Help Centre

Betting rules

Version 1.0

Last update: 31st March 2025

Introduction

Your use of fixed odds betting games by creating an account on the Balkanix Limited platform is governed by the following betting rules which will be accepted by default. Please read carefully and in full to understand and accept the rules for fixed odds betting below. These are part of the General Terms and Conditions of Use of the Platform. Access to the Balkanix Limited gaming platform by persons under 18 years of age is strictly prohibited. The theoretical winning percentage is at least 60%. If the percentage falls below the minimum limit, promotional campaigns will be organized and bonuses will be granted, subject to approval procedures by the ONJN according to the legislation in force.

General Rules

1.1 The outcome of a market is established once it is determined.

If a market is not established earlier in the game, the company determines the outcome of the game after the end of the normal duration (normal time) of the game, unless otherwise specified in the market description on the website.

Example 1: The winner's square of the 1X2 match of an event is determined after the end of the normal duration (regulation time) of the event. In Football the winner of the 1x2 match is determined after 90 minutes, including any additional minutes called by the referee as "normal duration".

If an event goes into overtime (when regulation time does not decide the winner), all markets that are subject to "include overtime" are paid out after the overtime ends. Any penalty kicks (or other decisive kicks) that may follow are not taken into account unless clearly stated in the market.

Events that have not started on time for any reason or have even been postponed can be kept open and all bets remain valid if they start within 48 hours of the official start time. In any other case, the company reserves, at its sole discretion, the right to cancel all bets for such postponed events and to refund customer stakes.

For events abandoned after the start time and continued by the organizer within 48 hours of the official start time, the company reserves the right to keep all valid bets and to settle them according to this result.

For events abandoned after the start time and not continued by the organizer within 48 hours, the company will settle all markets established in the field and will cancel the rest by refunding the stakes to customers. However, in such cases, the company reserves, at its sole discretion, the right to cancel all bets for such abandoned events and refund customer stakes.

There are exceptions to the above general rule, such as:

Tennis play will be kept open, with all bets being valid until officials or the organizing body declare a winner. In such cases, the 48-hour rule does not apply. However, even in the case of a player's withdrawal, all markets established in the field are established accordingly and the rest are declared null and void. For the avoidance of doubt, if a tennis player withdraws before the last point is completed, the match winner's market is void, but any set or match related markets that are determined are settled accordingly.

If U.S. sports games, such as MLB (or other baseball leagues), NHL and NBA (NFL and MLS are not included in this rule), do not start or are abandoned after the start and do not resume

on the same day, in the local time zone, from the announced kick-off time, all undecided bets are void.

(e.g. if a football match is abandoned in the second half, the first half markets will normally be settled).

(e.g., in the example above, the markets in the second half have not been decided) will be cancelled and the stakes will be refunded to customers).

In the case of abandoned or postponed NFL (or other football) events, all markets are considered void unless the game continues on the same weekly NFL (or other football) schedule (Thursday - Wednesday local stadium time).

MLB (or other baseball leagues): The money line (winner's square) is considered decided if league officials consider the game over and if:

  • at least 5 rounds are completed

SAU

  • 4.5 innings have ended and the home team (or team batting second) is ahead. In all other cases, Money Line bets are considered void.
  • For the avoidance of doubt, bets on all other markets (e.g. Totals, Spreads, etc.) will remain valid, if not already established, if:
  • at least 9 rounds are completed

SAU

  • 8.5 innings have ended and the home team (or team batting second) is ahead.

In all other cases, bets are considered void. If the Mercy Rule is called, all bets will stand at the score at that time.

MLB (or other baseball leagues), all pitcher lines (PL Markets for Moneyline, Spread and Totals) are cancelled in the event of a change of the listed starting pitcher. Bets placed on pitcher's line markets will include the indication (PL) inside the bet slip and on the bet history pages. If the indicator (PL) is not visible inside the betting slip, the bet is placed on the Action Line and will be settled accordingly. Action lines are set according to the outcome of the event, regardless of any change of thrower. Any new pitcher line offered will follow the above rules. The action lines follow the general rules, with the exceptions regarding MLB (or other baseball leagues) as noted above.

In baseball and in the case of a 7-inning game, bets in all markets will stand, if not already settled, if :

  • at least 7 rounds are completed

SAU

  • 6.5 innings have ended and the home team (or team batting second) is ahead.

The exception is Moneyline (Match Winner), which is considered decided if:

  • at least 5 rounds are completed

SAU

  • 4.5 innings have ended and the home team (or team batting second) is ahead.

In all other cases, Money Line bets are considered void.

1.2 The Company reserves the right to refuse all or part of a bet without giving a reason to the customer. If a bet is not accepted, the customer's stakes are refunded

1.3 Prior to the start of an event, the company reserves the right, at its sole discretion, to cancel or void part or all of a bet, even after acceptance, without giving any reason to the customer.

After the start of the event, the company reserves, at its sole discretion, the right to cancel or void a bet in whole or in part, even after acceptance and even after settlement, if there is a valid reason for doing so, such as

  • mistake in the wording (palpable error) of the event or odds, or the start time.
  • the customer attempts to circumvent company limits (potential payout) and risk management by placing multiple identical or similar bets or opening multiple accounts
  • the customer takes advantage of any public announcement or secret information to which he has access and which determines the outcome of the bet.
  • the customer has combined the related bets.
  • the client actively participates in the event, such as players, referees, managers or has direct or indirect relations with event participants.
  • the company suffers a technical error that gives wrong odds or events.
  • any other valid reason duly communicated to the customer upon request.

