and <= - 3 where the first means more than or equal to 3 runs of the home team and the second less than or equal to 3 runs of the away team.

-Maximum number of consecutive runs: You must predict which team will score the most consecutive runs.

-Exact runs in the inning with the most runs: You have to predict the exact number of runs in the inning with the highest score.

-Range of runs (incl. extra innings): A range within which the total runs of the event will be must be predicted.

-Result of the X throw: The result of the mentioned throw must be predicted.

-Hit on Throw X: You have to predict if there will be a hit on the mentioned throw or not. Home run on the pitch: You have to predict if there will be a hit on the mentioned pitch or not.

-Home run on the pitch: You have to predict if there will be a home run on the mentioned pitch or not.

Markets by tickets:

-X Input- 1X2: Predict the outcome of the mentioned input.

-X inning - total: In this bet you must specify the total number of runs scored by both teams in the mentioned innings

-X inning - team to score: You have to predict which team will score in the mentioned inning.

-X inning - handicap: The winner of the mentioned inning must be predicted by adding or subtracting the indicated margin to the result of the match.

-X inning- total hits: The total number of hits of the mentioned inning must be predicted.

-X inning -total hits per team: The total number of hits for the home or away team of the mentioned inning must be predicted.

-Input 1 to 5 - 1X2: Predicts the outcome of inputs 1 to 5.

-Innings 1 to 5 - total: The total number of runs scored by both teams in innings 1 to 5 must be specified.

-Inning 1 to 5 - handicap: The winner of innings 1 to 5 must be predicted by adding or subtracting the indicated margin to the result of the match.

-Inning 1 to 5 - total hits: You must predict the total number of hits from innings 1 to 5.

-Innings 1 to 5 - total hits per team: You must predict the total number of hits for the home or away team in innings 1 to 5.

-Team to win the most innings: You must predict which team will win the most innings in the game.

-Team with the highest scoring inning: You must predict which team will have the highest score in a single inning (or if there will be a tie).

-There will be extra tickets: You must predict if the event (yes-no) will have extra tickets.

First x 1x2 & 1x2 innings (inc. extra innings): You must predict the result of the first X innings, as well as the result at the end of the game.

Both teams to score more than x.5 runs (inc. extra innings): You have to predict whether both teams will score more than X runs in the game or not.

-First to score X runs (inc. extra innings): You must predict which team will arrive first in X runs, including overtime.

-Home team to bat in the ninth inning: You have to predict if the home team bats in the ninth inning.

-Total innings without runs: You must predict how many innings will end without scoring (0-0).

-Entry with the most runs: You must predict which entry will be with the highest score.

- When will the match be decided?: You must predict in which inning the match will be decided.

-Next inning hit (yes/no): You have to predict if there will be a hit in the next inning.

-Hit of the X inning (yes/no): You have to predict if there will be a hit in the X inning.

 All:
markets under the ''Special Player Markets'' section follow this rule: if the player listed is not in the starting line-up for the match, bets are settled as void.

-Player Strikeouts: The number of strikeouts that the specific player will make must be predicted.

-Player Strikeouts (Minimum): It consists of predicting at least how many strikeouts the specific player will make.

-Player Hits: It consists of predicting at least how many hits the specific player will take.

-Total Player Bases (Minimum): It consists of predicting at least how many total bases the specific player will make.

-Hits + runs + rbi of the player: It consists of predicting the number of hits, runs and rbi combined that the specific player will make.

-Hits + runs + rbi of the player(minimum): It consists of predicting at least how many hits, runs and rbi combined the specific player will make.

-Player Home Runs (at least): It consists of predicting at least how many home runs the specific player will make.

-H2H total bases: It consists of predicting which of the players mentioned will register the most total bases in the game.

-H2H total strikeouts: It consists of predicting which of the players mentioned will register the most strikeouts in the game.

-Player Hits + Total Bases: It consists of predicting the number of combined hits and the total bases that the specific player will make.

-Total Player Bases + Runs + RBI: This consists of predicting the number of bases, runs, and total RBI combined that the specific player will make.

-Batter Hits: It consists of predicting the number of hits that the specific batter will record.

-Total Base Batter: It consists of predicting the number of total bases that the specific batter will record.

-Pitcher Strikeouts: It consists of predicting the number of strikeouts that the specific pitcher will record.

-Result of the N-th time at bat of the X player: You have to predict the result of the N-th time at bat of the X-th player.

-X player to strike out Nth time at bat: You have to predict if the x-th player will strike out at his N-th time at bat.

-Most Total Bases: You have to forecast which team will record the most total bases.

-Most total strikeouts: You have to forecast which team will record the most total strikeouts.

Additional markets:

-How fast will the next launch be launched?:

-You have to predict the speed range at which the pitcher will throw the ball on the specific pitch. 5 are the possible outcomes: Less than 80 mph, between 80-89 mph, between 90-95 mph, between 96-99 mph, greater than 99 mph. Release Result

  1. Receiver interference will void all results markets of
  2. Violation of the pitch clock by the pitcher or batsman will void all results markets of
  3. Velocity and pitch type results will be based on official statistics from the league's governing body.

-What will be the next type of throw?: You have to predict the type of throw the thrower will make on the specific throw. 7 are the possible outcomes: Fastball, cutter, sinker, curve, slider, changeup, other. Launch Result

  1. Receiver interference will void all results markets of
  2. Violation of the pitch clock by the pitcher or batsman will void all results markets of
  3. Velocity and pitch type results will be based on official statistics from the league's governing body.

a) Sweepers and slurves will be resolved as sliders.
b) Any other pitch not explicitly mentioned in the market options will be classified as "Others."

-What will be the result of the batting? You have to predict the outcome of the batter mentioned in the mentioned plate appearance. 9 are the possible outcomes: home run, striking out, single, triple, fly out, walk, strikeout swinging, double, ground out. Batting Result

  1. The At-Bat must occur in the specified inning against the pitcher Otherwise, bets will be void.
  2. If the inning ends before the batting is completed (i.e. if the runner is caught stealing or is put out), bets will be void.
  3. Bets will be void in the event of an automatic intentional walk.
  4. Receiver interference will be resolved as a range error.

-What will be the next pitch?: You have to predict the outcome of the specific pitch. 4 are the possible outcomes: strike, ball, inplay hit, inplay out. Release Result

  1. Receiver interference will void all results markets of
  2. Violation of the pitch clock by the pitcher or batsman will void all results markets of

Velocity and pitch type results will be based on official statistics from the league's governing body

Baseball-Outrights:

-Winner: The winner of the given tournament must be predicted according to the official ranking of the competition.

-Division/Conference Winner: The winner of the determined division or conference must be predicted according to the official ranking of the competition.

-Points in the regular season - Team: You must predict how many points (plus/minus) the mentioned team will accumulate according to the official ranking of the competition.

-H2H -Exact score of the series: The final result of the series of matches between the 2 indicated teams must be predicted. For the purposes of information, only the official sites of each competition will be considered valid.

-H2H - When will the series end?: You have to predict how many matches the series of matches between the 2 indicated teams will end. For the purposes of information, only the official sites of each competition will be considered valid.

-H2H - Winner: You must predict which of the two indicated teams will qualify in the given qualifying phase or play-off round.

- Will they make it to the playoffs? – Team: It must be predicted if the aforementioned team will reach the playoffs of the tournament in question according to the official ranking of the competition.

-Top4, Top6, Top8, Top10: You have to predict if the selected team will finish in the respective top position when the competition ends.

 

RUGBY / RUGBY LEAGUE

-Unless otherwise specified, all bets on Rugby/Rugby League matches are calculated for 80 minutes of play, including any additional time added by the referee, if a match is abandoned before the end of regular time, all bets on that match will be void, except for those markets that have already been settled.

Main Markets:

-1X2: The result of the entire match must be predicted. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Double chance: The result of the entire match must be predicted. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins).

-No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team, which means that, if the match ends in a draw, the money staked will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

-Handicap: bet  in which the winner of the game must be decided with a respective goal margin. The correct score is added or subtracted from the points proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-Handicap (3 way): The final result of the match must be predicted taking into account the handicap in parentheses. For example, (0:1) indicates that the away team has a one-goal advantage, while (1:0) indicates that the home team has a one-goal advantage.

-Total: You have to predict whether the total number of points scored during the entire game will be over or under the margin offered.

-Team total: You have to predict whether the total number of points scored by the home or away team during the entire game will be over or under the indicated margin.

-Margin of victory: You must predict the margin of victory in the match for the home or away team, or if the match ends in a draw.

-Halftime/Full Time: The result of the first half of the match must be predicted along with the result of the entire match. Possible outcomes are: (1/1, 1/X, 1/2, X/1, X/X, X/2, 2/1, 2/X, and 2/2).

-Half with the highest score: You must predict which of the two halves of the match will have a higher number of points.

-Odd/Even: You have to predict if the result of the match is an odd or even number, if the result of the match is "0:0", bets are counted as "even".

-Point range: The point range during the match must be predicted.

- Will it qualify?: You must predict if the chosen team will qualify for the next phase of the tournament.

- Which team will win the final?: You must predict which team will win the final of the selected tournament.

- Which team will win 3rd place?: You must predict which team will qualify in the third position in the selected tournament.

- Which team wins the rest of the match?: You have to predict who will win the rest of the match. From the moment the bet is placed, the score counts as 0:0 regardless of the actual score of the match.

-Overtime - 1x2: You must predict which team will win the extra time of the game.

-First scoring play (Prelive): You must predict how the first points of the game will be scored. 6 are the possible outcomes:

- Home team with intent.

- Home team with penalty.

- Home team with a drop goal.

- Away team with intent.

- Away team with penalty.

- Away team with a drop goal.

-First to score x points: You must predict which team will reach X points first during the game.

-Next scoring play (live): You have to predict how the X points will be scored in the match. 6 are the possible outcomes:

- Home team with intent - Away team with intent

- Home team with penalty - Away team with penalty

- Home team with a drop goal - Away team with a drop goal.

- Team to score first: You have to predict which team will score first during the match.

-Team to score last: You have to predict which team will score last during the match.

-Halftime/Full Time with Draw: You have to predict the result of the first half and the second half.

-Both halves - First score: You have to predict how the first points will be scored during the first and second half.
6 are the possible outcomes:

Home team with try.  Home team with penalty.

Home team with drop goal.

Away team with try.

Away team with penalty.

Away team with drop goal.

-Either half - First score: You have to predict how the first points will be scored during the first or second half.

6 are the possible outcomes:

Home team with try.  Home team with penalty.

Home team with drop goal.

Away team with try.

Away team with penalty.

Away team with drop goal.

-Either half - First score: You have to predict how the first points will be scored during the first or second half.

6 are the possible outcomes:

Home team with try.

Home team with penalty.

Home team with drop goal.

Away team with try.

Away team with penalty.

Away team with drop goal.

- Both halves - First type of scoring: You have to predict how the first points will be scored during the first and second half.

3 are the possible results:
with try.with penalty.with drop goal.

-Either of the two halves - First type of scoring: You have to predict how the first points will be scored during the first or second half.

3 are the possible results:
with try.with penalty.with drop goal.

- Both halves - Handicap: A bet in which the winner of the first and second halves must be decided with a respective goal margin.

The correct score is added or subtracted from the points proposed in the handicap, and after this operation, it will be determined who wins: home team, draw or away team.

-Either of the two halves - Handicap: a bet in which the winner of the first or second half must be decided with a respective goal margin.

The correct score is added or subtracted from the points proposed in the handicap and, after this operation, it will be determined who wins: home team, home team, draw or away team.

-Both halves - Type of final score of the match: You have to predict how the last points will be scored during the first and second half.4 are the possible results:With try with penalty with drop goal with conversion.

-Either of the two halves - Type of final score of the match:  You have to predict how the last points will be scored during the first or second half. 4 are the possible results: with try.with penalty.with drop goal.with conversion.

-Both halves - Last score: You have to predict how the last points will be scored during the first and second half. 10 are the possible outcomes:

Home team with try.

Home team with penalty.

Home team with drop goal.

Home team with conversion.

Local team with lost conversion.

Away team with try.

Away team with penalty.

Away team with drop goal.

Away team with conversion.

Away team with missed conversion.

-Any half - Last score: You have to predict how the last points will be scored during the first or second half.10 are the possible outcomes:

Home team with try

Home team with penalty kick

Home team with drop goal

Home team with conversion

lost Home

team with missed conversion Away team

with try Away team with penalty kick

Away team with drop goal

Away team with conversion

Away team with lost conversion.

-Both halves - Match result: You have to predict the result of the first half and the second half.

-Any half - Match result: You have to predict the result of the first half or the second half.

-Both halves - race to x points: You have to predict which team will reach X points first during the first and second halves of the match.

-Both halves - Team to score first: You have to predict which team will score first during the first and second halves.

- Either half - The team that scores first: You have to predict which team will score first during the first or second half.

-Total Goals Against - Home Team/Away Team: You have to predict how many goals the home or away team will score during the match.

- Both halves- Home team/Away team - total: You have to predict whether the total number of points scored by the home or away team during the first half and the second half will be over or under the indicated difference.

- Any half - Total: You have to predict whether the total number of points scored during the first or second half will be higher or lower than the indicated difference.

- Either half - Home Team/Away Team - Total: You have to predict whether the total number of points scored by the home or away team during the first or second half will be over or under the indicated difference.

- Both Halves - Odd/Even: You have to predict if the total number of points scored by both teams during the first and second half is an odd or even number, if the result is "0:0", bets are counted as "even".

- Both halves - Total: You have to predict whether the total number of points scored during the first and second halves will be higher or lower than the indicated difference.

- Either half - Odd/Even: You have to predict whether the total number of points scored by both teams during the result of the first half or the result of the second half is an odd or even number, if the result is "0:0", bets are counted as "even".

- Both halves - Home team or away team - Total goals against: You have to predict how many postponed goals the home or away team will score during the first and second halves.

-Either half - Home or away team - Total goals against: You have to predict how many postponed goals the home or away team will score during the first or second half.

- Both halves - Home team/away team - Odd/Even: You have to predict if the total number of points scored by the home/away team during the result of the first half and the result of the second half is an odd or even number, if the result is "0:0", bets are counted as "even".
- Either half - Home/Extra-EU Team - Odd/Even: You have to predict whether the total number of points scored by the home/away team during the result of the first half or the result of the second half is an odd or even number, if the result is "0:0", bets are counted as "even".

-Both halves - win: You have to predict whether the home or away team will win in both halves.

- 1st Half - Anytime Scorer: You have to predict which player will score during the first half.

- 2nd Half- Anytime scorer: You have to predict which player will score during the second half.
- Both halves - Anytime scorer: You have to predict which player will score during both halves.

First Half Markets:

-First half - 1X2: The result of the first half must be predicted. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-First half - Double chance: The result of the first half must be predicted. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins).

-1st Half - No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team, which means that, if the first half ends in a draw, the money wagered will be refunded. For example, if the first half results in a draw, the bet will be settled as cancelled.

-1st Half - Handicap: Bet in which the winner of the first half must be decided with a respective goal margin. The correct score is added or subtracted from the points proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-1st half - Handicap (3-way): The result of the 1st half must be predicted taking into account the handicap in parentheses. For example, (0:1) indicates that the away team has a one-goal advantage, while (1:0) indicates that the home team has a one-goal advantage.

-1st Half - Total: You have to predict whether the total number of points scored during the first half will be over or under the indicated margin.

-1st Half - Team Total: You have to predict whether the total number of points scored by the home or away team during the first half will be over or under the indicated margin.

-1st half - Total attempts: You have to predict if the total number of attempts scored during the first half will be over or under the margin offered.

-1st Half - Total Team Attempts: It must be predicted whether the total number of attempts scored by the home or away team during the first half will be over or under the indicated margin.

-First Half - Odd/Even: You have to predict if the result of the first half is an odd or even number, if the result is "0:0", bets are counted as "even".