1.4 Maximum winnings per betting slip are 500 000 (RON).

1.5 Our company reserves the right to cancel all bets on an event if there is any change in the venue of the event.

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

1.7 If our company suspects that a sports betting event is fraudulent or highly likely to be fixed, such that the outcome is known in advance to certain persons, the company reserves the right to:

  • keep specific betting slips unsettled
  • inform the relevant regulatory bodies and authorities (ESSA, Sportradar, federations) about this, depending on the body or authority under which the company is regulated and with which it cooperates
  • wait until a verdict from these bodies or authorities is presented as feedback
  • liquidate or cancel the bet following the verdict of the competent bodies or authorities

1.8 If during the process of placing a bet, the system is technically interrupted for any reason, the company will carry out standard checks such as availability of funds, correctness of price, etc. and reserves the right to accept or reject the bet accordingly. In this case, the customer must log in as soon as the system is available and visit the betting history page to confirm whether the bet has been accepted or not.

1.9 Any decision made by the VAR system that contradicts the original decision of the on-field officials (including decisions that are not made, such as allowing play to continue before reviewing the video recording), thereby changing the understood state of the match at the time the bet is placed, will result in all bets placed in the VAR system being returned to the original VAR system.between the actual occurrence of the initial incident and the referee's final decision on the incident will be void unless the odds offered on the bet are not influenced by the use of VAR or have already been factored into the odds offered at the time the bet was accepted. Settlement of all other unrelated bets, including those resulting from any play between the time of the original incident and the VAR review decision, which are not influenced/altered by the VAR decision, will be upheld.

For the purposes of the result, VAR reviews are considered to have occurred at the time of the initial incident for which VAR would eventually be used, even if play was not immediately interrupted. The Company reserves the right to cancel any previously determined bids if the determination becomes inaccurate as a result of the referee's final decision, provided that such decision is made and communicated prior to the conclusion of the match and/or the time period specified.

1.10 For the purpose of user experience and therefore for a better visual result, our company applies a two decimal places truncation to the dimensions visible on the screen. Calculations for Total Odds are performed using rounding to the sixth decimal place, while the total amount won is always rounded to the second decimal place. Any differences observed are simply a product of the rounding rules explained in this document.

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

1.12 The duration of friendly football matches may not be standard (2x45) or may be modified during the match.

For LIVE markets, in the event of an incorrect initial format and/or if the teams or the referee decide to change the format during the game spontaneously and without notice, the company reserves the right to partially/totally cancel the bets.

For both live and pre-match bets, the following rules apply if the match finishes earlier than 90 minutes:

If the match is finalized by the referee in the 79:00 minute or later, all markets are settled accordingly with the FT result. If the match is finalized by the referee at 78:59 or earlier, all undecided markets will be determined to be void.

In the case of matches that are ABANDONED/OPPENED for other reasons (fan riots, player fights, serious injuries, inclement weather, lighting failures, etc.), all non-playing markets will be cancelled.

Supported match formats

Pre-match matches lasting between 45 and 120 minutes.

Live matches lasting up to 90 minutes. Possible formats supported are 2x25, 2x30, 2x35, 2x40, 2x45, 3x30.

For matches lasting less than 45 minutes or more than 120 minutes, all pre-match markets will be cancelled. In all other cases, bets will stand as normal.

For the 3x30 format (or other possible formats with 3 or more intervals), the half-time duration will be calculated as ''Total match duration / 2''.

Our company assumes no responsibility for unexpected format changes and possibly relevant settlement under our rules, the risk is the client's and is included in the T&C acceptance during registration.

1.13 Long-term Final Outcome Markets are subject to the "play-or-pay" rule. According to the Play-or-Pay rule, bets on participants in a Final Result market will normally stand even if the listed player was unable to participate in the competition for whatever reason (and are therefore considered lost).

H2H (head to head) markets are excluded, so if one of the listed participants does not take part in the competition, the H2H markets in which they are involved are considered void.

Explanation of specific types of bets

Scorers: first scorer, last scorer, anytime

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

The First Goalscorer bet will be VOIDED if a player does not play at all or does not enter the field after the first goal of the match has been scored by an own goal, except in the case of an own goal, which is ignored.

Bets on the Last Scorer will be CANCELLED if a player does not play at all. The scoring player applies to any player, regardless of when they entered the game.

Anytime Marker bets apply to any player involved in the game, regardless of when they enter the game. Bets on Score Anytime will be CANCELLED if a player never plays.

If a match is abandoned but there was at least one scorer, bets on the first scorer are applied and bets on the last scorer are void. The Anytime Scorer square for this player is set as a winner and bets on other players are void.

The above rules apply to the "First scorer/anytime and 1X2" and "First scorer/anytime and correct score" markets.

Other special offers for players

Football

Total number of player shots / Number of player shots over/out: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total number of shots on goal of the player / Number of shots on goal of the player Over/Under: Bets apply to normal time plus overtime (if applicable). Any penalty kicks will not be considered for settlement. If the listed player is not in the starting line-up for the match, the bets are void.

CardsTotal Player/Cards Player Over/Under: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Player Total eliminations / Player Eliminations Over / Under: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total number of assists / Number of assists by player Over/Under: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total Player Passes / Player Passes Over/Under: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

MarketsPlayer H2H: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void. In case of a tie between players, bets are void.

Basketball

All special markets of basketball players are settled according to the relevant official source. Any additional time is included in the settlement of all available markets.MarketsPlayer H2H : Bets apply to normal time plus overtime (if applicable). If the listed player does not participate in the match at all, the bets are considered void. In case of a tie between players, bets are void.

Ice Hockey

Goal scorer anytime/ position X (LIVE) : Bets apply at regular time only. All players offered are considered Runners. If an unlisted player scores a goal, all bets on the players scored remain valid. Only goals and assists scored in regulation time are taken into account for counting purposes. Please note that if the score after regulation time is 0-0, all bets will be considered lost. All bets on players who have been entered on the list but who have left the match before its conclusion (e.g. due to injury or expulsion) will stand.

The player who scores a goal (LIVE) : Bets apply only at regular time. All players offered are considered Runners. If an unlisted player scores a goal, all bets on the players scored remain valid. Only goals and assists scored in regulation time are taken into account for counting purposes. Please note that if the score after regulation time is 0-0, all bets will be considered lost. All bets on players who have been entered on the list but have left the match before its conclusion (e.g. due to injury or sending off) will be valid.Total number of player's decisive assists (or over/under) (PREMATCH): Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total goals Player (or over/under)(PREMATCH) : Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total player interventions (or over/under)(PREMATCH) : Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total points Player (or over/under)(PREMATCH) : Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Player's total number of throws (or over/under) (PREMATCH): Bets are applied to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

Total shots on goal Player (or over/under) (PREMATCH) : Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player is not in the starting line-up for the match, the bets are void.

MarketsPlayer H2H: Bets apply to normal time plus overtime (if applicable). Any tie-breaks will not count towards the settlement. If the listed player does not participate in the match at all, the bets are considered void. In case of a tie between players, bets are void.

Baseball

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

All markets under the "Special Players" section follow this rule: If the listed player is not in the starting line-up for the match, bets are void.

MarketsPlayer H2H: Bets apply to regulation time plus overtime (if applicable). If the listed player does not participate in the match at all, the bets are considered void. In case of a tie between players, bets are void.

American football

All special markets of American football players are settled according to the relevant official source. Any additional time is included in the settlement of all available markets.

MarketsPlayer H2H: Bets apply to normal time plus overtime (if applicable). If the listed player does not participate in the match at all, the bets are considered void. In case of a tie between players, bets are void.

TEASER BETS

In sports betting, a teaser bet is a type of parlay bet. In a teaser bet, the bettor is allowed to change the point spread for a match, which makes the bet easier to win. Instead, the punter gets a lower return on bets if he wins. If a selection is lost, the teaser is considered lost. If a selection is cancelled and the rest is won, the teaser is considered void.

DEAD HEAT RULE

If there is no clear 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 tied participants in that position.

For example: a draw in horse racing or a draw in the market for top scorer in a championship.

Two players are tied for the most goals scored 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 as normal.

Player 1 will be paid at odds of 3.00 / 2 = 1.5.

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

RULES FOR GRADING MARKETS

To qualify: this market is about predicting which team will go into the next round of the tournament. For this option, the results given in both the first and second legs will be taken into account, including extra time and penalty kicks, if awarded.

Victory method

In this market we have to predict how the team will qualify for the next round. For example, if my selection is:

Home extra time (Juventus Torino extra time): Please note that the definition of this market will be given during extra time.

Normal duration home match (Juventus Torino normal duration): I predict that this market will be defined during the normal duration + extra minutes of the match.

Guest penalties (Ajax penalties): I predict that the market will be defined on penalties.

BET BUILDER

The Bet Builder feature gives the player the ability to combine selections from the same event into a single betting slip. If a selection participating in a Bet Builder betting slip is void/uncovered, then the entire betting slip is void/uncovered, regardless of the outcome of the other selections participating in Bet Builder.

For example, in the LA Lakers vs Toronto Raptors game, we create a Bet Builder betting slip with LA Lakers winning, Over 220.5 points in the game and Player X - Over 29.5 points. If player X does not participate in the match, the selection for his points (over 29.5) is considered void. Therefore, the entire betting slip is cancelled when the selection participates in a Bet Builder.

FOOTBALL PREPAYMENT

With the Football Early Payout offer, you can place a bet before the start of the match on the 1X2 market (home or away win) and if your team has a 2-goal lead at any point in the match, you automatically win without waiting for the match to finish!

Offer is valid for single, multiple, system and Bet Builder bets placed on the 1X2 (Home or Away Win) market ONLY before the start of the match, not during the match. 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. In the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All wins will be credited as soon as possible once the team has a two-goal lead. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your team has a two-goal lead, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

BASEBALL PREPAYMENT

With the Baseball Early Payout offer, you can place a bet before the start of the game on the Money Line market (home or away win), and if your team has a 5 point lead 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 Builder bets placed on the Money Line (home or away win) market ONLY before the start of the match, not during the match.

Your bet is paid in full if your team is five runs 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 the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All winnings will be credited as soon as possible once the team has a five-round lead. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your team has a five round lead, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

The offer is not valid for the relevant thrower lines (Money Line PL).

AMERICAN FOOTBALL PREPAYMENT

With the American Football Early Payout offer, you can place a bet before the start of the game in the Money Line market (home or away win) and if your team has a 17-point lead at any point in the game, you automatically win without waiting for the game to end!

Offer is valid for single, multiple, system and Bet Builder bets placed on the Money Line market (Home or Away Win) ONLY before the start of the match, not during the match.

Your bet is paid in full if your team is 17 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 the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All winnings will be credited as soon as possible once the team has a 17-point lead. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your team has a 17-point lead, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

BASKETBALL PREPAYMENT

With the Basketball Early Payout offer you can place a bet before the start of the game on the Money Line market (home or away win) and if your team has an 18 or 20 point lead at any point in the game, you automatically win without waiting for the game to end!

Offer is valid for single, multiple, system and Bet Builder bets placed on the Money Line market (Home or Away Win) ONLY before the start of the match, not during the match.

Your bet is paid in full if your team is eighteen or twenty 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 the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All winnings will be credited as soon as possible once the team has a lead of 18 or 20 points. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your team has a lead of 18 or 20 points, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

TENNIS PREPAYMENT

With the Tennis Early Payout offer, you can place a bet before the start of the match in the Match Winner market (home or away win) and if your player has a 2 set lead at any point in the match, you automatically win without waiting for the match to end!