-1st half: which team wins the rest: You must predict who will win the rest of the 1st half. From the moment the bet is placed, the score counts as 0:0 regardless of the actual score of the match.

-1st half: margin of victory: The margin of victory in the first half of the match for the home or away team must be predicted, or if the match ends in a draw.

-1st half: margin of victory: The margin of victory in the first half of the match for the home or away team must be predicted, or if the match ends in a draw.

-First half: First team to score x points: You have to predict which team will reach X points first during the first half of the game.

-First Half - Try - 1X2: The result of the first half must be predicted in the tries scored. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-First half - try - Double chance: The result of the first half must be predicted in the tries scored. There are 3 possible outcomes: 1X (at the end of the first half of the match the home team wins or draws), X2 (at the end of the first half of the match the away team wins or draws), 12 (at the end of the first half of the match the home team wins or the away team wins).

-1st Half - Try -No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team in the tries scored, which means that, if the first half ends in a draw, the bet money will be refunded. For example, if the first half of the successful attempts result in a draw, the bet will be settled as cancelled.

-1st Half - Try - Handicap: A bet in which the winner of the first half in the tries scored must be decided with a respective goal margin. The correct score is added or subtracted from the attempts proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-1st Half - Try - Handicap (3-Way): Bet in which the winner of the first half in the tries scored must be decided with a respective goal margin. The correct score is added or subtracted from the attempts proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-First Half - Try - Odd/Even: You have to predict if the result of the first half in tries scored is an odd or even number, if the result of the match is "0:0", bets are counted as "even".

Combined markets:

-1X2 & Total: This betting market combines two main betting markets where you have to predict who will win the match (or draw) and how many total points (over/under) will be scored in the match.

Try markets:

-Try - 1X2: The result of the entire match must be predicted in the tries scored. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Try - Double chance: The result of the entire match must be predicted in the tries scored. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins).

-Try - No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team in the tries scored, which means that, if the match ends in a draw, the money bet will be refunded. For example, if a final score on the tries achieved results in a draw, the bet will be settled as cancelled.

-Try - Handicap: A bet in which the winner of the game in the tries scored must be decided with a respective goal margin. The correct score is added or subtracted from the tries proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-Try - Handicap (3-Way): A bet in which the winner of the game in the tries scored must be decided with a respective goal margin. The correct score is added or subtracted from the tries proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team.

-Try - Total try: You have to predict whether the total number of tries scored during the match will be over or under the margin offered.

-Try - Total team try: You have to predict whether the total number of tries scored during the home or away team's match will be over or under the indicated margin.

-Try - Odd/Even: You have to predict if the result of the match in the tries achieved is an odd or even number, if the result of the match is "0:0", bets are counted as "even".

Rugby / Rugby League -Outright:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-Regular season victories - Team: You have to predict how many victories (plus/minus) the mentioned team will get according to the official ranking of the competition.

-Most regular season losses - Team: You have to predict how many losses (plus/minus) the mentioned team will get according to the official ranking of the competition.

-H2H - Winner: You must predict which of the two indicated teams will qualify in the given qualifying phase or play-off round.

-To reach the grand final: It must be predicted if the selected team will reach the grand final (Yes) or no (No) during the tournament according to the official ranking of the competition.

-To reach the Playoffs: You must predict if the selected team will reach the playoffs (Yes) or not (No) during the tournament according to the official ranking of the competition.

-Top4, Top6, Top8: You have to predict if the selected team will finish in the respective top position when the competition ends.

CAR RACE

-The outcome of a bet on a Formula 1, Nascar, Indy Car, Rally event is based on the earliest official results published. Decisions made by the official federation (including but not limited to the FIA) and which affect or modify the result obtained on the race field will not be taken into account.

-Each race starts with the warm-up lap. If the driver the user has selected is not on the starting grid for the warm-up lap, or ready to start the race from the pit lane, the bet will be cancelled and the bet refunded, if a race is suspended and there is no official result declared, all bets on that race will be void.

Car Racing Markets:

-Winner (race): It must be predicted that the chosen driver will be the winner of the race.

-Winning constructor (race): You have to predict which team the winning driver belongs to.

-Margin of victory (race): You have to predict if the team/driver will win the race with the margin offered.

-Group Winner (Race): You have to predict if the chosen driver will be the winner of the selected group during the race.

-Top 3 (race): You have to predict if the chosen driver will reach the podium position.

-Top 6 (race): It must be predicted that the selected driver will finish the race within the first six positions. To be considered a winner, the driver must complete at least 90% of the laps completed by the winner rounded to the nearest whole number of laps.

-Top 10 (race): It must be predicted that the selected driver will finish the race within the first ten positions. To be considered a winner, the driver must complete at least 90% of the laps completed by the winner rounded to the nearest whole number of laps.

-H2H (Race): You have to predict which of the two drivers offered in the bet will achieve the better position in the race. If these drivers retire or are disqualified on the same lap, this type of bet will be considered void. If one or more of the drivers listed in the bet are unable to take part in the race, this type of bet will be considered void.

-Both cars finish with points: You have to predict if both cars of the selected team will finish the race within the top ten positions.

-Both cars qualified: You have to predict whether both cars of the selected team will be classified or not according to the official report of the federation (including but not limited to the FIA) driver who will win the race, pole position and fastest lap: this is also called hat-trick and you have to predict which driver will win the race,  pole position and make the fastest lap.

-First driver to make a pit stop: You must predict which driver will make the first pit stop during the race.

-Winner's grid position: The starting position of the winning driver of the race must be predicted.

-Nationality of the winning driver: The nationality of the winner of the race must be predicted.

-Qualified/unclassified driver: It must be predicted whether the driver will be classified or not according to the official report of the federation (including but not limited to the FIA), published after the main race. To be considered classified, the rider must complete at least 90% of the laps completed by the winner by rounding down to the nearest whole number of laps.

-Number of drivers qualified: You have to predict how many cars/drivers will be classified according to the official report of the federation (including but not limited to the FIA) published after the main race.

-Fastest lap: You have to predict which driver will do the fastest lap during the main race of the Grand Prix.

-Retirement of the first driver: It must be predicted which driver will retire first during the main race of the Grand Prix.

A driver who is disqualified or in an accident is considered retired. If two or more drivers retire during the same lap, they will be considered equal, regardless of the order in which they retired.

-Retirement of the first constructor: You have to predict which team will retire first during the main race of the Grand Prix. A driver who is disqualified or in an accident is considered retired. If two or more drivers retire during the same lap, they will be considered equal, regardless of the order in which they retired.

-Safety car: You must predict if the safety guards will go out on the track during the race.

-Virtual safety car: You must predict if the virtual safety system will go out on the track during the race.

-Winner (Pole): It must be predicted that the selected driver will achieve the best position during the qualifying session.

-Podium (Pole): It must be predicted that the selected driver will conclude the qualifying session in first, second or third position.

-H2H (Pole): You have to predict which of the two drivers specified in the bet will achieve the best position in the qualifying session.

-Margin of victory (Pole): You have to predict which team/driver will win the pole with the margin applied.

-Group Winner (Pole): It must be predicted that the selected driver will be the winner of the selected group during the Pole session.

-Winner (practice): It must be predicted that the chosen driver will achieve the best position during the practice session.

-Podium (practice): It must be predicted that the chosen driver will conclude the practice session in first, second or third position.

-H2H (Practice): You have to predict which of the two drivers specified in the bet will achieve the best position in the practice session.

-Championship Winner (Drivers and Constructors): This type of market will be settled based on the total points scored by the drivers, immediately after the podium presentation ceremony of the last Grand Prix of the season.

-H2h Championship Driver/Team (Overall): You have to predict which driver/team will set the best position in the current drivers' championship. If both drivers/teams achieve the same points in the season, the winner will be declared with the same criteria used by the official federation (including but not limited to the FIA); meaning that only the best placements in the seasons will be considered to determine the winner.

MOTORCYCLE RACE

-The outcome of a bet on a MotoGP, Moto2, Moto3, Superbike, Speedway event is based on the first official results published. Decisions made by the official federation (including but not limited to the FIM) that affect or modify the result achieved on the race field will not be taken into consideration.

-Whenever a race is officially postponed or suspended, all related bets will remain valid if the event takes place before midnight on the day following the date originally set for the race. If it is not resumed or if it is not completed within the mentioned timeframe, all bets related to the event will be considered void.

Motorcycle racing markets:

-Winner (race): You have to predict if the chosen driver will be the winner of the race.

-Podium (race): You have to predict if the chosen driver will reach the podium (first, second or third position).

-H2H (Race): You have to predict which of the two drivers specified in the bet will achieve the best position in the race. In the event that both drivers retire or are disqualified on the same lap, this type of bet will be considered void.

-Winner (Pole): It is necessary to predict if the chosen driver will achieve the best position during the qualifying session.

-Podium (Pole): You must predict if the chosen driver will conclude the qualifying session in first, second or third position.

-H2H (Pole): You have to predict which of the two drivers specified in the bet will achieve the best position in the qualifying session.

-The best of the group (race, pole): You have to predict which driver will reach the highest position in the selected group. In the event that one of the drivers in the group does not participate in the selected competition, the bet will be considered void.

CYCLING

-The outcome of a bet on a cycling competition is based on the first official results published. If a race is shortened or affected by weather conditions, bets will be settled according to the decisions made by the official tournament sites.

-If a race is officially cancelled, all related bets will be considered cancelled. Whenever a stage race is postponed or suspended, all related bets will stand until the race is completed or cancelled. The winner of the race will be the one who occupies the first place on the podium. Any disqualification, given after the race, will not be taken into account when settling bets.

Cycling Markets:

-Winner: The winner of the race or competition must be predicted.

-Group winner: You must predict which of the named cyclists included in the bet will reach the best position within the group. If one or more riders in the group withdraw before the start of the race, all bets will be void.

-Podium: It must be predicted that the chosen cyclist will reach the podium (first, second or third position).

-Top 6: It must be predicted that the chosen cyclist will complete the race within the first six positions.

-Top 10: It must be predicted that the chosen cyclist will complete the race within the top ten positions.

-H2H: You have to predict which of the two riders specified in the bet will achieve the best position in the overall event. Whenever in a stage one of the two cyclists is disqualified during an advanced stage of the competition that his opponent has not even reached, the disqualified participant will be considered the winner. If one of the two runners withdraws or is disqualified during one of the stages of the race, the runner who remains in the race will be deemed the winner. If both competitors do not reach the next stage, the bet will be void.

-Stage winner: The winner of the stage will be the one who occupies the first place on the podium. Any disqualifications will not be taken into account when settling bets.

-Non-runners: If a runner withdraws from the competition or is disqualified when the race or stage has already started, bets on this runner will be settled as Losses.

-Pairing bets - by stage and overall standings: at least one of the riders or teams must complete the stage or race for the pairing bet to stand. If both do not finish the stage or race, all bets will be void.

Curling

-Markets are considered decided if a match is officially completed or awarded by the defeated team. The additional points will be counted for settlement purposes. In the event that a match is postponed or abandoned without resuming within 48 hours, all undecided markets will be considered void.

Curling Main Markets:

-Winner (extra ends included): The winner of the match must be predicted regardless of the point margin.

-Total Points (Extra Ends included): You have to predict whether the total number of points for both teams combined will be over or under the selected number.

-Handicap (extra ends included): You have to predict the winner of the entire match by adding or subtracting the indicated margin to the result of the match.


Curling Absolute Bets:

-Winner: The winner of the given tournament must be predicted according to the official classification of the competition.

WINTER SPORTS

-It refers to winter sports such as cross-country skiing, alpine skiing, ski jumping, biathlon, bobsled, freestyle skiing, figure skating, snowboarding, skeleton, speed skating, short track speed skating, luge, Nordic medley, etc. count as official results, regardless of any subsequent disqualifications. If there is no podium ceremony, the result will be determined according to the official result declared at the end of the competition by the regulatory body.

-Postponed or cancelled events: If, for any reason, an event (other than the Olympic Games or World Championships) is postponed or cancelled, all bets on that event will be void unless the competition takes place within 48 hours of the originally scheduled time to start, or a regulatory organisation declares an official result within 48 hours.

Winter Sports Markets:

-Winner: Predict the winner of the event.

-Podium: It must be predicted that the selected player will reach the podium (first, second or third position.)

-H2H: If one of the two participants does not start, bets will be void. If neither participant finishes the race, bets will be void. If one of the participants manages to finish the race and the other does not, the first mentioned will be the winner. If one of the contestants does not finish and the other does not qualify after the preliminary, the highest-ranked competitor in the preliminary will be the winner.

-If none of the participants qualifies after the preliminary, the best classified in the preliminary will be the winner. If one of the participants fails to finish after having passed the preliminary and the other does not manage to pass the preliminary, the first mentioned will be the winner.

-Winner's group: You have to predict which of the competitors specified for this type of bet will get the best result in the event. If any of the competitors does not complete the competition, the winner will be the one who obtained the best timing during the previous phase. In the case of competitions consisting of two races, if both competitors retire in the first race, the bet will be declared void.

BOXING/MMA

-The sound of the bell is the signal for the start of the first round for betting purposes. When one fighter is unable to answer the bell for the next round, then the other fighter will be considered the winner in the previous round.

A round in MMA counts as complete if it passes 2:30; in boxing he must exceed 1:30 min.

When a fight is declared a "No contest" all bets will be void, with the exception of those bets that have already been settled due to the development of the event.

-Tie or technical tie: A tie is given by points. A technical draw occurs if the referee stops the fight before the round begins, for any reason other than knockout, technical knockout, or disqualification.

-Knockout: A knockout is when a fighter does not get up after the count of 10. The technical knockout is when the 3 nocauts rule is applied or if the referee so decides. Any withdrawal in the corner will be considered a technical knockout unless the fight is decided by the judges' points or if it is declared a "No contest".

-Technical Decision: It is decided by the referees' scoring points before the end of the fight.

Significant Strikes: These are any strikes at distance or clinch-to-ground strikes that the official scorers consider "Power Strikes".
A significant strike counts both as a strike and a significant strike, and it is worth a total of 0.4 points.

Knockdown: Awarded to a fighter who knocks down their opponent due to their weakening during what the official scorers consider an appreciable amount of time.

In MMA and UFC, regular strikes refer to any legal striking technique, including punches, kicks, elbows, and knees, that a fighter uses to attack their opponent.
These strikes are counted in the general strike statistics of a fighter. On the other hand, significant strikes are a subset of regular strikes and are defined as strikes that have a clear impact on the opponent.
Whether landing with significant force or visibly affecting the opponent.
Significant strikes are used to measure a fighter’s effective striking during a fight and are often a key factor in judging the outcome of a bout.

In summary, while regular strikes encompass all legal striking techniques, significant strikes specifically refer to those strikes that have a notable impact on the opponent.

Boxing markets:

-Winner: Predict the winner of the event.

-Winner (1X2): You must predict the winner of the fight, There are 3 possible outcomes, Win 1, win 2 or draw.

-Total rounds: The total rounds played during the fight must be predicted in terms of more or less.

-Method of victory: You must predict who will win the fight and what the method of victory will be, (KO, decision or draw).

-The fight will go to a decision (yes/no): It must be predicted if the fight will complete all the rounds and the method of victory is the decision of the judges.

-Winner & Exact Rounds: You must predict the winner of the fight and exactly how many rounds the fight will have, or draw/decision.

Winner & Range of Rounds: You must predict the winner of the fight and exactly within which range the fight will end.

Round Group Bets: For betting purposes, betting on rounds or groups of rounds is for a player to win by KO (Knockout), TKO (Technical Knockout), or disqualification during that round or group of rounds. In the case of a technical decision before the end of the fight, all bets will be settled as a decision victory.
A draw is the draw scorecard. A technical draw is if the referee stops the fight before the start of the fifth round, for any reason other than Knockout, Technical Knockout, or disqualification. In the event that a fight is declared No Contest, all bets will be void.
If a player retires in their corner between rounds, e.g., round 9 and 10, it will count as Round 9 for settlement purposes, that is, the last fully completed round.