Offer is valid for single, multiple, system and Bet Builder bets placed in the Match Winner (Home or Away Winner) market ONLY before the start of the match and not during the match.

Your bet is paid in full if your player is two sets ahead at any point in the match, regardless of the final outcome.

This offer will not apply to bets where Cash Out has been used. In the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All winnings will be credited as soon as possible, once the player has two sets in front of them. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your player is two sets ahead, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

ICE HOCKEY PREPAYMENT

With the Ice Hockey Early Payout offer, you can place a bet before the start of the game on the Money Line market (home or away win), and if your team has a 3 goal lead at any point in the game, you automatically win without waiting for the game to end!

Offer is valid for single, multiple, system and Bet Builder bets placed on the Money Line market (Home or Away Win) ONLY before the start of the match, 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 the case of multiple bets, the awarding of the offer for a particular bet selection(s) will not be retroactively affected if the customer cashes in the bets for the remaining selections.

All wins will be credited as soon as possible once the team has a three goal lead. This offer will not apply if a bet has been fully cashed out. If a bet has been partially cashed and your team has a three goal lead, the bet will be settled on the remaining active stake.

If your bet is paid early under this offer, it will not be paid again if your selection wins the match.

0% FOOTBALL MARGIN 1X2

This feature allows you to place a bet on the 1X2 market with 0% margin (this means that the operator receives 0% commission, which makes all odds offered as competitive as possible).

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

0% MARGIN ON MONEYLINE BASKETBALL

This feature allows you to place a bet on the Money Line market with 0% margin (this means that the operator receives 0% commission, which makes all odds offered as competitive as possible).

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

0% MARGIN ON MONEYLINE ON AMERICAN FOOTBALL

This feature allows you to place a bet on the Money Line market with 0% margin (this means that the operator receives 0% commission, which makes all odds offered as competitive as possible).

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

0% MARGIN ON THE WINNER OF THE TENNIS MATCH

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

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

0% MARGIN ON MONEYLINE BASEBALL

This feature allows you to place a bet on the Money Line market with 0% margin (this means that the operator receives 0% commission, which makes all odds offered as competitive as possible).

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

The offer is not valid for the relevant thrower lines (Money Line PL).

0% MARGIN ON MONEYLINE IN ICE HOCKEY

This feature allows you to place a bet on the Money Line market with 0% margin (this means that the operator receives 0% commission, which makes all odds offered as competitive as possible).

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

The 0% margin is considered to be a stand-alone offer and therefore does not collide with any other offer (accumulator bonus, prepayment, etc.).

BORE DRAW OFFER IN FOOTBALL

Place a bet before the start of the match in the CORRECT MATCH market or the PAUSE/END market and if the match ends in a 0-0 draw, your bet will be refunded in full.

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

Refunds will be credited as soon as possible once the match is over. If, in the meantime, the player intervenes in any way on the bet (e.g. cashout/partial cashout), the bet will no longer apply to the Bore Draw offer.

Sports Rules and Explanations on Markets. Football

Main markets*

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

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

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).

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

To qualify: You must predict whether the team indicated will qualify for the next stage of the tournament.

Both teams must score (GG/NG): there are two possible outcomes: GG (both teams score at least one goal each during the whole match), NG (one or both teams score no goals during the whole match).

Draw no bet (DNB): 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 bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Next goal: You have to predict which team will score the next goal. There are 3 possible outcomes: 1 (home team scores), none, 2 (away team scores).

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

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

Handicap (2 way): a bet in which the winner of the match must be decided by an appropriate goal margin. The correct score is added to or subtracted from the proposed handicap goals, and after this operation, it will be decided who wins: home team, draw or visiting team.

Handicap (3 way): You must predict the final outcome of the match taking into account the handicap in brackets.

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

Types of bets available on this market:

1H (0:1): Home team will win the match by 2 or more goals difference XH (0:1): Home team will win the match by 1 goal difference

2H (0:1): the visiting team will win the match or draw

1H (0:2): Home team will win the match by 3 or more goals difference XH (0:2): Home team will win the match by 2 goals difference

2H (0:2): The visiting team will win the match, draw or lose by 1 goal difference 1H (0:3): The home team will win the match by 4 goals or more difference

XH (0:3): Home team will win the match by 3 goal difference

2H (0:3): the visiting team will win the match, draw or lose by 1 or 2 goals difference 1H (1:0): the home team will win the match or draw

XH (1:0): the guest team will win the match by 1 goal difference

2H (1:0): the visiting team will win the match by 2 or more goals difference

1H (2:0): Home team will win the match, draw, or lose by 1 goal difference XH (2:0): Home team will win the match by 2 goals difference

2H (2:0): the visiting team will win the match by 3 or more goals difference

1H (3:0): Home team will win the match, draw, or lose by 1 or 2 goals XH (3:0): Home team will win the match by 3 goals

2H (3:0): the visiting team will win the match by 4 or more goals difference

Half-time / Final match: You must predict the outcome of the first half of the match as well as the outcome 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).

Last goal: In this market we have to predict which of the two teams will score the last goal of this match. If you have selected No goals, indicate that no more goals will be scored.

Margin of victory: in this type of bet, you predict which team will win and by what margin.

Total Host team: You must predict whether the total number of goals scored by the Home Team during the entire match will be above or below the indicated range.

Total Guest Team: You must predict whether the total number of goals scored by the visiting team, over the entire match, will be above or below the range indicated.

Exact number of goals: You must predict the exact number of goals scored during the match. Possible outcomes are: 0 goals, 1,2,3,4,5+ .

Which team will score: predicts whether only the home team, the away team, both teams or neither team will score in the match. It consists of selecting YES or NO if one of the following betting markets available in the special section is chosen.

Host No bet (1 no bet): You must predict whether the visiting team will win the match or whether the match will end in a draw. If the home team wins the match, the bet will be considered void.

Guest No bet (2 no bet): You must predict whether the home team will win the match or whether the match will end in a draw. If the visiting team wins the match, the bet will be considered void.

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

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

Odd/Odd: You must predict whether the outcome of the match is an even or odd number, if the outcome of the match is "0:0", the bets are considered "even".

Odd/even home team. You must predict whether the number of goals scored by the home team during the entire match will be even or odd. If the home team does not score a goal, the winning selection is the even number.

Odd/even: You must predict whether the number of goals scored by the visiting team during the entire match will be even or odd. If the home team does not score a goal, the winning selection is the even number.

Home team scores: You must predict whether the home team will score at least one goal during the match.

The visiting team scores: You must predict whether the visiting team will score at least one goal during the match.

More goals: You have to predict the number of goals scored during the match based on the different ranges given.

Home team more goals: You have to predict the number of goals scored by the home team during the match, based on the different ranges given.

Visiting team more goals: You have to predict the number of goals scored by the visiting team during the match, based on the different ranges given.

Next goal type: You must predict the goal type from the following results:

➔Free kick: The goal must be scored directly from a free kick or corner to be considered a free kick goal. Deflected kicks count as long as the free-kick or corner kicker scores the goal;

➔ Penalty: The goal must be scored directly from the penalty. Goals scored after a replay of a missed penalty kick do not count;

➔ Own goal: If the goal is declared an own goal;

➔ With the head: The last touch of the marker must be with the head;

➔Glove: The golem must be with any part of the body other than the head, and the other types do not apply;

➔ No goal.

Will there be a shoot-out: You have to predict whether there will be a shoot-out in the match

Extensions Yes/No: You must predict whether the match will go into overtime.

Method of victory: You must predict the home or away team's winning method. There are six (6) possible outcomes offered:

  • Home team wins in regulation time
  • Guest team wins in regulation time
  • Home team wins in extra time
  • Guest team wins in extra time
  • Home team wins after penalty shootout
  • Guest team wins after penalty shootout

Overtime and goal: You must predict whether the match will go into overtime and whether there will be a goal (Yes) or not (No).

Overtime - 1x2: You only need to predict the 1X2 result of the overtime period.

Overtime - which team wins the rest : Regardless of the actual score of the event, at the time of placing the bet, the score of the event will be considered 0-0. The market will only consider Extensions.

Overtime - next goal : You have to predict which team will score the next goal during overtime. There are 3 possible outcomes: 1 (home team scores), none, 2 (away team scores).

Overtime - total: You need to predict whether the total number of goals scored during overtime alone will be above or below the indicated range.

Overtime - handicap: You must predict the final result of the overtime half taking into account the handicap in brackets. For example, (0:1) indicates that the visiting team has a one-goal advantage and (1:0) indicates that the home team has a one-goal advantage.

Overtime - correct score: You only need to predict the correct score of the overtime half.

Penalty kick - winner: You must predict which team will win on penalties (1-2).

Penalty kick - the 10th penalty kick scored: You must predict whether or not penalty "x" will be scored during the penalty shoot-out.

Penalty kick - xth goal: You have to predict which team will score the "x" goal during the penalty shootout. 3 possible outcomes: 1, X, 2.

Penalty kick - margin of victory: You need to predict the margin of victory in penalty kicks for the home or away team, or whether the match will end in a draw.

Penalty kick - total: You need to predict whether the total number of goals scored during penalty kicks will be over or under.

Penalty kick - Total home team: You must predict whether the total number of goals scored by the home team during the penalty shootout will be over or under.

Penalty kick - Total guest team: You need to predict whether the total number of goals scored by the away team during penalty kicks will be over or under.

Penalty shoot-out - exact goals: You need to predict the exact goals scored during penalty shoot-outs. There are 7 possible outcomes: 0-4,5,6,7,8,9,10+.

Penalty shoot-out - odd/even: You must predict whether the number of goals scored during penalty shoot-outs will be even or odd.

Penalty kick - home team odd/even: You must predict whether the number of goals scored by the home team during the penalty period will be even or odd.

Penalty kick - odd/even visiting team: You must predict whether the number of goals scored by the visiting team during the penalty period will be even or odd.

Penalty kick - correct score: You must predict the correct score during the penalty period.

Penalty kick - winner and total: : You must predict the 1X2 result of the penalty kicks together with the number of goals scored taking into account the range shown.

Result at half-time (including regular time goals): You must predict the result of the first half of extra time.

Overtime 10th team to score (including regular time goals): You must predict which team will score the 10th goal in overtime.

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

Total goals first overtime (including regular time goals): You need to predict the number of goals (over/under) in the first overtime.

Asian handicap at half-time (including regular time goals): You must predict the outcome of the first half of extra time, taking into account the handicap in brackets.

Result after X minutes: You must predict the result of the match after X minutes.

Total goals over/under after X minutes: You need 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 brackets.

Markets for the first half

First half - 1x2: You only need to predict the outcome of the first half of the match. Goals scored in the second half of the match do not count.

First Half - Total: You must predict whether the total number of goals scored in the first half alone will be higher or lower than the range indicated.

First half - which team wins the rest : Regardless of the actual score of the event, at the time of placing the bet, the score of the event will be considered 0-0. The market will only consider the first round.

First half - Next goal : You have to predict which team will score the next goal in the first half. There are 3 possible outcomes: 1 (home team scores), none, 2 (away team scores).

First half - double chance: you have to predict the outcome of the first half. 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 - draw no bet: You have to predict which team will win only the first half of the match. If the first half ends in a draw, the selection will be cancelled.

First Half Handicap (2 Way): You must predict the final result of the first half of the match taking into account the handicap in brackets.