Round Group Bets and Winner (Player X): You must predict the winner of the match and in which group of rounds it will occur. For betting purposes, betting on rounds or groups of rounds is for a player to win by KO (Knockout), TKO (Technical Knockout), or disqualification during that round or group of rounds. In the case of a technical decision before the end of the fight, all bets will be settled as a decision victory.
A draw is the draw scorecard. A technical draw is if the referee stops the fight before the start of the fifth round, for any reason other than Knockout, Technical Knockout, or disqualification. In the event that a fight is declared No Contest, all bets will be void.
If a player retires in their corner between rounds, e.g., round 9 and 10, it will count as Round 9 for settlement purposes, that is, the last fully completed round.

Player X will score a knockdown: You must predict whether Player X will score a knockdown during the fight. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Both fighters will score a knockdown: You must predict if both fighters will score a knockdown during the fight. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Any fighter will score a knockdown: You must predict if at least one of the two fighters will score a knockdown during the fight. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Round - Knockdown Bets (Player X): You must predict if Player X will score a knockdown during that round. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Round - Knockdown Bets (Any fighter): You must predict if there will be a knockdown during that round. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Total Knockdowns (Over/Under): You must predict whether the total number of knockdowns scored during the entire fight will be above or below the indicated line. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Player X Total Knockdowns: You must predict whether the total number of knockdowns scored by Player X during the entire fight will be above or below the indicated line. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Will be knocked down (K.D.) and win (Player X, Yes/No): You must predict if Player X will be knocked down during the fight and whether or not they will win the fight. For settlement purposes, a knockdown is defined as a fighter receiving a mandatory 8-count (anything the referee considers a slip will not count).

Strikes landed by the fighter: You must predict how many strikes will land from composition 1, composition 2, and either of the two (comp 1 and 2 to score, e.g., 200 strikes, not combined) in a match (300 or more).

Total strikes landed by both fighters: You must predict how many strikes will land from both comp 1 and comp 2 combined in the match (250 or more).

Significant Strikes by Fighters: You must predict how many significant strikes will be landed by composition 1, composition 2, and either (composition 1 and composition 2, both to score, e.g., 200 strikes, not combined) the fighters during the match (30 or more).

Takedowns by Fighters: You must predict how many takedowns will be landed by composition 1, composition 2, and (composition 1 and composition 2 both to score, e.g., 8 takedowns, not combined) in a match (10 or more).

Total Significant Strikes Landed: You must predict how many significant strikes will be landed by comp 1 and comp 2 combined during the match (30 or more).

Total Significant Strikes by Fighter X: You must predict how many significant strikes Fighter X will land in the match (10 or more).

Total Strikes Landed (Over/Under): You must predict how many total strikes will be landed in the fight by both fighters combined, e.g., Over/Under 220.5.

Total Strikes by Fighter X Landed (Over/Under): You must predict how many total strikes Fighter X will land in the match.

Total Takedowns (Over/Under): You must predict how many takedowns will occur during the match between both fighters combined, e.g., Over/Under 12.5.

Total Takedowns by Fighter X (Over/Under): You must predict how many takedowns Fighter X will land during the match.

Total Strikes in Round 1 (Over/Under): You must predict how many strikes will be landed by comp 1 and comp 2 combined in round 1, e.g., Over/Under 30.5.

Strikes by Fighter X in Round 1 (Over/Under): You must predict how many total strikes Fighter X will land in the match during Round 1.

Total Significant Strikes in Round 1 (Over/Under): You must predict how many significant strikes will be landed in round 1 by both comp 1 and comp 2 combined, e.g., Over/Under 10.5.

Total Significant Strikes by Fighter X in Round 1 (Over/Under): You must predict how many significant strikes Fighter X will land in the match during Round 1.

Attacks by Fighters in Round 1: You must predict how many attacks will be landed by comp 1, comp 2, and either (comp 1 and comp 2, both to score, e.g., 50 strikes, not combined) during Round 1 (30 or more).

Round 1: Total Strikes by Both Fighters: You must predict how many strikes will be landed by comp 1 and comp 2 combined in Round 1 (20 or more).

Significant Strikes by Fighter in Round 1: You must predict how many significant strikes will be landed by comp 1 and comp 2 combined in Round 1 (10 or more).

Round 1: Total Significant Strikes by Both Fighters: You must predict how many significant strikes will be landed by comp 1 and comp 2 combined in Round 1 (30 or more).

Most Strikes Landed (1x2): You must predict who will land more strikes in the match.

Most Significant Strikes Landed (1x2): You must predict who will land the most significant strikes in the match.

Most Strikes Landed in Round 1 (1x2): You must predict who will land the most strikes in Round 1.

Most Significant Strikes Landed in Round 1 (1x2): You must predict who will land the most significant strikes in Round 1.

Punches Thrown by Fighter: You must predict how many punches comp1 or comp2 will throw during the fight (comp1/comp2 150, 200, 250 or more, etc.).

Combined Punches Thrown by Fighters: You must predict how many punches will be thrown by both fighters combined during the fight (500, 600 or more, etc.).

Punches Thrown by Fighter: You must predict how many punches comp1 or comp2 will throw during the fight (comp1/comp2 50, 75, 100 or more, etc.).

Combined Punches Thrown by Fighters: You must predict how many punches will be thrown by both fighters combined during the fight (200, 250 or more, etc.).

Most Punches Hit: You must predict which fighter will hit more punches during the fight.

 

 VOLLEYBALL

-A volleyball match does not have a specific duration, the match depends on the sets won by each team, once a team wins 3 sets with a maximum of 5 sets, the match ends.

-If a match is not completed, bets at the end of the matches will be cancelled and the bet refunded, but if the betting markets were determined, it will not happen as it is the balance of the live game.

Main Markets:

-Winner: You have to predict whether the winner of the match will be the home team (1) or the away team (2)

-Points handicap: the winner of the entire match (in points won) must be predicted by adding or subtracting the margin indicated to the result of the match (in points).

-Total Points: You have to predict whether the total points scored by both teams will be higher or lower than the number given in the chosen betting market.

-Exact sets: You have to predict whether the total number of sets played in the match will be higher or lower than the number given in the chosen betting market.

- Will there be a 4th set?: You must predict whether or not the 4th set of the match will be played.

- Will there be a 5th set?: You must predict whether or not the 5th set of the match will be played to define the winning team.

-Correct score: you have to predict the correct score of the match in terms of sets won by each team.

-Home team to win a set: You have to predict if the home team will win at least a set.

-Away team to win a set: You have to predict if the away team will win at least one set.

-The home team will win exactly one set: You have to predict if the home team will win exactly one set.

-The away team will win exactly one set: You have to predict if the away team will win exactly one set.

-The home team will win exactly two sets: You have to predict if the home team will win exactly two sets.

-The away team will win exactly two sets: You have to predict if the away team will win exactly two sets.

- How many sets will be decided by extra points?: You have to predict how many sets will reach extra points (the winner of the set has more than 25 points).

- "X" Set - "N" Point: You have to predict which team will win the N point of set X.

Set Markets:

-1st/2nd/3rd/4th/5th set - Winner: You have to predict whether the winner of the mentioned set will be the home team (1) or the away team (2)

-1st/2nd/3rd/4th/5th set - Total Points: You have to predict whether the total points accumulated by both teams in a given set will be over or under the margin offered in the market.

-1st/2nd/3rd/4th/5th set - Points handicap: The winner of the mentioned set (in points won) must be predicted by adding or subtracting the indicated margin to the result of the match (in points).

-1st/2nd/3rd/4th/5th set - odd/even: Predicts whether the total points accumulated by both teams in the X set will be an odd or even number.

-1st/2nd/3rd/4th/5th set - race to X points: You have to predict which team will reach X points first for the chosen Set

 Outright Markets:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-Top4, Top6, Top8, Top10: You have to predict if the selected team will finish in the respective top position when the competition ends.

55- Beach Volleyball:

-A beach volleyball match does not have a set duration, the match depends on the sets won by each team If a player is replaced by another player before the start of the match, all bets will be void. If a match starts, but is not completed, all bets based on the final result will be considered void, with the exception of markets where the result has already been determined.

Main Markets:

-Winner: You have to predict whether the winner of the match will be the home team (1) or the away team (2)

-Exact sets: You have to predict whether the total number of sets played in the match will be higher or lower than the number given in the chosen betting market.

-Correct score: The correct score of the match must be predicted in terms of sets won by each team.

-Points handicap: The winner of the entire match (in points won) must be predicted by adding or subtracting the margin indicated to the result of the match (in points).

-Total Points: You have to predict whether the total points scored by both teams will be higher or lower than the number given in the chosen betting market.

- How many sets will be decided by extra points?: You have to predict how many sets will reach extra points.

Markets by Set:

-1st/2nd/3rd/4th/5th set - Winner: You have to predict whether the winner of the mentioned set will be the home team (1) or the away team (2)

-1st/2nd/3rd/4th/5th set - Total Points: You have to predict whether the total points accumulated by both teams in a given set will be over or under the margin offered in the market.

-1st/2nd/3rd/4th/5th set - Points handicap: The winner of the mentioned set (in points won) must be predicted by adding or subtracting the indicated margin to the result of the match (in points).

-1st/2nd/3rd/4th/5th set - odd/even: Predicts whether the total points accumulated by both teams in the X set will be an odd or even number.

-1st/2nd/3rd/4th/5th set - race to X points: You have to predict which team will reach X points first for the chosen set.

Outright Markets

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

56-Darts

-A game of darts is considered to have begun when the first dart is thrown in the first round of the first set. If the stated number of sets is not completed, bets on the exact score will be void.

-The highest possible score with three darts is 180, obtained when all three darts land on the triple 20 (the term can be found in many markets).

Main markets:

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Set Handicap: The result of the match must be predicted in terms of sets by adding or subtracting the indicated margin to the final result of the match.

-Total 180s: You have to predict whether the total number of 180s achieved in the match by both players will be over or under the indicated margin.

-Most 180s: You have to predict which player will achieve the most 180s in the match (or if there will be a draw).

-180s Handicap: The result must be predicted in terms of 180 achieved by each player by adding or subtracting the margin specified in the bet to the final result.

-Total 180s Home Team: You have to predict whether the total number of 180s scored in the match by player 1 will be over or under the indicated margin.

-Total 180s away team: You have to predict whether the total number of 180s scored in the match by player 2 will be over or under the indicated margin.

-Set Handicap (3-way): The result must be predicted in terms of sets won by each player by adding or subtracting the margin specified in the bet from the final result.

-Correct score (in sets): The correct score in sets of the entire match must be predicted.

Player gets a 180: You have to predict which player will reach the 180 selected in the match (or if there will be none).

Fast markets:

-X set - N leg Winner: You have to predict which player will win the N leg of set X.

-X set - Correct result (in section): The correct score must be predicted in sections of the aforementioned set.

-X set - leg handicap: The winner of the mentioned set (in sections) must be predicted by adding or subtracting the indicated margin to the result of the match (in sections).

-X set - total legs: You have to predict if the total darts thrown by a player to win a specific leg will be over or under the indicated margin.

-X set - Odd/even legs: Predict whether the total legs played in the given set will be an odd or even number.

-X set leg x - total darts: You have to predict whether the total darts thrown by a player to win a specific leg will be over or under the indicated margin.

-X game leg x - player with the highest score in x visit: You have to predict which player will score the most points in a specific visit.

-X set stretch x - point range in X visit: You have to predict what the point range of a player's specific visit will be.

-X set stretch x- checkout result x: y+: You have to predict if the checkout score of a specific visit will be higher or lower than 40.5

-X set tX set - checkout color: You have to predict whether the checkout color of a specific leg will be red or green.

-X set - over 180s: You have to predict which player will get more 180s in the mentioned set (or if there will be a tie).

-X set - total 180s: You have to predict whether the total number of 180s achieved in the aforementioned set by both players will be over or under the indicated margin.

-X set - Total of 180s of the home team: You have to predict whether the total number of 180s achieved in the aforementioned set by player 1 will be over or under the indicated margin.

-X set - Total of 180s of the visiting team: You have to predict whether the total number of 180s achieved in the aforementioned set by player 2 will be over or under the indicated margin.

-X set X stretch - some player will score a 180: You have to predict if any player will get a 180 in the set and the mentioned set (or if there will be none).

-X set X stretch - home team will score a 180: You have to predict if player 1 will achieve a 180 in the set and the mentioned stretch (or if there will be none).

-X set Stretch X - home team will score a 180: You have to predict if player 2 will achieve a 180 in the set and stretch mentioned (or if there will be none).

Outright Markets:

-Winner: You have to predict the winner of the tournament in question according to the official ranking of the competition.

-Top 2: You have to predict the finalists of the tournament in question according to the official classification of the competition.

-Who will go further: Predict which of the players mentioned will reach the next phase (or the same).

-Elimination stage: Predict in which round the selected player will be eliminated.

-Winning nationality: You have to predict the nationality of the winner.

-Winning half: You have to predict that the winner of the tournament will come out of the top half or bottom half.

-Fourth winner: You have to predict that the winner of the tournament will come out of the 1st/2nd/3rd/4th quarter.

-First-time winner: You have to predict if there will be a first-time winner or not.

-Winner of the fourteenth: You have to predict the winner of the fourth mentioned (1st/2nd/3rd/4th).

 

57-FUTSAL

-A Futsal event is considered official if 40 minutes of play are played.

-All events will be determined by the final result of regular time, unless otherwise indicated.

-Regular time must be completed in order for bets to stand, unless otherwise stated

-Bets will be valid within regulation time; added to the time added by the referee due to time lost due to injuries and substitutions. Extra time, golden goal and penalty shootouts will not count towards betting on the sport.

Futsal Markets.

-Winner – 1X2: The winning result must be predicted with 3 possible outcomes: Home team wins (1), final result is a draw (X) or the Away team wins (2).

-Double chance (1X-12-X2): The winner must be predicted with two possible outcomes per selection: 1X (Home wins or draw), 12 (Home or Away wins) or X2 (draw or Away wins).

*If the match is played on a neutral ground, the team mentioned first will be considered as Home.

-Next to score: You have to predict which of the two teams will score the next goal. It is also possible to bet on ''no goal'' (there will not be a next goal).

-Both teams to score: For this market there are two possibilities (Yes-No), so that both teams score or not at least one goal each.

-Odd/Even Goals Total, Away and Totals: You have to predict whether the total goals of the event will be Odd or Even. If the event ends in a 0-0 draw, it will be considered even. If the event is abandoned all bets will be void.

-Total (Home Team – Away Team): You must predict the number of goals in the event scored by both teams or by a specific team. For example, betting on 'Over' means that the total goals are above a specific amount, if betting on 'Under ́ ́ it means that the total goals are below a specific amount.

-Who will win the rest of the event (Applies for Live betting): In this live market, you must predict which team will win the rest of the event. At the time the bet is placed, the goal count is set as 0-0 regardless of previous goals.

-Bet without a draw: You must predict the final result of the event, so that you bet on which will be the winning team only, in such a way, if the event ends in a draw, the bet will be canceled and the money will be refunded.

-Handicap: It must be predicted that the winner of the event will be decided with the respective margin of goals. The chosen result is added or subtracted from the final result, in this way it will be decided which will be the winning result: Home, Draw or Away.

-Exact score: The exact result of the event must be predicted at the end of the 40 minutes.

-Margin of Victory: You must predict which team will win and what will be the margin of distance in goals that the winning team will have against its opponent.

-Home Goal Range: You have to predict according to a selected goal range, how many goals in total will be scored by the Home team.