First Half Handicap (3 Way): You must predict the final result of the first half of the match taking into account the handicap in brackets. For example, (0:1) indicates that the visiting team has a one-goal advantage and (1:0) indicates that the home team has a one-goal advantage.

First half - contestant1 exact goals: You must predict the number of goals that will be scored by the home team in the first half of the match.

First half - contestant2 exact goals: You have to predict the number of goals that will be scored by the away team in the first half of the match.

First half - odd/even: You must predict whether the number of goals scored in the first half alone will be even or odd. At half-time, the score of 0-0 is considered even.

First half - both teams score: You must predict whether both teams score at least one goal each in the first half or whether only one team or both teams score NO goals in the first half.

First half - Home team not conceding a goal (clean sheet): 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 not concede a goal in the first half of the match.

First Half - A clean sheet: Clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the visiting team will not concede a goal in the first half of the match.

First half - 1x2 and both teams will score: You must predict the outcome of the first half and whether or not both teams will score in the first half.

First half - 1x2 and total: You must predict the combination of the match result at half-time and whether the total number of goals scored in the first half will be above or below the range shown. There are 6 possible outcomes:

1&Ov=Home team wins the first half and the total number of goals is above the score difference 1&Un=Home team wins the first half and the total number of goals is below the score difference X&Ov=First half ends in a draw and the total number of goals is above the score difference X&One= First half ends in a draw and the total number of goals is below the goal difference 2&Ov= Visiting team wins the first half and the total number of goals is above the goal difference 2&One= Visiting team wins the first half and the total number of goals is below the goal difference

First half - correct score: You must predict the correct score of the first half of the match.

First half - more goals: You have to predict the number of goals scored in the first half based on the different ranges given.

First half Home team scores: You must predict whether the home team will score at least one goal in the first half.

First half Guest team scores: You must predict whether the visiting team will score at least one goal in the first half.

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

First half More goals: You have to predict the number of goals scored in the first half based on different ranges.

First half 1X2 or GG/NG: You must predict the winning outcome of the first half OR whether both, one or neither team will score in the first half. For the bet to win, only one prediction needs to be made.

Last goal in the first half: You must predict the team that will score the last goal in the first half of the match.

Markets for the second half

Round 2 - 1x2: You only need to predict the outcome of the second half of the match. Goals scored in the first half of the match do not count.

2nd Half - Total: You must predict whether the total number of goals scored in the second half alone will be above or below the range indicated.

Round 2 - which team wins the rest : Regardless of the actual score of the event, at the time of placing the bet, the score of the event will be considered 0-0. The market will only consider the second half.

Round 2 - Next goal : You have to predict which team will score the next goal in the second half. There are 3 possible outcomes: 1 (home team score), none, 2 (away team score).

Round 2 - double chance: You must predict the outcome of the second round. There are 3 possible outcomes: 1X (at the end of the second half, home team wins or draws), X2 (at the end of the second half, away team wins or draws), 12 (at the end of the second half, home team wins or away team wins).

Round 2 - draw no bet: You have to predict which team will win only the second half of the match. If the second half ends in a draw, the selection will be cancelled.

Round 2 Handicap (2 Way): You must predict the final result of the second half of the match taking into account the handicap in brackets.

Round 2 Handicap (3 Way): You must predict the final result of the second half of the match taking into account the handicap in brackets. For example, (0:1) indicates that the visiting team has a one-goal advantage and (1:0) indicates that the home team has a one-goal advantage.

2nd half - contest1 exact goals: You must predict the number of goals that will be scored by the home team in the second half of the match.

2nd half - contest2 exact goals: You have to predict the number of goals that will be scored by the away team in the second half of the match.

2nd half - odd/even: You must predict whether the number of goals scored in the second half alone will be even or odd. The 0-0 score is considered even.

Round 2 - both teams score: You must predict whether both teams score at least one goal each in the second half or whether only one or both teams score NO goals in the second half.

2nd half - Home team concedes no goals Clean sheet is a term used to describe a team that has conceded no goals. You have to predict whether the home team will not concede a goal in the second half of the match.

2nd half - Guest team concedes no goals: Clean sheet is a term used to describe a team that has conceded no goals. You have to predict whether the visiting team will not concede a goal in the second half of the match.

2nd half - 1x2 and both teams will score: You must predict the outcome of the second half and whether or not both teams will score in the second half only.

2nd half - 1x2 and total: You must predict the combination of the outcome of the second half of the match and whether the total number of goals scored in the second half will be above or below the range shown. There are 6 possible outcomes:

1&Ov=Home team wins the second half and the goal total is over the difference

1&Un=Echipa gazdă câștigă repriza a doua, iar numărul total de goluri este sub diferența X&Ov= Repriza a doua se termină la egalitate, iar numărul total de goluri este peste diferența X&One= Second half ends in a tie and the total number of goals is below the difference 2&Ov= Home team wins the second half and the total number of goals is above the difference 2&One= Home team wins the second half and the total number of goals is below the difference

Round 2 - correct score: You must predict the correct score of the second half of the match.

2nd half - more goals: You have to predict the number of goals scored in the second half based on the different ranges given.

2nd half Home team scores: You must predict whether the home team will score at least one goal in the second half.

2nd half Guest team scores: You must predict whether the visiting team will score at least one goal in the second half.

Round 2 Double Chance & GG/NG: You must predict the outcome of the second round with 3 possible double chance outcomes (1X, 12 and X2) and whether or not both teams will score in this match.

2nd half More goals: You have to predict the number of goals scored in the second half based on different intervals.

Round 2 1X2 or GG/NG: You must predict the winning result of the second half OR whether both, one or neither team will score in the second half. For the bet to win, only one prediction needs to be made.

Last goal in the 2nd half: You must predict the team that will score the last goal in the second half of the match.

Combined markets

1X2 & GG: You must predict if both teams score and the outcome of the match along with the final result. There are 6 possible results:

1&GG=Host team will win and both teams will score; X&GG=Teams will tie and both teams will score; 2&GG=Host team will win and both teams will score;

1&NG=Host team will win and at least one team will not score; X&NG=Teams will draw and at least one team will not score; 2&NG=Host team will win and at least one team will not score.

Total and GG/NG: You must predict the Total (goals Under/Over) and whether both teams will score at least one goal each during the entire match (GG) or one or both teams will score no goals during the entire match (NG). The bet offers 4 possible outcomes: Over&GG, Over&NG, Under&GG, Under&GG, Under&NG.

1X2 & O/U: You must predict the outcome of the match along with the number of goals scored during the match, taking into account the range shown. There are six possible outcomes: 1&Pover "X", X&Pover "X", 2&Pover "X", 1&Sub "X", X&Sub "X", 2&Sub "X"

First/second half GG/NG: : You need to predict the result at half-time/end of the match along with the score both teams will score. There are 4 possible outcomes:

no/no, yes/no, yes/yes, no/yes.

Total 2.5 or GG/NG: You must predict whether the number of goals in the match will be above or below the range shown or whether both, one or neither team will score in the match. There are 4 possible outcomes:

Over 2.5 or NG, Over 2.5 or GG, Under 2.5 or NG, Under 2.5 or GG

1x2 & Total (O/U) & GG/NG : You have to predict the combination of the final result of the match and the market result of the two teams on the score, and the match will fine above or below the indicated range.

1x2 & More Goals {Scor}: You need to predict the combination of the final result and whether the range of total goals scored during the match will be within the indicated limits.

Both teams must score + More goals {Scor}: You must predict the combination of the two teams that will score plus if the total range of goals scored during the match will be within the limits indicated.

First goal & 1x2 (Matchflow): You must predict together whether the final result of the match will be 1, X or 2 and which team will score the first goal of the match. The bet offers seven possible outcomes:

1-first goal & 1 1-first goal & X 1-first goal & 2 2-first goal & 1

2-first goal & X 2-first goal & 2. Scoreless (0-0).

Double chance (match) and first half GG/NG: You must predict the outcome of the match with 3 possible double chance outcomes (1X, 12 and X2) and whether or not both teams will score in the first half.

Double chance (match) and second half GG/NG: You have to predict the outcome of the match with 3 possible double chance outcomes (1X, 12 and X2) and whether or not both teams will score in the second half only.

Double Chance & GG/NG: You must predict the outcome of the match with 3 possible double chance outcomes (1X, 12 and X2) and whether or not both teams will score in the match.

Double chance & total: You must predict the outcome of the match with 3 possible double chance outcomes (1X, 12 and X2) and whether the total number of goals will be higher or lower than the set number.

Half-time/final and total: You need to predict the half-time and final results of the match, plus whether the total number of goals will be above or below the indicated range.

Half-time/final total and first half: You must predict whether the half-time score plus the total number of goals in the first half will be above or below the range shown.

Accurate half-time/final goals: You must predict the half-time and final score plus the exact goals scored during the match.

Mix 3 Chances (Host or over, Host or under, Draw or over, Draw or under, Host or over, Host or under, Host or GG, Draw or GG, Host or no goal conceded, Draw or any no goal conceded, Host or no goal conceded): You must predict the winning outcome of the match OR whether both, one or neither team will score in the match OR the total number of goals in the match.

First half Under and Second half Under: You must predict whether the number of first half goals will be below the range shown, plus whether the number of second half goals will be below the range shown.

Example: Under 1.5/Under 1.5. This selection wins if the total number of goals in the first half is less than 1.5 plus the total number of goals in the second half is less than 1.5.

First half Under and Second half Over: You must predict whether the number of first half goals will be below the range shown, plus whether the number of second half goals will be above the range shown.

Example: below 1.5/above 1.5. This selection wins if the total number of goals in the first half is below 1.5 plus the total number of goals in the second half is above 1.5.

First half Over and Second half Under: You must predict whether the number of first half goals will be over the range shown, plus whether the number of second half goals will be under the range shown.

Example: over 1.5/under 1.5. This selection wins if the total number of goals in the first half is more than 1.5 plus the total number of goals in the second half is less than 1.5.

First Half Fish and Second Half Fish: You need to predict whether the number of goals in the first half will be over the range shown, plus whether the number of goals in the second half will be over the range shown.

Example: over 1.5/above 1.5. This selection wins if the total number of goals in the first half is Over 1.5 plus the total number of goals in the second half is Over 1.5.

Half-time OR Final: You must predict the winning result of the match OR the first half. For the bet to win, only one prediction needs to be made.

1X2 Half Time/Double Chance Final Result: You must predict the half time result along with 3 possible double chance results (1X, 12 and X2) of the entire match.

Double Chance Halftime/1X2 Final Result: You must predict the halftime result with double chance along with the final result of the entire match.

Double chance half-time/ Double chance final result: bet on the double chance result both in the first half and at the end of the match.

At least one round with X: You must predict whether there will be at least one round that will end in a draw. For example: first half 1-1 / final result 1-2 . Winning result = Yes.

Double chance or Both teams to score: You must predict the winning outcome of the match (Double Chance) OR whether both, one or neither team will score in the match. For the bet to win, only one prediction needs to be made.

Double chance or Over/Under: You must predict the winning outcome of the match (Double Chance) OR whether both, one or neither team will score in the match. For the bet to win, only one prediction needs to be made.

Plague {Total} {$concurent1} + Plague {Total} {$concurent2}: You must predict whether the home team's number of goals will be over the indicated range, plus whether the away team's number of goals will be over the indicated range.