-Away Goal Range: You have to predict according to a selected goal range, how many goals in total will be scored by the Away team

First Half Markets:

-First half – 1x2: You must predict the winning result only of the first half with 3 possible outcomes: Home team wins (1), final result is a draw (X) or the Away team wins (2).

-First half – Which team wins the rest of the event: Regardless of the current result of the first half, at the time of placing the bet the result of the event will be taken as 0-0.

-First Half - Goal X: You have to predict which team will score goal X during the first half of the event with 3 possible outcomes: 1 (Home to score), none, 2 (Away to score).

-First half – Handicap: The final result of the first half must be predicted taking into account the margin of handicap points specified in the parentheses.

-First Half – Total: You have to predict whether the total number of goals during the first half will be over or under the specified margin.

Other Markets:

-Extra Time – 1x2: You must predict the winning result of Extra Time with 3 possible outcomes: Home Team wins (1), final result is a draw (X) or the Away team wins (2).

-Overtime – Which team wins the rest: Regardless of the current result of Overtime, at the time of placing the bet the result of the event will be taken as 0-0

-Overtime – Goal X: You have to predict which team will score the X goal during the Overtime of the event with 3 possible outcomes: 1 (Home to score), none, 2 (Away to score).

-Extra Time – Total: You have to predict whether the total number of goals during extra time will be over or under the specified margin.

-Penalty Kicks – Winner: The winner of the penalty round must be predicted.

-Penalty Kicks - Goal X: You have to predict which team will score goal X in the penalty round.

58- SNOOKER

-If a match starts, but does not finish for any reason, all bets offered on the final result of the match are void.

-For betting purposes, only balls that have entered "legally" will be counted. E.g. when there is a "foul ball" involved, the balls entered will not be considered. Bets will be settled accordingly.

Snooker markets:

-In the case of a re-rack on either frame, the following rules will apply:

-Frame Winner: All bets stand and will be settled according to the official frame winner

-Decided bets: All bets whose outcome has been determined before the re-rack will stand. Any post-re-rack events will be irrelevant for betting.

-Undecided bets: All bets whose outcome has not been determined before the re-rack will be settled only according to the events that occurred after the re-rack. Any events prior to the re-rack will be irrelevant to betting.

-All bets that refer to the final result of the frame (for example: total bets, odd/even bets) will be settled with the official result of the frame.

-Frame Bet (Correct Score): The bet refers to the exact final result in the total frames played.

-Frame Winner: This bet refers to the winner of a given frame. This frame must be completed for bets to stand.

-Total: You must predict the total points that will be won in the match.

-First to reach 3 frames: You must predict who will be the first to reach 3 frames. Some of the players must reach 3 frames for bets to stand.

Outrights Marketplaces:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

59-GOLF

-The Dead Heat rule applies to markets where a dead heat selection is not explicitly offered, such as the 2ball and 3ball markets.

-This rule happens when there is more than one player in a single position in the ranking. The rule states that the bet must be divided by the number of competitors involved in the draw and then settled with the normal odds. With the Dead Heat rule, potential winnings are recalculated based on the number of competitors with the same performance.

-A player is considered to have played once they have started in the event. In the event that a player retires after having started, bets will be lost on outrights, group, match or 18-hole betting.

-Where a tournament is reduced from the scheduled number of holes for any reason (i.e. adverse weather conditions), bets on outrights placed before the full final round will be settled based on the player who has been awarded the trophy if all 36 holes of the tournament have been completed. If less than 36 holes have been completed or bets have been placed on outrights after the full final round, bets will be void.

-Outrights/Early Bets on any player who participates in a qualifying tournament but then fails to qualify for the main tournament will be classified as a loser.

Tournaments on skins will be subject to the Dead-Heat rule in the event where some players win the same amount of prize money at the end of the specified competition. If additional holes are played to declare an outright winner, this will be taken for settlement of bets.

Golf Markets:

-Winner of the tournament: The winner of the selected tournament must be predicted.

-Group winner: You must predict which of the selected players included in the bet will reach the best final position in the tournament.

-Podium: You must predict which player will be selected, if he will finish in the top 3 in the selected tournament, including draws.

-Top 6: You must predict which player will be selected, if he will finish in the top 6 in the selected tournament, including draws.

-Top 10: You must predict which player will be selected, if he will finish in the top 10 in the selected tournament, including draws.

-Top 20: You must predict which player will be selected, if he will finish in the top 20 in the selected tournament, including draws.

-Top Winning Nationality: You must predict which of the selected players, of the selected nationality will reach the best final position in the tournament.

-Top Continental: You must predict which of the selected players, from the selected continent will reach the best final position in the tournament.

-Margin of Win: Based on the number of strokes between the winning player and the person(s) who finish in second place (includes a price for the tournament to go to a tiebreaker). In the event of adverse weather conditions affecting the tournament, settlement will be maintained as long as a minimum of 36 holes of a tournament are played.

-Will there be a Playoff?: You have to predict if there will be a Playoff (an extra hole) or not during the aforementioned tour.

-There will be a hole in one: This refers to a hole in one (player who achieves a hole with a single stroke) that is recorded in the rounds of the competition during the tournament. In the event that weather affects the tournament, bets will stand as long as a minimum of 36 holes have been played in the tournament. In the event that a hole-in-one is recorded, but 36 holes are not played, the "yes" option, "make a hole-in-one", will be deemed a winner.

-Top Left-handed player: You have to predict which of the left-handed players included in the bet will achieve the best finishing position in the tournament.

-Top Ex winner: You have to predict which of the named players who have previously won the title mentioned in the past, included in the bet, will achieve the best finishing position in the tournament.

-Player to qualify: Whether or not he passes the qualification, The tournament must apply the qualification method for bets to stand. In the event that a tournament employs multiple ranking systems, settlement will be based on whether or not a player plays in the next round following the first official cut-off of the rankings.

-Leader in the first round: You have to predict which of the selected players included in the bet will reach the best final position in round 1.

-Top X (5,10,20) First round: You have to predict whether the selected players included in the bet will reach the top X position in the first round.

Outright bets including "Field": Non-Players - there are no bets apart from those on the "Field". The price for "The Field" includes all players not mentioned in the market. Accepted bets are winners only. Outrights betting rules apply.

-Bet without a specific player: Applies the Dead heat rule to the winner unless the excluded player does not win the tournament. The rule also applies to the division of each possible outcome of bets.

-Group betting: The winner will be the player who obtains the highest position at the end of the tournament. Any player who loses the ranking (Cut) will be considered a loser. If all players fail to qualify, the lowest score after the Cut has been made will determine the settlement of bets.

-Non-runner: No bet deductions will be applied in accordance with Tattersalls Rule 4(c). Dead heat rules apply, except when the winner is determined by a tiebreaker.

If the tournament is affected by adverse weather conditions, bets will be settled as long as there is a tournament winner and a minimum of 36 holes are completed. The winner will be the player who is leading at the end of the last completed round.

-Player's final position: In case of a tie in a final position, the tied position will be counted. For example, a tie with 5 other players for eighth place will count as an eighth place finishing position.

-Hole 54, 72 & 90 Match Bet: If the tournament is affected by adverse weather conditions, bets will be settled as long as there is a tournament winner and a minimum of 36 holes are completed. The winner will be the player who is leading at the end of the last completed round.

If one player fails to qualify, the other player is considered the winner. If both players fail to qualify, the lowest score after the Cut has been made will determine the settlement of the market.

If a player is disqualified or withdraws after the competition has begun, either before two rounds have been completed or after the two players have passed the Cut, the remaining player is deemed the winner.

If a player is disqualified during Round 3 or Round 4, even if the other player did not reach the Cut, then the disqualified player is considered the winner. A price will be offered for the tie, and in the event of a

tie, all bets on any player to win will be settled as losses.

-Tournament Matches: Just like the previous mentioned, with the difference that, in case of a tie, bets will be cancelled.

-Six shooter: Dead-Heat rules apply. Rule 4 may apply in the case of a Non-Runner. Players who start but do not complete their round will be considered losers. The draw rule applies. Rule 4 may apply in the case of a Non-Player. Players who start the round, but do not finish it, will be taken as losers.

-Five shooter: As above, but with five golfers grouped together.

-18-hole betting: The winner will be the player with the lowest score over the 18 holes. Players who are matched but do not complete the round will be classified as losers.

-18 holes - 2.3ball: Bets stand from the moment players hit the first hole. If a round is abandoned, then bets on that round are cancelled.

-Bets on 2.3ball will stand regardless of whether the actual pairings/groups differ. For tournaments that use the Stableford scoring system, the highest point scorer during the round is deemed the winner. Non-runner, 2 and 3 ball bets are void. For 2-ball bets where a price for the draw is not offered, bets will be void in the event of a draw. If a price is offered for a tie, this will govern the settlement. On 3-ball bets, the Dead Heat rule applies.

-For all other bets involving groups of more than 3 players together over 18 holes (e.g. 7 ball, 9 ball, etc.) Dead Heat rules apply. Non-Played betting, deductions will be applied in accordance with Tattersalls Rule 4c.

-Four balls: Bets are valid once both pairs have left the first hole.

-Handicap betting: subtract or add the handicap from the final total to determine the winner. The tournament must be completed; otherwise, bets will be void. Any player who misses the cut will be considered a loser. Any non-runner Rule 4 and SP place terms will apply. Dead heat rules apply. Any SP rule and rule 4 will apply. Apply the Dead-Heat rule.

-Mythical encounters: The winner will be the player with the lowest score in 18 holes. If the results are level after 18 holes, bets will be void. Player to make the lowest round, the Dead-Heat rule applies.

Score of the round of an individual player. The line can be adjusted in play. All bets will be void if the player does not complete the round.

-Next hole winner - 3 balls: All bets will be void if both players do not tee off on the designated hole. Settlement of bets is determined when players leave the green.

-Next hole winner - 2 balls: All bets will be void if both players do not tee off on the designated hole. Settlement of bets is determined when players leave the green.

-Next Hole Total: Bets are settled on the combined score of the named players on the indicated hole. All bets will be void if all players do not complete the designated hole. The settlement of bets is determined when players leave the course.

-Score of the selected player on the next hole: All bets will be void if the player does not complete the designated hole. The settlement of bets is determined when the player leaves the green.

-Leader at the end of the round: You have to predict who will lead at the end of the mentioned round. Dead Heat rules apply.

-Matchplay Markets: If a match does not start (e.g. an injured or disqualified player before the start of a match), all bets on that match will be void.

Bets on markets that can be settled using the official tournament and match results (including the correct score of the final match and individual match bets) will be settled using those results. This includes when a match ends early, either by agreement of the players or due to injury.

All other markets where a match ends before all 18 holes are completed (e.g. by agreement), such as the match score, will be settled as if the remaining uncompleted holes were draws. For example, a player 2 on the 13th hole when the match ends will be considered to have won 2 and 1 (on the 17th hole). Uncompleted single-hole bets will be void.

-Greensomes: Bets will be settled according to the official result of the tour.

-Foursomes: Bets are valid once both pairs have exited the first hole.

-Betting on 36-hole matches: Settlement will be based on the player who achieves the highest position at the end of 36 holes. If the number of rounds played is reduced, e.g. In the event of bad weather, bets will be settled as long as a player has won the trophy (bets will stand as long as there is a considered winner and a minimum of 18 holes are completed).

-If a player is disqualified or withdraws after starting before completing two rounds, the other player will be deemed the winner.

-A price will be offered for the draw and in the event of a tie, bets will be lost for either player to win.

-Ryder Cup/Solheim Cup/Walker Cup/Warburg Cup/Presidents Cup and any other "international event"

All markets, including Outright, No Bet Draw, Handicap, Top Points Scorer, Correct Score Markets, will be settled according to the official result unless otherwise stated. In the Presidents' Cup 'Lift the Trophy' (without the draw option), the dead-heat rule will apply.

-Single matches: If an individual match ends in a draw, bets will be void.

-Correct Score Markets: All scheduled matches must be completed in full for bets to stand, regardless of whether matches are overtimed.

-Leader (day) markets: Settlement will be based on the score after the scheduled number of matches in the specified format, regardless of whether the matches are transferred.

-Leader Markets (day-format): Settlement will be based on the score after the scheduled number of matches in the specified format, regardless of whether the matches are transferred.

-Matches with the highest number of points: Markets will be settled throughout the tournament. If a singles match ends in a draw, bets will be void. Bets will stand once the player has started.

Win Score – Settlement will be made upon completion of 72 holes (or 90 for tournaments where applicable); otherwise, bets will be void.

Will or Won't Win a Major Tournament – The Big 4 are US Open, US Masters, USPGA, and British Open.

-Enhanced Winning: refers to outright bets on tournaments.

-Matches to reach 18 holes: The scheduled number of matches must begin for bets to have action. The number of matches in which both teams tee off on the 18th hole will be used for settlement purposes.

-Team to get the first full Point: For settlement purposes, the winner will be the first team to win a scheduled match and, as a result, get a full point. In the event that all scheduled matches end in a draw, bets will be void.

CRICKET

-All bets will be settled according to the official result.

-Cricket matches consist of one or two innings, markets for the first inning in a match played with one inning only (e.g. T10, T20 events) are considered full-time markets for resulting purposes. In a game with two innings (e.g. Test Series), the 1st and 2nd inning markets will correspond to each inning separately for results purposes, the cumulative markets for the full time will not include any innings in the description of the markets.

-If a match is cancelled before any play has been made, all markets will be considered void unless the match is resumed within 48 hours of its stipulated start time. In the event that an over is not completed, all undecided markets in this specific over will be considered void unless the entry has reached its natural conclusion, e.g. declaration, team at full throttle, etc.

-Some tournaments can last up to 5 days (e.g. Test Series), decided markets will be generated instantly, markets requiring an event to be fully completed (e.g. Winner, Handicap) will be awarded after the events are officially announced as completed.

-If markets remain open with an incorrect score that has a significant impact on prices, we reserve the right to void betting.

Cricket Markets:

-Winner (including super over): The winner of the match must be predicted (the result includes the super over).

-Total (Over/Under): You have to predict if the races will be over or under a number offered in the entire event.

-Asian Handicap: You have to predict who will win the game with handicap (no draw).

-1X2: The winner of the match must be predicted (the result does not include the super over). Available options: Home team, Draw, Away team.

-Correct score: You must predict what the correct score will be at the end of the game.

-Double chance: The result of the entire match must be predicted. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins).- No Draw Bet: Which team will win the match as all bets will be void if the match is a draw. In case of a tie, it will be resolved as a dead-heat.

-To score more fours: which team will score the most fours: You must predict which team will score the most fours. A four is scored if the ball bounces, or rolls on the ground, before touching or passing over the edge of the field. If it doesn't touch the edge of the field, it should touch the ground beyond.

-To score more Sixes: Which team will score the most Sixes?: Sixes is a term in cricket that means the ball flies over the boundary without touching the ground inside the field, crediting the batsman at 6 runs instead of 4.

-Total (Over/Under) - Fours: You have to predict if the total number of Fours scored in the game will be below or above the line offered

-Total (Over/Under) - Sixes: You have to predict whether the total number of Sixes scored in the game will be below or over the line offered.

-Total (Over/Under) - Home/Away Team: You have to predict if the runs will be over or under a number offered throughout the event for the Home/Away team. The result includes the super over.

-Odd/Even: You have to predict whether the total runs achieved during a specific period of time will be an odd or even number

-Home/Away Team Odd/Even: You have to predict whether the total runs achieved during a specific time period will be an odd or even number for the home/away team.

-Pairing with the highest score in the opening: which team will score the most runs before losing their first wicket.

-How the first wicket will fall: You must predict what the method of the first wicket will be. Possible outcomes would be:

Caught, Thrown, LBW, Run out, Stumped and any other (includes Sent Off/Retired Out).

6-Way Dismissal Method: You must predict what the 6-Way dismissal method will be: The possible outcomes would be:

Caught, Thrown, LBW, Run out, Stumped and any other.

What will be the Dimissal method? The options available are: Caught, Bowled, LBW, Run Out, Stumped or any other. If no more wickets land, bets will be void.

Method of Batsman Dismissal: Predict how the specified batsman will be dismissed. If the specified batsman does not get out, all bets will be void. If the specified batsman is dismissed and does not bat again later, all bets will be void. If the batsman bats again later and is dismissed, the bets will stand. Caught and bowled is included under elder catch.

-Method of dismissal: The next dismissal will be a grab or not. The available results are either caught or not.

-Runs on the fall of the wicket home/away team: total number of runs for the home/away team after hitting the wicket of the other team.

-Over when the wicket of the Home/Away team falls: It is predicted in which Over the next wicket of the home/away team will fall.

As an example, if a wicket lands after 6.2 overs, settlement is made in the seventh over. If settlement of bets can be determined, they will be settled accordingly. For example, in the event that a team leaves the field due to an interruption for more than 15 years, the previous excesses less than this will be liquidated. However, overpasses above this will be cancelled.

-Total Odd/Even Runs in an Over: Predict whether the total runs achieved during a specified over will be an odd or even number.

-Total Odd/Even Runs in an Over - Home/Away Team: Predict whether the total runs scored during a specified over will be an odd or even number for the home/away team.

-Total runs in an Over: Predict whether runs will be over or under a certain number in a specific over. The over must be completed for bets to stand unless already decided.

-Total Runs in an Over - Home/Away Team: Predict whether runs will be over or under a certain number in a specific over for the home/away team. The over must be completed for bets to stand unless already decided.

-Total Runs in an Over - Home/Away Team 1st Inning: Predict whether runs will be over or under a given number in a specific over for the home/away team in the 1st inning. The over must be completed for bets to stand unless already decided.

-Total Runs in an Over - Home/Away Team 2nd Inning: Predict whether runs will be over or under a given number in a specific over for the home/away team in the 1st inning. The over must be completed for bets to stand unless already decided.

-Wicket Over - Home/Away: Predict whether or not there will be a wicket in a specified over for the home/away team. If an innings ends during an Over, that Over will be considered complete unless the innings ends due to inclement weather, in which case all void bets will be void.

-Home/away team: You have to predict if the number of runs for the home/away team in the X delivery will be over/under a line offered.

-To win the toss: You must predict which team will win the coin toss in the air at the beginning of the game.

-A fifty scored in the game: You must predict if there will be at least one batter who scores 50 runs or more. If a match is overly reduced and an official match result is available, all bets will stand. In the event of an interruption and the match is not resumed within 48 hours, all undecided bets will be void.

-A Hundred scored in the game: You must predict if there will be at least one batter who scores 100 runs or more. If a match is overly reduced and an official match result is available, all bets will stand. In the event of an interruption and the match is not resumed within 48 hours, all undecided bets will be void.

-More Run Outs: You can predict which team will have the most run outs. A run out usually occurs when batters attempt to run between the gates, and the fielding team manages to get the ball into a gate before the batter has made his ground on that end. If a match is abandoned for any reason, all undecided bets will be cancelled unless settlement has already been determined. If a match is reduced to overs and a match score is reached, the team that got the most run-outs while fielding, regardless of the number of overs thrown, will be the winner.

-Best hitter: The best hitter must be predicted. The one who makes the most races will be the winner. Those who started the game but didn't bat are considered losers. Bets placed on any player who does not take part in the match will be void. When two or more players score the same number of runs, dead-heat rules apply.

-Best pitcher: The best pitcher must be predicted. The one with the most wickets will be the winner. If the bowlers have 0 wickets, all bets will be void. Bets placed on a player who does not show up will be void.

-Event Man: You must predict which player will be named the best player of the event. Bets will be settled according to the officially declared player of the match.

-Batsman will score a Fifty in the event: You must predict which player will score a Fifty in the event.

-First 6 Overs Scored: You must predict which team has the most runs compared to the first 6 Overs for both teams. In the event of the same number of races for both teams, bets will be void.

-Player to score the most Sixes: You must predict which player will score the most Sixes in the event. In case there is more than one player with the same number of Sixes, dead-heat rules will apply.

-Highest individual score: You have to predict whether the highest individual score in runs achieved by any player will be above or below the specific line.

-Total (Over/Under) Wides: You have to predict if the number of Wides thrown in the event will be above or below the specified line.

-Total (Over/Under) Ducks: You have to predict if the number of Ducks in the event will be above or below the selected line.

-Total (Over/Under) Wickets: You have to predict whether the number of wickets taken in the event will be over or under the specified line.

-Total (Over/Under) Extras: You have to predict if the number of Extras in the event will be above or below the specified line.

-Fall of the first wicket: You must predict how many races will be scored in the fall of the first wicket.

-Fall of the first wicket - Home/Away: It is necessary to predict how many runs by the Home/Away will be scored in the fall of the first wicket.

-Team with the best Batsman: You must predict which team will be the best Batsman in the game.

-Team with the best bowler: Predict which team will be on which bowler in the game will be.

-Best Total Batsman (Over/Under): You have to predict whether the run score for the best hitter's score will be above or below a specific line.

-Highest-scoring Over - Total (Over/Under): You have to predict whether the total score of the highest scoring Over will be above or below the specified line.

-Total (Over/Under) Run Outs: You have to predict if the number of Runs Out will be above or below the selected line.

-Event Handicap: You must predict which team will win the event along with the handicaps in outs and runs.

-Will win the draw and the event: You must predict if the selected team will win the coin draw and the event.

-Total (Over/Under) First Over: You have to predict if the result in runs in the first Over will be over or under the specified line.

-Will there be a Super Over in the event?: You must predict if there will be a Super Over in the event.

- Match milestones: Predict how many of the specified milestones (50/100) will be scored in total in the match. This is determined by the number of individual runs of 50+ or 100+ that are scored in the game. A score of more than 100 would count as much as 50 as 100.

-Tied event: You must predict if the event will end tied in regular time. A tie occurs when at the conclusion of a play, both teams have completed their innings and their score is equal to that of the opposing team.

-Event completed: Predict if the event will be completed? An event is considered complete if there is an official result of the event.

-Player to be ejected in the 1st/2nd inning: Predict whether a player will be thrown out during the first or second inning. Available Results: Yes/No

-Player's Even/Odd Run Total in the 1st/2nd Inning: Predict whether the score in runs scored by an individual player will be an odd or even number during the first or second inning.

Outright Markets:

-Winner: The winner of the selected tournament must be predicted according to the ranking of the competition.

-Winner of the Series: You must predict which team will win the series (Playing Pair).

E-SPORTS

General Rules:

-All esports markets are based on in-game score events or results at the end of a scheduled match/map. All closeouts will be made using the official score and results that are declared in the official video broadcast or in-game broadcast of the relevant matches.

-All match start dates and times shown for Esports matches are indicative only and are not guaranteed to be correct. Bets will stand if a match is offered with an incorrect date and/or time.

-If a match is paused/postponed and not rescheduled to a later time within 48 hours of the actual scheduled start time, all bets on that match will be void.

-If the name of a player/team/tournament is misspelled, all bets will stand unless it is obvious that the misspelled name is the same as that of a different entity.

-If a team's name is changed due to a team leaving the organization, joining another organization or due to an official change of the team's name, all bets will stand.

-If the event organiser allows substitutes and there is an official result, all bets will be placed as normal.

-In the event that the organiser voids the result of a match due to unforeseen circumstances, such as cheating, all bets on that match will be void.

-If the tournament organiser declares that a match has been won by walkover, all bets will be void.

-If a team retires during a match, only bets on the full individual maps will be earned. The Match Market, Match Side Markets, and all other undecided map markets will be void.

-All markets consider extra time (extra time), unless otherwise stated in the market name.

-If the format of the match changes or differs from the one being offered, we reserve the right to void all bets.

-When an event involves the same two players or teams playing multiple games or maps, e.g. “best of 3”, and one or more games or maps are not played because the outcome of the event has already been determined, wagers on unplayed games or maps are canceled and wagers are refunded.

-Start dates and times are shown for informational purposes only and may not be accurate.

-When an event is cancelled, postponed or interrupted and not completed within 48 hours after the originally scheduled start time, wagers on that event will be void and refunded. However, games or maps that are completed within 48 hours are normally settled, even if additional games or maps that were supposed to be part of the same showdown are cancelled or postponed further.

-In the case of numbered markets (such as the winner of a specific round in Counter Strike: GO, or the team that scores a particular numbered kill in League of Legends or DOTA2), the number determines the target that counts towards the wager. Words such as “next” in the market name are not guaranteed to be correct, as transmissions may be delayed and we cannot always advance the index accurately when a target is scored or completed a round. All bets are settled taking into account the particular target or round specified, regardless of whether there is any other formulation of the market or its opening time in relation to when the bet was placed.

-If the scheduled number of rounds or maps changes, or if markets are erroneously offered based on a different number of rounds or maps than the number actually scheduled, bets are based on the winning margin (including handicap), total rounds / maps, correct scores, etc. They are canceled and bets are refunded.

-Bets on the map winner and the winner of the showdown stand if a map is not played or is awarded to a player or team by walkover or default without the game having started, all bets on that map and on the showdown as a whole will be void and bets will be refunded. Bets related only to the maps being played are valid. A map is considered to have started as soon as the game clock starts or the team or player performs a game action related to that map, including selections, bans and weapon purchases.

-This rule applies to all bets placed on matches in which a disconnection or technical problem occurs to a competitor:

If a competitor disconnects or quits after the 10th minute of play on a Map has begun, bets will be actioned according to the official result provided by a combination of sources, including the Dotabuff match page and relevant Twitch clips. If a competitor disconnects in the first 10 minutes and is able to reconnect or be replaced for the remainder of the Map, all affected bets on that Map and Match will stand.

This rule is valid for all eSports, except CS.

In CS 2, if a player disconnects and no one substitutes for them, then if they decide to play 4v5 and play AT LEAST 3 rounds after the time of disconnection, then all undecided map markets, including the match money line + undecided match side markets are void.

In some markets, a map may also be referred to as a game.

Reglas de Counter Strike: GO

-Most map bets are based on the stipulated number of rounds excluding extra rounds in case of a tie, if the winner market of a map X is offered without the Tie option, the market will be settled by counting the extra rounds played. When overtime can be played, it will be included in the settlement of the markets; unless the tie participant is bidding for a specific market, in which case the settlement will be based on the statutory number of rounds.

Vocabulary:

  1. T/CT (Terrorists/Counter-Terrorists): Specific name title for the light and dark team.
  2. Round: The team wins the rounds in order to win the map. The round is won when:
  3. 1) One team eliminates the other.
  4. 2) The terrorists manage to detonate the bomb. 3) The Counter-Terrorists win, when the bomb does not detonate within 120 seconds of the start of the round. The team that manages to win 13 rounds will win the map.
  5. Overtime: In the event of a tie in the map score, the first overtime is played in Bo6 format. In case of another tie, another extra time will be played with the same rules. This process is repeated until there is a winner. Overtime rules may vary by tournament.
  6. Pistol Round: Round 1 and round 13 on a map.

Reglas de Dota2: 

-For bets involving towers, all towers destroyed count as destroyed by the opposing team, even if the last hit was from a Minion.

-For bets involving barracks, all barracks destroyed count as destroyed by the opposing team, even if the last hit was from a minion. Each pair's ranged and melee quarters count as separate barracks, so each team has a total of six barracks.

-For bets involving eliminations (other than "First Blood"), the official stream or game API, if available, is final in determining whether a Champion's death counts as an elimination.

-For example, when a Champion dies due to damage from a tower or minion without the involvement of an enemy Champion, it may not be recorded as a kill in the stream, in which case it does not count as a kill for settlement purposes.

-For bets on First Blood, the broadcast or official API score must record the death as First Blood. When, for example, a teammate denies a kill, it may not be counted as First Blood (regardless of whether it is recorded as a kill on the broadcast kill counter), in which case it will not count as First Blood for settlement purposes. For the avoidance of doubt, all non-First Blood kills markets are settled based on the kill counter, but a kill that is recorded on the kill counter will count as First Blood only if it is announced as such.

-For bets on Roshans, the team that scores the last hit on Roshan as determined by the stream or game API, if available, is considered to have killed the Roshan, regardless of the player taking the aegis of the Immortal.

-For bets involving the next team to score a particular goal or the team to score the most of a particular goal, where a "none" or "draw" option is offered and is the winning outcome, bets on either team are losers. Where no such selection is offered and neither team is a winner, all bets on the market will be void and bets refunded.

-When a team surrenders, bets stand and are settled as follows. For bets involving the map winner, the winning team is the team that did not surrender. Bets involving Roshans, barracks, and eliminations are settled based on the situation at the time the surrender occurs.

-Bets involving towers are settled as if the winning team has destroyed the minimum number of additional towers theoretically required to win the game normally from the position in which the surrender took place. For example, if the winning team has destroyed all of the level 1 towers and one level 2 tower, it will be considered to have destroyed three more towers (seven in total), as it would have had to destroy at least one level 3 tower and the two ancient towers have won the game normally from that position.

Vocabulario:

Vocabulario:

  1. Ancient: This is the main objective of the map. The first team to destroy the opposing team's Ancient wins the map.
  2. GG: This allows the corresponding team to give up when typing in the chat for everyone.
  3. Dire / Radiant: It is the title representing the name of the dark/light team.
  4. Kill: This is the score of the light/dark team, which represents the total number of times members of the opposing team have been eliminated.
  5. Aegis: An item that appears after the game's objective "Roshan" is eliminated. It can be picked up by a player.
  6. Tower: It is an objective of each team, which can be destroyed by the opposing team.
  7. Barracks: An objective of each team, which can be destroyed by the opposing team

League of Legends rules (LoL):

-For bets involving towers, all towers destroyed count as destroyed by the opposing team, even if the last hit was from a Minion.

-For bets involving inhibitors, all inhibitors destroyed count as destroyed by the opposing team, even if the last hit was from a minion. For bets involving the number of inhibitors destroyed, each of the six inhibitors counts only once, even if it is destroyed, respawns, and destroyed again. For bets involving the next inhibitor destroyed, each destruction of an inhibitor counts separately, even when it has appeared and is being destroyed for a second or a later time.

-For bets involving towers, all towers destroyed count as destroyed by the opposing team, even if the last hit was from a Minion.

-For bets involving inhibitors, all inhibitors destroyed count as destroyed by the opposing team, even if the last hit was from a minion. For bets involving the number of inhibitors destroyed, each of the six inhibitors counts only once, even if it is destroyed, respawns, and destroyed again. For bets involving the next inhibitor destroyed, each destruction of an inhibitor counts separately, even when it has appeared and is being destroyed for a second or a later time.

-For bets involving the next team to score a particular goal or the team to score the most of a particular goal, where a "none" or "draw" option is offered and the winning outcome is offered, bets on either team are losers. Where no such selection is offered and neither team is a winner, all bets on the market will be void and bets will be refunded.

-When a team surrenders, bets stand and are settled as follows. For bets involving the map winner, the winning team is the team that did not surrender. Bets involving dragons, barons, and kills are settled based on the situation at the time the surrender occurs.

-Bets involving rooks and inhibitors are settled as if the winning team had destroyed the minimum number of additional towers and/or inhibitors theoretically required to win the game normally from the position in which the surrender occurred.

-For example, if any inhibitors on the losing team are down at the time of surrender, no additional inhibitors are considered to have been destroyed. If there is no inhibitor from the losing team, the winning team is considered to have destroyed an additional inhibitor, giving priority to an inhibitor that has already been destroyed if such an inhibitor exists and has appeared.

-If the winning team has destroyed all level 1 towers and one level 2 tower, they will be considered to have destroyed three more towers (seven in total), as they would have had to destroy at least one level 3 tower and the two nexus towers have won the game normally from that position.

Vocabulary:

  1. Nexus: This is the main objective of the map. The first team to destroy the opposing team's "Nexus" wins the map.
  2. Kill: It is the team's score (Blue/Red) that represents the total number of times they have eliminated members of the opposing team.
  3. Turret: A team-specific target that can be destroyed by the opposing team.
  4. Inhibitor: A team-specific target that can be destroyed by the opposing team.
  5. Dragon: It is a game objective that can be eliminated by players.
  6. Baron: It is an objective of the game that can be eliminated by players.

General Markets:

One or more markets in a particular section can be found in different esports titles offered on our platform. Some of the titles are the following: Kog (King of Glory), Rainbow Six, Starcraft, WoW (World of Warcraft), Valorant, GoW (God of War), HALO, HOTS (Heroes of the Storm), Rocket League and SMITE.

-Winner: Predict the winner of the event, according to the number of maps offered.

-Winner (1x2): Predict the winner of the event, according to the number of maps offered; or if the event will end in a tie in regular time.

-Map handicap: The winner of the match is bet on taking into account a specific margin of maps. The map margin chosen in the bet is added or subtracted from the final result, and based on this, the bet will be settled if the home or away team wins.

-Nom-Gaming (-1.5) ➔This market refers to Non winning the first map giving him a disadvantage of -1.5 rounds (if the map ends 3-0 in favor of Nom, the bet will be settled as won as the result would be 1-0).

-Team Spotnet (+1.5) ➔ This market provides a +1.5 advantage to Team spotnet on all maps set in the event. If the event ends 2-1, the bet would be a winner as the result after the handicap would be 2 - 2.5.

-Total maps: This refers to the total number of maps that the event will have depending on the format (BO1,BO3,BO5).

-Exact Marker (maps): Refers to the exact result of the event in terms of maps, Possible results are:

0: 2 - 1: 2

2: 0 - 2: 1

- First Map - winner - Second Map - winner: This market defines only the winner of the first or second map of the event including overtime.

-First Map - 1X2 Winner : This market defines the winner of the first map of the event. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Correct Score of the Match: You need to predict the exact final result of a match between two teams.

 

Extra E-Sports Markets


Map X - Team to get the first kill: You need to predict which team will get the first kill in the specific map during the match. Tower or monster kills do not count. The first kill must be made by a player.
Map X - Team to kill the Zth Roshan: You need to predict which team will be the first to kill the Zth Roshan during a match on Map X.
Map X - Team to kill the Rift Herald: You need to predict which team will be the first to kill the Rift Herald during a match on Map X.
Rounds Handicap: In this bet, you can give an advantage or disadvantage to Team X over the total number of rounds won in the match.
Total deaths over/under: You need to predict if the total number of deaths in a match will be over or under a specified number.
Total rounds: You need to predict the total number of rounds played in a match.
Map X - Total Barons slain over/under: You need to predict if the total number of Barons slain in a match on Map X will be over or under a specified number.
Map X - Total dragons slain over/under: You need to predict if the total number of dragons slain in a match on Map X will be over or under a specified number.
Map X - Total inhibitors destroyed over/under: You need to predict if the total number of inhibitors destroyed in a match on Map X will be over or under a specified number.
Map X - Total Roshans slain over/under: You need to predict if the total number of Roshans slain in a match on Map X will be over or under a specified number.
Map X - Round Z Pistol - Winner: You need to predict which team will win the selected pistol round Z on Map X during the match.
Map X - Knife kill? You need to predict if at least one player will get a knife kill on Map X during the match.
Map X - Which team will have the higher net worth at minute Z? You need to predict which team will have a higher total gold (or net worth) at a specific minute in the match on Map X.
Map X - Team N - Total towers: You need to predict the total number of towers destroyed by Team N on Map X during the match.
Even or odd number of maps: A bet on whether the total number of maps played in the match will be even or odd.
Map X - Player Z - Total kills: A bet on the total number of kills by Player Z on the specified map.
Total rounds (excl. OT): The total number of rounds played in the match by competitor X on the specified map. The settlement of the bet is determined based on whether the result will be over or under the total line taken.
Map X - Map duration: You need to predict the total duration of the match on Map X. Bet on the duration of the specified map in minutes (over/under). Calculated based on the game clock. For example, for a bet on the over 36.5, the map must last at least 36 minutes and 1 second to be considered a winner. When the clock hits 36 minutes, the 37th minute starts, so 37 > 36.5. If the map lasts less than 36 minutes (including exactly 36 minutes 00 seconds), the bet is considered a loser.
Map X - Total CT rounds (excl. OT): You need to predict the total number of rounds won by the Counter-Terrorist (CT) side during the match on Map X, excluding overtime rounds.
Map X - Total Terrorist rounds (excl. OT): You need to predict the total number of rounds won by the Terrorist side during the match on Map X, excluding overtime rounds.
Player Z - Total rounds: The total number of rounds played by Player Z, including overtime. The settlement of bets is determined based on whether the result will be over or under the total line taken.
Map X - First Half - Round Handicap: Advantage or disadvantage for one of the teams, expressed in the number of rounds won or lost on the specified map during the first half.
Map X - First Half - Team N Total Rounds: A bet on whether Team N will win more or fewer rounds than the specified number of rounds on the specified map during the first half.
Map X - Second Half - Winner 1x2 (excl. OT): A bet on the winner of the second half on the specified map.
Map X - Second Half - Total rounds: A bet on the total number of rounds in the specified map during the second half. For example, if a player bets on over 22.5 and there are a total of 20 rounds played on the map, the bet loses because the total number of rounds played is less than the total value. If the bet was made on under 22.5 with 22 rounds played, it wins. The maximum number of rounds without overtime in MR12 format matches is 24.
Map X - Team N Total rounds: A bet on whether Team N will win more or fewer rounds than the specified number of rounds on Map X.

Map X - First Courier kill: A bet on which team will kill the enemy courier first on Map X. The bet is considered played after one of the teams kills the enemy courier. If no courier is killed during the map, the bet will be settled at a "1" odds.
Map X - Divine Rapier: You need to predict if any player will acquire a Divine Rapier during the match on Map X.
Match Deaths Handicap: You need to predict the total deaths of a team, adding or subtracting a specified number of deaths as a handicap.
Team N - Total match kills: You need to predict the total number of kills Team N will achieve during the match.
Map X - Correct pistol round score: You need to predict the exact score of the pistol rounds, which usually indicates how many pistol rounds each team will win on Map X.
Map X - Total kills of Team N: A bet on the total number of kills of Team N on the specified map.
Map X - Will there be a kill with an AE grenade?: You need to predict if at least one player will get a kill with an AE grenade on Map X during the match.
Map X - Will there be a kill with a Molotov (Incendiary Grenade)?: You need to predict if at least one player will get a kill with a Molotov on Map X during the match.
Map X - Will there be a kill with Zeus X27?: You need to predict if at least one player will get a kill with the Zeus X27 weapon on Map X during the match.
Map X - Overtime Z - 1x2: You need to predict the result of the overtime Z in a match on Map X.
Map X - Overtime Z - Round handicap: You need to predict the result of overtime Z on Map X, considering a handicap that may give an advantage or disadvantage to a team.
Map X - Overtime Z - Total rounds: You need to predict the total number of rounds that will be played during overtime Z in a match on Map X.
Map X - Team Z - Win map + Map duration: You need to predict that Team Z will win Map X and also the total duration of the match on Map X.
Map X - Win half Z + Win map: You need to predict which team will win the first or second half on Map X and also which team will win on Map X.
Map X - Win first pistol round + map: You need to predict which team will win the first pistol round on Map X and also which team will win Map X.
Map X - Win second pistol round + win the map: You need to predict which team will win the second pistol round on Map X and also which team will win Map X.
Map X - Win first pistol round + Win first half: You need to predict which team will win the first pistol round on Map X and also which team will win the first half on Map X.
Map X - Total barracks: A bet on the total number of barracks destroyed on Map X.
Total match barracks: You need to predict the total number of barracks destroyed by both teams throughout the match.
Map X - Roshan kill winner: You need to predict which team will get more Roshan kills during a match on Map X. In case of a tie in the number of Roshan kills, the bet will be voided.
Map X - 1X2 Roshan kills: You need to predict which team will get more Roshan kills during a match on Map X, including a tie result.
Map X - Triple kill: A bet on whether a player will achieve a triple kill on the specified map.
Map X - Both teams kill the first 2 Rift Scuttlers: You need to predict if both teams will get the first two kills of Rift Scuttlers during a match on Map X.
Map X - Rift Herald killed in 10 minutes: You need to predict if the Rift Herald will be killed by either team in the first 10 minutes (00:00 to 09:59) of the match on Map X.
Map X - Both teams kill the Rift Herald: You need to predict if both teams will kill the Rift Herald during a match on Map X.
Map X - Both teams will kill the first two dragons: A bet on whether both teams will kill the first two dragons on the specified map.

Map X - Dragon will be stolen: You need to predict if the Dragon (often referred to as "Drake") will be taken by a team that wasn't originally trying to secure it during a match on Map X.
Map X - Dragon Soul: A bet on whether the Dragon Soul will be taken on the specified map (killing 4 Dragons for one team grants the Dragon Soul).
Map X - Baron steal: A bet on whether one of the teams on the specified map will steal the Baron that the opposing team failed to kill.
Map X - Total kills before 10 minutes: The total number of kills made before 10 minutes (00:00 to 09:59), counted by the game timer.
Map X - Highest individual kill count: You need to predict whether the highest number of kills achieved by a player on Map X will be above or below the specified line.
Map X - Total aces: The total number of aces on the specified map (Ace - a player kills five enemy champions).
Map X - Kill the first Rift Scuttler in the top river: You need to predict which team will successfully kill the first Rift Scuttler located in the top river during a match on Map X.
Map X - Kill the first Rift Scuttler in the bottom river: You need to predict which team will kill the first Rift Scuttler located in the bottom river during a match on Map X.
Map X - Total members that will get the Baron hand buff after killing the first Baron: You need to predict the number of champions who will get the Baron buff after killing the first Baron on Map X.
Map X - Will the inhibitor respawn?: A bet on whether a destroyed inhibitor will respawn on the specified map.
Map X - The first tower will be destroyed before 13 minutes: A bet on whether the tower will be destroyed before 13 minutes (00:00 to 12:59), counted by the game timer.
Map X - Elder Dragon will be killed: You need to predict if the Elder Dragon will be slain during a match on Map X.
Map X - Total assists in First Blood: A bet on how many players will assist in First Blood on Map X.
Map X - Dragon kills handicap: You need to predict the total number of dragons killed by each team on Map X, with a handicap applied to one of the teams. The disadvantage is a predetermined number of kills that are added or subtracted from the team's total.
Map X - Total towers destroyed: A bet on the total number of towers destroyed on Map X by both teams.
Map X - Total high ground towers destroyed: You need to predict the total number of high ground towers destroyed by both teams combined during the match on Map X.
Map X - First blood in 6 minutes: You need to predict if the first death of the match (called "First Blood") on Map X will occur within the first 6 minutes (00:00 to 05:59).
Map X - Winner by towers destroyed: You need to predict which team will destroy more towers on Map X. If the result is a tie, the bet will be considered void.
Map X - 1X2 by towers destroyed: You need to predict which team will destroy more towers on Map X. The result includes a tie.
Map X - Total kills: A bet on the total number of kills on the specified map. All kills made before the end of the match are counted, including kills after writing "GG" in the general chat. The calculation is based on the final score of the team in the post-match statistics, so the bet does not count kills that are not attributed to the opposing team.
Map X - Total deaths: A bet on the total number of deaths on the specified map. All deaths made before the end of the match are counted, including deaths after writing "GG" in the general chat. The calculation is based on the final score of the team in the post-match statistics, so the bet does not count deaths that are not attributed to the opposing team.
Map X - Both teams will destroy barracks: A bet that both teams will destroy all the barracks within the game time on the specified map.
Map X - Both teams will kill Roshan: A bet that both teams will kill Roshan within the game time on the specified map.
Map X - Total rounds (excl. OT): You need to predict the total number of rounds played during a match on Map X, excluding overtime rounds.
Map X - Even/odd rounds (excl. overtime): You need to predict whether the total number of rounds played during a match on Map X will be even or odd, excluding overtime rounds.

Map X - Total deaths: You need to predict the total number of deaths that will occur during a match on Map X.
Map X - Will there be an ace?: You need to predict whether a team will achieve an "ace" during a match on Map X. An ace happens when a team eliminates all five players of the opposing team without losing any of their own players in that engagement.
Map X - Winner: You need to predict which team will win the match on Map X.
Map X - Round handicap (excl. overtime): You need to predict the result of a match on Map X by applying a handicap to the number of rounds won by one of the teams, excluding overtime rounds.
Map X - Total assists: You need to predict the total number of assists that will occur on Map X.
Map X - Will a player make an assist?: A bet on whether a player will make an assist on Map X.
Map X - Will the team reach the top?: You need to predict if a specific team (or squad) will achieve a specific objective on that map.
Map X - Victory margin by kills: You need to predict the kill difference between two teams at the end of a specific map.
Map X - Total deaths even/odd: You need to predict whether the total number of deaths on Map X will be even or odd.

CS:GO Markets:

-Winner: Predict the winner of the event, according to the number of maps offered.

-First Map - total rounds: This market predicts whether the currently available map will have more or less than 26.5 rounds, including overtime.

-First Map - round handicap: In this market, team X is given an advantage or disadvantage over the total number of rounds on the selected map.

Example of Ffamix vs Exdt match:

Ffamix (-2.5) ➔ This market refers to Ffamix winning the first map giving them a -2.5 rounds handicap (if the map ends 6-2, the bet will be settled as won as the result would be 3.5 - 2).

Exdt (+2.5) ➔ This market refers to Exdt winning the first map giving them a +2.5 round advantage (if the map ends 6-5, the bet will be settled as won as the result would be 6 - 7.5).

-X Map Overtime (yes/no): Predicts if there will be an overtime period on map X.

-X Map - 1st round of pistols, Winner: It is predicted which team will win the first pistol round of map X.

-X Map - 2nd round of pistols, Winner: It is predicted which team will win the second pistol round of map X.

-X Map - Team to win the next round: It is predicted which of the two teams wins the next round on the first map.

-X Map - first to win 3/6/9/12: Predicts which team will be the first to win 3/6/9/12 rounds on a specific map.

CS: GO Additional Markets:

-Team to win at least 1 Map yes/no: You have to predict whether or not the selected team will win at least one Map in a specific match.

-Extra Time Yes/No: You must predict if there will be extra time or not.

-Winner of Pistol Round (First and Second Pistol Round): Which team (Terrorist/Counter-Terrorist) will win the pistol round (Round 1/16).

-First Half Winner: Which team (Terrorist/Counter-Terrorist) will have the highest number of rounds won after the first 12 rounds played.

-Second Half Winner: Which team (Terrorist/Counter-Terrorist) will have the highest number of rounds won after round 12 and before the map is concluded as a draw or won by any team.

- Type of first point: You have to predict how the first points of the match will be scored. 3 are the Possible outcomes: with trycon penalty drop goal.

-Last type of match score: You have to predict how the last points of the match will be scored. 4 are the possible outcomes:With trycon penaltywith drop goalwith conversion.

Dota2 Markets:

-Winner: Predict the winner of the event, according to the number of maps offered.

-X map - 1st aegis: The settlement of this bet is tied to a team getting the Immortals's Aegis and not the one who defeats the roshan on X map.

-X map - 1st tower: It is predicted which of the two teams destroys a tower earlier in map X.

-X map - 1st Barracks: It is predicted which of the two teams destroys a barracks first on map X.

-First map - winner: Predict the winner of the first map, not including overtime.

-Second map - winner: Predict the winner of the first map, not including overtime

-First map - eliminations, bet without a draw: The winner of the first map is predicted in terms of eliminations achieved, taking into account that, if these are in a tie, bets are cancelled.

-First map - kill handicap: The winner of the first map is predicted in terms of eliminations achieved by giving an advantage or disadvantage to the selected team as the one that will have the highest number of eliminations.

-Total maps: Refers to the total number of maps that the event will have depending on the format, (BO1,BO3,BO5)

-Map Handicap: You bet on the winner of the match taking into account a specific margin of maps. The map margin chosen in the bet is added or subtracted from the final result, and based on this, the bet will be settled if the home or away team wins.

-X Map - Team to destroy the next tower: It is predicted which of the two teams will destroy the next tower on the specified map.

-X Map - Team to perform first blood: It is predicted which of the two teams will perform the first elimination on the specified map.

-X Map - Team with the most eliminations: It is predicted which of the two teams will make the highest number of eliminations on the specified map.

-X Map - Team to perform the next elimination: It is predicted which of the two teams will perform the next elimination on the specified map.

-X Map - Team to eliminate the next Roshan: Predict which team will eliminate the next Roshan on the chosen map.

-X Map - Total Eliminations Odd/Even: It is predicted if the total eliminations will be an odd or even number.

-X Map - Total Eliminations Over/Under: It is predicted if the total eliminations will be higher or lower than the margin offered.

-X Map - Total Towers Destroyed Over/Under: Refers to the number of towers destroyed on the selected map.

-X Map - Over/Under Play Time: You have to predict if the total minutes of X map will be more or less than the margin offered.

-Team to register a Rampage: You must predict which team, or not, will achieve a rampage, what happens when a player eliminates 5 enemies on their own in a short time. If there is no rampage on the map, bets are considered as losses.

-Team to register an ultraKill: You must predict which team, or not, will achieve an ultrakill, which happens when a player eliminates 4 enemies on their own in a short time. If there is no ultrakill on the map, bets are considered as losses.

-X Map - Over/Under Play Time: You have to predict if the total minutes of X map will be higher or lower than the margin offered.

-X Map - Handicap to the team with the most eliminations: You bet on who will be the winner of the map taking into account a respective margin of eliminations. The margin number proposed in the handicap is subtracted or added to the result.

-X Map - first to perform 5/10/15/20 eliminations: Predicts which team will be the first to reach 5/10/15/20 eliminations on a specific map.

Dota2 Additional Markets:

-Team to win at least 1 Map yes/no: You have to predict whether or not the selected team will win at least one Map in a specific match.

-Map duration: You must predict whether the duration of the game after finishing a map will be longer or shorter than the specified time. Result: If the duration of the game is equal to the time specified in the market, the market is resolved as longer. The market is settled based on the final results screen that is available via the Steam API, once the map is finished.

-X Kill Map: The winner of this market is the team that gets the number x kill taking into account the sum of the deaths of both teams.

-Map Rampage: If at least one player, from the Light or Dark team, has obtained 5 or more kills in a short period of time and this event is announced in the game.

-Map Ultrakill: If at least one player, from the Light or Dark team, has obtained 4 or more kills in a short period of time and this event is announced in the game.

-Beyond Godlike Map: If at least one player, from the Light or Dark team, has obtained 10 or more kills without being killed and this event is announced in the game.

-Megacreeps Map: You must predict if all Light or Dark barracks are destroyed and this event is announced in the game.

-Map Type of activated rune spawned at specific map time: A type of rune, which appears at a specific time in the game (specified line) and is activated (or captured and activated later) by one of the players.

League of Legends Markets:

Winner: Predict the winner of the event, according to the number of maps offered.

-Map handicap: The winner of the match is bet on taking into account a specific margin of maps. The map margin chosen in the bet is added or subtracted from the final result, and based on this, the bet will be settled if the home or away team wins.

-Total maps: This refers to the total number of maps that the event will have depending on the format, (BO1, BO3, BO5).

-Exact Marker (maps): Refers to the exact result of the event in terms of maps, Possible results are:

0: 2 - 1: 2

2: 0 - 2: 1

-First map - first inhibitor: It is predicted which of the two teams destroys the inhibitor on the first map.

-First Map - First Tower: It is predicted which of the two teams destroys a tower first on the first map.

-First Map - First Dragon: It is predicted which of the two teams defeats a dragon first on the first map.

-First Map - First Baron: It is predicted which of the two teams defeats a Baron first on the first map.

-First Map - First Elimination: It is predicted which of the two teams will make the first elimination on the first map.

-X Map - Team to destroy the next tower: It is predicted which of the two teams will destroy the next tower on the specified map.

-X Map - Team to perform first blood: It is predicted which of the two teams will perform the first elimination on the specified map.

-X Map - Team with the most eliminations: It is predicted which of the two teams will make the highest number of eliminations on the specified map.

-X Map - Team to perform the next elimination: It is predicted which of the two teams will perform the next elimination on the specified map.

-X Map - Total Eliminations Odd/Even: It is predicted if the total eliminations will be an odd or even number.

-X Map - Total Eliminations Over/Under: It is predicted if the total eliminations will be higher or lower than the margin offered.

-X Map - Total Towers Destroyed Over/Under: Refers to the number of towers destroyed on the selected map.

-X Map - Over/Under Play Time: You have to predict if the total minutes of X map will be more or less than the margin offered.

-X Map - Handicap to the team with the most eliminations: You bet on who will be the winner of the map taking into account a respective margin of eliminations. The margin number proposed in the handicap is subtracted or added to the result.

-X Map - first to perform 5/10/15/20 eliminations: Predicts which team will be the first to reach 5/10/15/20 eliminations on a specific map.

-X Map - Both teams destroy an inhibitor: Predict if both teams will destroy an inhibitor on the selected map.

-X Map - Both teams eliminate a Baron: Predict if both teams eliminate a Baron on the selected map.

-X Map - Both teams eliminate a dragon: Predict if both teams eliminate a dragon on the selected map.

-X Map - Team to destroy the next inhibitor: Predict which team will destroy the next inhibitor on the chosen map.

-X Map - Team to eliminate the next Baron: Predict which team will eliminate the next Baron on the chosen map.

-X Map - Team to eliminate the next dragon: Predict which team will eliminate the next Baron on the chosen map.

-X Map - Total Barons Killed: Predict the exact number of Barons killed on map X.

-X Map - Total Barons Killed Over/Under: Predicts whether or not the number of Barons killed exceeds the margin offered on the selected map.

-X Map - Total Dragons Killed: Predict the exact number of Dragons killed on Map X.

-X Map - Total Dragons Killed Over/Under: Predicts whether the number of Dragons killed on Map X is higher or lower than the margin offered.

-X Map - Total Inhibitors Destroyed: Predicts the exact number of Inhibitors destroyed on Map X.

-X Map - Total Inhibitors Destroyed Over/Minus: Predicts whether the number of Jammers destroyed on Map X is higher or lower than the range offered.

-Team to register a PentaKill: You must predict which team, or not, will achieve a pentakill, which happens when a player eliminates 5 enemies on their own in a short time. If there is no pentakill on the map, bets are considered as losses.

-Team to register a Quadra Kill: You must predict which team, or not, will achieve a quadrakill, which happens when a player eliminates 4 enemies on their own in a short time. If there is no quadrakill on the map, bets are considered as losses.

-X Map - Team to eliminate the Rift Herald: Predict which team will eliminate the Rift Herald on the chosen map.

Extra Legends Markets:

-Team to win at least 1 Map yes/no: You have to predict whether or not the selected team will win at least one Map in a specific match.

-Map duration: You must predict whether the duration of the game after finishing a map will be longer or shorter than the specified time. Result: If the duration of the game is equal to the time specified in the market, the market is resolved as longer. The market is settled based on the final results screen that is available via the Steam API, once the map is finished.

-X Kill Map: The winner of this market is the team that gets the number x kill taking into account the sum of the deaths of both teams.

-Total Turrets Map: You must predict if the final count of destroyed towers (Based on the game score, which is the sum of the blue towers + the destroyed red towers) on a particular map will be above or below the established figure.

-QuadraKill Map: If at least one player, from the Blue or Red team, has obtained 4 or more kills in a short period of time and this event is announced in the game.

-Map PentaKill: If at least one player, from the Blue or Red team, has obtained 5 or more kills in a short period of time and this event is announced in the game.

-Map Xth Dragon type: Type of the 1st/2nd dragon appeared from the beginning of the map.

-Dragon soul type map: Type of the 3rd dragon appeared from the beginning of the map.

-Map Certain type of ragon kill: If a dragon of a certain type will be annihilated at least once on a particular map.

-Map X - Kill the Second Rift Herald: You need to predict whether a team will successfully defeat the Second Rift Herald during a match on a specific map (such as Summoner's Rift).

Call of Duty Markets:

-Winner: Predict the winner of the event, according to the number of maps offered.

-Map handicap: The winner of the match is bet on taking into account a specific margin of maps. The map margin chosen in the bet is added or subtracted from the final result, and based on this, the bet will be settled if the home or away team wins.

-Total maps: This refers to the total number of maps that the event will have depending on the format, (BO1, BO3, BO5).

-Exact Marker (maps): Refers to the exact result of the event in terms of maps, Possible results are:

0: 2 - 1: 2

2: 0 - 2: 1

-X Map - Team to win round N : Predict which team will win round N on the map indicated X.

-X Map - first to win 3/6/9/12 rounds: Predict which team will win first 3/6/9/12 rounds, on map X.

-X Map - total rounds: This market predicts whether the currently available map will have more or less than 26.5 rounds, including overtime.

-X Map - round handicap: In this market, team X is given an advantage or disadvantage over the total number of rounds on the selected map.

Example of Ffamix vs Exdt match:

Ffamix (-2.5) ➔ This market refers to Ffamix winning the first map giving it a disadvantage of -2.5 rounds (if the map ends 6-2, the bet will be settled as won as the result would be 3.5 - 2).

Exdt (+2.5) ➔ This market refers to Exdt winning the first map giving them an advantage of +2.5 rounds (if the map ends 6-5, the bet will be settled as won as the result would be 6 - 7.5).

X Map Overtime (yes/no): Predicts if there will be extra rounds on map X.

-X Map Total Points Scored Over/Under: Predicts the total rounds played on the mentioned X map.

Mercado the Overwatch:

-Winner: Predict the winner of the event, according to the number of maps offered.

-Map handicap: The winner of the match is bet on taking into account a specific margin of maps. The map margin chosen in the bet is added or subtracted from the final result, and based on this, the bet will be settled if the home or away team wins.

-Total maps: This refers to the total number of maps that the event will have depending on the format, (BO1,BO3,BO5.

-Exact Marker (maps): Refers to the exact result of the event in terms of maps, Possible results are:

0: 2 - 1: 2

2: 0 - 2: 1

-X Map - Team to win round N: Predict which team will win round N on the map indicated X.

-X Map - first to win 3/6/9/12 rounds: Predict which team will win first 3/6/9/12 rounds, on map X.

-X Map - total rounds (incl. overtime): This market predicts whether the currently available map will have more or less than 26.5 rounds, including overtime.

-X Map - round handicap (incl. Overtime): In this market, team X is given an advantage or disadvantage over the total number of rounds on the selected map.

Example of Ffamix vs Exdt match:

Ffamix (-2.5) ➔ . This market refers to Ffamix winning the first map giving it a disadvantage of -2.5 rounds (if the map ends 20-10, the bet will be settled as won as the result would be 17.5-10).

Exdt (+2.5) ➔This market refers to Exdt winning the first map giving them a +2.5 round advantage (if the map ends 15-15, the bet will be settled as won as the result would be 17.5-15).

-X Map Overtime (yes/no): Predicts if there will be extra rounds on map X.

-X Map Total Points Scored Over/Under: Predicts the total rounds played on the mentioned X map.

FIFA Markets:

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-No Draw Bet (DNB): This betting market consists of the following, in order to define a bet as a winner, there has to be a winning team. Which means that, if the match ends in a draw, the money wagered will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line.

NBA 2K Markets

-1X2 Winner: You must predict whether the victory will be for the Home team or the Away team, giving the option to choose the draw.

-Money Line (Winner 1, 2) (incl. Overtime): You have to predict who will be the winner of the event regardless of the point margin. This market always includes Overtime.

-Total (Over/Under) (incl. Overtime): You have to predict if the total number of points scored during the event will be over or under the indicated margin. For example: More than 215.5 - Less than 215.5. This market will include Extra Time.

-Handicap (Margin) (incl. Overtime): The winner of the event must be predicted by adding or subtracting the number of points specified in the margin from the outcome of the event.

E-Basketball:


1st Half - Draw No Bet: You need to predict the winner of the 1st half. If the half ends in a draw, all bets will be voided. If the half is not completed, this market will be voided.

Winner (incl. OT): You need to predict the outcome of the match.

Total (incl. OT): This involves predicting the total points scored by both teams.

Odd/Even (incl. OT): This involves predicting whether the match result will be odd or even. This market will include overtime.

 

Beach Soccer

Main Markets:

-1X2: You have to predict the outcome of the entire match (3 periods of 12 minutes). There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

OUTRIGHTS:

-Winner: you must predict the winner of the tournament in question according to the official ranking of the competition.

-Group Winner: Bet on the team that finishes with the most points in their group.

63-Badminton

In the event that a match is not completed, all undecided markets will be cancelled. If a player or team withdraws, all undecided markets will be cancelled.

Main markets:

-Winner (1,2): It consists of predicting the winner of the match regardless of the difference in points.

-Correct Score: The exact result of the match must be predicted in terms of sets won by each player. If one of the players withdraws, this market will be considered invalid.

-Points handicap (margin): The winner of the match must be predicted by adding or subtracting the indicated margin to the final result of the match, in points.

-Total Points (Over/Under): You must predict if the total points in the match is higher or lower than the total margin offered.

-Odd/Odd games: You must predict if the total games during the match is an odd or even number.

-X Game - Winner: Predict the winner of the selected game.

-X Game - Total Points: You have to predict whether the total points accumulated by both teams in a given game will be over or under the margin offered in the market.

-X game - points handicap: The winner of the mentioned game (in points won) must be predicted by adding or subtracting the indicated margin to the result of the match (in points).

-X game - odd/even: Predicts whether the total points accumulated by both teams in game X will be an odd or even number.

-X game - race to X points: You have to predict which team will reach X points first for the chosen game.

-X game - X Point: You must predict which player/team will get the selected point in that game.

Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

64-BIATHLON

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-H2H: You must predict which of the two participants specified in the bet will achieve the best position in the overall event. In the event that both participants are disqualified or both withdraw during the same stage of the competition, bets on this market will be void.

65-Biathlon / Athletics

Outrights

-Winner: The selected player must be predicted to be the winner of the tournament/event.

-H2H: You have to predict which of the two players mentioned will have a better position in the tournament/event. In the event that both players retire or end up disqualified in the same period of the competition, the market is settled as void.

66-Weight

Main Markets:

1X2: The user must predict the outcome of the entire match. There are 3 possible outcomes: 1(home team wins), X(teams draw), 2 (away team wins)

Outrights:

Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

67-Squash

-If a player retires, surrenders or is disqualified, all undecided markets are considered void. If the referee awards penalty points, all bets stand.

Main Markets:

-Winner (1,2): Market that consists of predicting the winner of the event regardless of the point margin.

-Correct Score: The exact result of the event must be predicted in terms of sets won by each player. If a player retires during the event, all markets are considered void.

-X Game - Winner: The winner of the selected game must be predicted.

-X Game - Total Points: You have to predict whether the total points accumulated by both teams in the selected game will be over or under the selected number.

-X Game - Points Handicap: The winner of the selected game (In points won) must be predicted by adding or subtracting the selected point margin from the result of the event (In points).

-X Game - odd/even: You have to predict whether the total points accumulated by both teams in the selected game will be an odd or even number.

-X Game - race to X points: You have to predict which team will reach X points first in the selected game.

-X Game - X point: You must predict which team will win the selected X point in the selected game.

Outrights:

-Winner: The winner of the selected tournament must be predicted according to the official result of the competition.

68-Ski Jumping:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-Top 3: It must be predicted if the chosen participant will reach the podium position, including shared position.

-H2H: You must predict which of the two Participants specified in the bet will achieve the best position in the overall event. In the event that both participants are disqualified or both withdraw during the same stage of the competition, bets on this market will be void.

69-Main Markets:

-Winner (1X2): The winner of the fight must be predicted. There are 3 possible outcomes, Win 1, Win 2 or Draw X.

Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

70-Australian Rules Football

-All markets exclude overtime, unless otherwise specified in that market. These markets will be settled according to the result of the 80 minutes of play unless otherwise specified in that market. These 80 minutes include stoppage time due to injury or temporary suspension of the match.

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-No Draw Bet (DNB): This betting market consists of the following, to define a bet as a winner, if the match ends in a draw, the money staked will be refunded. For example, if a final result results in a draw, the bet will be settled as cancelled.

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line

-Handicap (2 way): the winner of the game must be predicted with a respective goal margin. The correct score is added or subtracted from the goals proposed in the handicap, and after this operation it will be determined who wins: home team, draw or away team

-Home Total: The customer must predict whether the total goals scored by the home team during the entire match will be over or under the indicated line.

-Total Away: The customer must predict whether the total goals scored by the away team during the entire match will be over or under the indicated line.

-Odd/Even: You have to predict if the result of the match is odd or even, if the match ends 0-0, the winning market will be even.

-Odd/Even Home: You have to predict whether the number of goals scored by the home team will be odd or even. If the home team did not score any goals, the winning team will be even.

-Odd/Even Away: You have to predict whether the number of goals scored by the away team will be odd or even. If the visiting team did not score any goals, the winning team will be even.

-1x2 and total: The combination of the outcome of the event plus whether the goals will be over or under the selected margin must be predicted. There are 6 possible outcomes:

-Home & Over: The home team wins and the total goals are more than the selected margin.

--Home & Under: Home team wins and total goals are less than the selected margin

Draw & Over: The event ends in a draw and the total goals are more than the selected margin.

-Draw & Under: The event ends in a draw and the total goals are less than the selected margin.

-Away & Over: The away team wins and the total goals are more than the selected margin.

-Away & Under: The away team wins and the total goals are less than the selected margin.

Markets by Quarters:

-X Quarter 1x2: You must predict the result of the ́ ́X ́ ́ Quarter, 3 selections are possible: Home Team, Away Team and draw (X).

-X Quarter No Draw Bet: The winner of the "X" quarter must be predicted, in case the "X" quarter ends in a draw all bets will be void for this market, if the "X" quarter is not completed this market will be void.

-X Fourth Handicap: The winner of the 'X' quarter must be predicted by adding or subtracting the specified margin to the result of the half, if the quarter is not completed this market will be cancelled.

-X Total Quarter: You have to predict if the total number of points during the "X" quarter will be over or under the specified margin, if the quarter is not completed this market will be cancelled.

X Home/Away Total Quarter: You have to predict if the total number of points scored by the selected team during the "X" quarter will be over or under the specified margin, if the quarter is not completed this market will be cancelled.

-X Quarter Margin of victory: You must predict the difference in points that a team will have against its rival at the end of the X quarter.

-X Odd/Even Quarter: You must predict whether the total number of points scored by the selected team during the "X" quarter will be an odd or even number.

Outrights/Totales:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

-Top4, Top8: You have to predict if the selected team will occupy the respectively selected position at the end of the tournament.

-They will reach the final: You must predict if the selected team will reach the final of the tournament.

-Most wins/losses in the regular season: You must predict which team will get the highest number of wins/losses at the end of the tournament according to the official results of the tournament.

71-Table Tennis

Main Markets:

-Winner (1,2): It consists of predicting the winner of the match regardless of the difference in points.

-Game handicap (margin): The winner of the match must be predicted by adding or subtracting the indicated margin from the final result of the match.

-Total Games (Over/Under): You must predict if the total number of games in the match is more or less than the total margin offered.

-Correct Score: The exact result of the match must be predicted in terms of sets won by each player. If one of the players withdraws, this market will be considered invalid.

-Total Points: You have to predict whether the total points scored by both teams will be higher or lower than the number given in the chosen betting market.

- How many games will be decided by bonus points?: You must predict how many games during the match extend to extra points to be decided (The winner of the set has more than 11 points).

-Juegos exactos: Se debe predecir el número de juegos exactos durante el encuentro.

Markets by Games:

-Winner of Game X: The winner of game number X must be predicted. The bet is cancelled if X game is not completed.

-Total points of game X: You must predict if the total points in game X is higher or lower than the total margin offered.

-Points Handicap in Game X: The winner of Game X must be predicted by adding or subtracting the indicated margin to the final result of Game X.

-X Odd/Even Game: You must predict if the total number of points scored by both teams during the Game ́ ́X ́ ́ will be an odd or even number.

-Race to N points in Game X: You must predict which team will reach N points first during Game X.

72-Basketball 3x3

Main Markets:

-Money Line (Incl. TE): The winner must be predicted regardless of the point margin. This market includes overtime.

-Total (Over/Under) (Incl. TE): You have to predict if the total points scored between both teams will be higher or lower than the margin offered in the selected market. For example: Greater than 215.5 - Less than 215.5. This market includes overtime.

-Handicap (margin) (Incl. TE): The winner of the match must be predicted by adding or subtracting the margin indicated to the result of the match. This market includes overtime.

-Winner of the 1X2 match: You must predict if the winner will be the home team, the away team or if it will be a draw. Does not include extra time.

-Odd/Even (Incl. TE): You must predict whether the result of the match will be an odd or even number. This market includes overtime.

-Total points per team (Home -Away) (Incl. TE): You have to predict whether the total points of the home team or the away team will be more or less than the number established in the selected market. For example: Greater than 215.5 - Less than 215.5. This market includes overtime.

73-Bandy

Main Markets:

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line

Bandy Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

74-Floorball

Main Markets:

1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Handicap: The winner of the match must be predicted by adding or subtracting the margin indicated to the result of the match.

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line

Unihockey Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

75- Water Polo 

Main Markets:

-1X2: The customer must predict the outcome of the entire match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Total (Over/Under): The customer must predict whether the number of goals scored during the entire match will be above or below the stipulated line

Waterpolo Outrights:

-Winner: The winner of the tournament in question must be predicted according to the official ranking of the competition.

76- Kabaddi

Main markets:

-1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams draw), 2 (away team wins).

-Total (Over/Under): You have to predict if the total number of points scored during the entire match will be above or below the indicated line.

-Double chance: you have to predict the outcome of the whole match. There are 3 possible outcomes: 1X (at the end of the match the home team wins or draws), X2 (at the end of the match the away team wins or draws), 12 (at the end of the match the home team wins or the away team wins).

-No Draw Bet: This betting market consists of the following, in order to define a bet as a winner, there must necessarily be a winning team, which means that, if the match ends in a draw, the bet money will be refunded. For example, if a final result results in a draw, the bet will be settled as void.

-Handicap: You have to predict the winner of the entire match by adding or subtracting the indicated handicap to the result of the match.

-Winning margin: A betting market that predicts the amount of difference a team will have from their opponent at the end of the match, for example, the home team by 1-5 points.

-Half/End: you have to predict the result of the first half of the match along with the result of the whole match.

-The possible outcomes are: (1/1, 1/X, 1/2, X/1, X/X, X/2, 2/1, 2/X and 2/2).

-Home Team Total: You have to predict whether the total number of points scored, from the home team, during the entire game will be more or less than the indicated line.

-Away team total: you have to predict if the total number of points scored, from the away team, during the entire game will be more or less than the indicated line.

-Half with the highest score: you have to predict which half will have the most points scored.

-Odd/Even: You have to predict if the result of the match is an odd or even number, if the result of the match is "0:0", bets are counted as "even".

First half markets:

-1st half - No draw bet: You have to predict the winner of the first half, if the half ends in a draw, all bets will be void, if the half is not completed, this market will be void.

-1st half - double chance: You have to predict the outcome of the first half. There are 3 possible outcomes: 1X (at the end of the 1st half the home team wins or draws), X2 (at the end of the 1st half the away team wins or draws), 12 (at the end of the 1st half the home team wins or the away team wins).

-1st Half - Handicap: You have to predict the winner of the 1st half by adding or subtracting the indicated margin to the result of the half, if the half is not completed this market will be void.

-1st Half - Total (Under/Over): You have to predict if the total number of points scored during the first half will be more or less than the given line, if the half is not completed, this market will be void.

-1st Half - Total Home/Away (Under/Over): You have to predict if the total number of points scored by the named team (Home or Away) during the 1st half will be more or less than the indicated line, if the half is not completed, this market will be void.

-1st half - odd/even: You have to predict whether the total number of points scored in the first half will be odd or even, if the half is incomplete, this market will be void.

77-Grass Bowling

-Winner (1.2): Betting market that consists of predicting the winner of the match regardless of the point margin.

-Handicap Sets: You have to predict the result in terms of sets won by each player by adding or subtracting from the final result the margin specified in the bet.

-Correct score: You have to predict the correct score of the match in terms of sets won by each player. If a player withdraws during the match, all undecided bets will be considered void.

-Total Sets (Over/Under): You have to predict if the total number of sets played in the match will be over or under the indicated margin.

-X Set - 1X2: You have to predict the outcome of the X set. There are 3 possible outcomes: 1 (player 1 wins), X (players will tie), 2 (player 2 wins).

-X set - draw without bet: you must predict the winner of the first half, if the half ends in a draw, all bets will be void, if the half is not completed, this market will be void.

-X set - Handicap: You have to predict the winner of the mentioned set (in points won) by adding or subtracting the indicated margin to the result of the set (in points).

-X set - Total: Predicts whether the total points accumulated by both players in the mentioned set will be above or below the line.

-X set - Player 1/2 total: You must predict whether the total number of points scored by the mentioned player during the given set will be above or below the indicated line, if the set is incomplete, this market will be void.

Césped Cake Outrights:

-Winner: You must predict the winner of the tournament according to the official classification of the competition.

78-Padel Tennis

Main Markets

-Winner (1.2): Betting market that consists of predicting the winner of the match regardless of the point margin.

-Game handicap (margin): You have to predict the winner of the match by adding or subtracting the margin indicated to the result of the match.

-Set handicap: You have to predict the result in terms of sets won by each player by adding or subtracting the margin specified in the bet to the final result.

-Correct Score: You have to predict the correct result of the match in terms of sets won by each player. If a player withdraws during the match, all undecided bets will be considered void.

-Total Games (Over/Under): You have to predict if the total number of games played in the match will be over or under the indicated margin.

-Odd/even games: You have to predict if at the end of the game, the total of the games is an odd or even number.

-Total Games (Over/Under) Player 1: You have to predict whether the total number of games for Player 1 will be over or under the indicated margin. A tiebreaker is considered a game. The number of games played will be indicated in the settlement of the bet with the second number in parentheses. If the match is not completed, all undecided bets will be considered void.

-Total Games (Over/Under) Player 2: You have to predict whether the total number of games for Player 2 will be over or under the indicated margin. A tiebreaker is considered a game. The number of games played will be indicated in the settlement of the bet with the second number in parentheses. If the match is not completed, all undecided bets will be considered void.

-Winner & Total: You have to predict the winner of the match and whether the number of games played is over or under the indicated margin.

-Tiebreak (yes/no): You have to predict if there will be a Tie-break in the match.

-Deuce in the match (Yes/No): "Deuce in the match" means that the score of the game will reach a score of 40-40.

-Winner of the 1st set: You have to predict the winner of the first set. The bet will be considered "void" if the first set is not completed.

-Winner of the 2nd set: You have to predict the winner of the second set. The bet will be considered "void" if this set is not completed.

-Set "X" Winner: You have to predict the winner of Set "X". The bet will be considered "void" if this set is not completed.

-Double Result (First Set/Match): Predict the winner of the first set, and at the end of the match in a single betting market.

-Player 1 to win exactly 1 set: You have to predict if player 1 will have a 1-set victory during the match.

-Player 2 to win exactly 1 set: You have to predict if player 2 will have a 1-set victory during the match.

-Exact sets: You have to predict the exact number of sets during the match.

-Total sets: You have to predict if the total number of sets played in the match will be over or under the indicated margin.

-Any set to zero: You have to predict if at least one of the sets of the match will end with an exact score of 6-0 / 0-6.

-Set "X" Handicap games: You have to predict the winner of Set "X" by adding or subtracting the indicated margin to the result of the match. If the match is not completed, all undecided bets will be considered void.

-Set "X" Total Games: You must predict whether the total number of games played in Set "X" during the match will be over or under the indicated margin.

-Set "X" Correct Score: You have to predict the exact correct score of Set "X". If the mentioned set is not completed, all undecided bets will be considered void.

-Player 1 to win 1 set: You have to predict whether or not player 1 will win, or not, at least one set in the match. There are two possible outcomes: Yes and NO.

-Player 2 to win 1 set: You have to predict whether or not player 2 will win, or not, at least one set in the match. There are two possible outcomes: Yes and NO.

-Set "X" even/odd: You must predict whether the total number of games played in Set "X" during the match will be odd or even.

-Set "X" there will be a tiebreak: You have to predict if in Set "X" there will be a tie-break.

-Set "N" - race to x games: You have to predict which player will reach "X" games first in the specific set.

-Who will win the game (X and Y) of set n?: A betting market that consists of predicting the player who will win games x and y for set n. For example: 1 (games 6 and 7) 2nd set (Where the bet is on the home player) - X (game 6 and 7) 2nd set (Where the tie is wagered) - 2 (Game 6 and 7) 2nd set (Where the away player is bet).

- Who will win the X point in game Y in set n? (Includes live game betting): Predict the player who will win the game x-point and set n. For example, the Wawrinka player will have a victory on the 1st point in game 10 of the 3rd set of the match.

- Who will win the x set set (1, 2, 3, 4,5)? (Includes live game betting): Predict the player who will win game x of the set specified in the betting market. For example: 1 (set 10) 2nd set - 2 (set 10) 2nd set.

-Exact number of points in game X (1st set): (Includes live betting): Predicts the exact number of points played in the chosen game in the first set betting market.

-Deuce in the game yes-no (Includes live betting): "Deuce in the game" means that the score of the game will reach a score of 40-40.

-Result of game X (Set N) Player 1 or 2 (0-15-30-40): It consists of predicting the winner of a game, and how many points the opposing player will make (0-15-30-40), that is, if you choose player 1 to 30 it means that the game is won by player 1, but player 2 scores 30 points.

-Set "N" game x - odd/even points: It consists of predicting whether the number of points played in a game of a set will be odd or even.

-Set "N" game x - correct score or rest: It consists of predicting the winner of a game, and how many points the opposing player will make (0-15-30-40), or if there will be a break of serve in said game.

-Set "N" game Y - race to x points: Predict the player who will reach X points first in the specific game.

-Set "N" game Y - first winner of x points: Predict the player who will earn the first X points in the specific game.

SHORT SOCCER

Main Markets


1st Half - Even/Odd: You need to predict whether the total number of goals scored in the first half of a football match will be even or odd.
1X2: You need to predict the outcome of the entire match. There are 3 possible results: 1 (home team wins), X (draw), 2 (away team wins).
1st Half - Double Chance: You need to predict the result of the 1st half. There are 3 possible outcomes: 1X (home team wins or draws at halftime), X2 (away team wins or draws at halftime), 12 (home team wins or away team wins at halftime).
Total (Over/Under): You need to predict whether the total number of goals scored throughout the match will be over or under the specified line.
1st Half - Total: You need to predict whether the total number of goals scored in the first half will be over or under the specified line.
1st Half - 1x2: You need to predict the result of only the first half of the match.
Even/Odd: Bet on whether the total number of goals scored in the match will be even or odd.