Fish {Total} {$concurent1} + Sub {Total} {$concurent2}: You must predict whether the home team's number of goals will be above the indicated range, plus whether the away team's number of goals will be below the indicated range.

Sub {Total} {$concurent1} + Sub {Total} {$concurent2}: You must predict whether the home team's goal count will be below the range indicated, plus whether the away team's goal count will be below the range indicated.

Sub {Total} {$concurent1} + Plague {Total} {$concurent2}: You must predict whether the home team's goal count will be below the indicated range, plus whether the away team's goal count will be above the indicated range.

First half - 1x2 or {total}: You must predict the winning result of the first half of the match OR the total number of goals (over or under). For the bet to win, only one prediction needs to be made.

Second half - 1x2 or {total}: You must predict the winning result of the first half of the match OR the total number of goals (over or under). For the bet to win, only one prediction needs to be made.

Double chance 1X & {total} & Both teams must score: You must predict the combination of the final double chance result (1X) and the score market result of both teams, and the match will be over or under the indicated range.

Double chance X2 & {total} & Both teams must score: You must predict the combination of the final double chance result (X2) and the score market result of both teams, and the match will five above or below the indicated range.

Double chance 12 & {total} & Both teams must score: You must predict the combination of the final double chance result (12) and the market result of both teams to score, and the match will five over or under the indicated range.

Both teams to score in the first half and Multi-goal (match): You must predict the combination of the two teams that will score in the first half of the match, plus whether the total number of goals scored during the match will be within the specified limits.

Host & Guest Multi Goals: You have to predict the number of goals scored during the match by the home team and the away team based on different ranges of scores.

First Half Multi Goals & Second Half Multi Goals: You have to predict the number of goals scored in the first half of the match and in the second half, based on the different ranges given.

Var Combo (1X2 match + Var Y/N): You must predict the correct combination of the match result in regulation time and whether or not there will be VAR (with review by the monitor). There are 6 possible outcomes:

Team 1 and Yes Team 1 and No

Draw and yes Draw and no Team 2 and yes Team 2 and no

Corner markets

Corner 1x2: You have to predict which team in the match will get the most corners. Corners awarded but not executed are not counted.

Next corner: You have to predict which team will get the next corner of the match.

Last Corner: You must predict which team will get the last corner of the match.

Corner handicap: You must predict the team that will take the most corners in the match, taking into account the handicap difference offered.

Total corners: You must predict whether the total number of corners taken in the match is above or below the indicated range.

Total home team cornered: You must predict whether the total number of corners taken in the match by the home team alone is above or below the indicated range.

Total guest team corners: You must predict whether the total number of corners taken in the match by the visiting team alone is above or below the range indicated.

Corner range: You must predict the range of corners taken in the match.

Home team corner interval: You must predict the range of corners taken in the match by the home team.

Guest team horn interval: You must predict the range of corners taken in the match by the visiting team.

Odd/even corners: You must predict whether the total number of corners taken in the match is even or odd. No corner awarded = par.

First to x corners: You have to predict which team will reach x number of corners first during the match.

First half - corner 1x2: You have to predict which team will have more corners in the first half (1X2).

First half - xth corner: You must predict which team will get the next corner during the first half of the match.

First half, last corner: You have to predict which team will get the last corner in the first half of the match.

First half - corner handicap: You must predict the team that takes the most corners in the first half of the match, taking into account the handicap range given.

First half - total corners: You must predict whether the total number of corners in the first half of the match will be above or below the total difference (Under/Over).

First half - Total home team corners: You must predict whether the total number of first-half corners awarded by the home team will be more or less than the total difference (Over/Under).

First half - Total corners for the visiting team: You must predict whether the total number of first-half corners awarded to the away team in the first half of the match will be more or less than the total difference (Over/Under).

First half - Accurate corners by the home team: You must predict the exact number of corners taken in the first half of the match by the home team. 4 possible outcomes: 0-1, 2,3,4+.

First half - Accurate corners by the visiting team: You must predict the exact number of corners taken in the first half of the match by the visiting team. 4 possible outcomes: 0-1, 2,3,4+.

First half - range of corners: You must predict the range of corners taken in the first half of the match.

First half - odd/even corners: You must predict whether the total number of corners taken in the first half of the match is even or odd. No corner awarded = par

First half - first team to x corners: You must predict which team will be first to x number of corners in the first half of the match.

Total corners (over-exact-under): You need to predict whether the number of corners during the match will be over, under or exactly in the indicated range.

First Half - Total Corners (over-exact-under): You must predict whether the number of first half corns will be over, under or exactly in the range indicated.

Card markets

A yellow card is considered a card. A red card counts as two cards. If a player receives a yellow card plus a second yellow card leading to a red card, a total of three cards is considered. Therefore, a player cannot receive more than three cards. Settlement will be based on all available data on cards dealt during the normal playing time of an event. Cards shown after the final whistle will not be counted. Cards for

players who do not play (players who have already been substituted, coaches, players on the bench who did not take part in the game) are not taken into account.

Point card markets

A yellow card counts 10 points and a red card and a second yellow-red card count 25 points. A second yellow card for a player leading to a red card is not counted. Therefore, a player cannot receive more than 35 points.

Settlement will be based on all available card data occurring during the normal playing time of an event

Cards shown after the final whistle are not to be taken into account. Cards of players who do not play (players who have already been substituted, coaches, players on the bench who did not participate in the game) are not taken into account.

Cards 1x2: You have to predict which of the two teams will receive the highest number of cards in regulation time of the match.

➔ Yellow card = 10 points, red card = 25 points, second yellow card for a player leading to a red card is not counted.

Next card: You must predict which team will receive the card specified in the bet during the regulation time of the match.

Total card points: You must predict whether the total number of card points awarded during the match is above or below the range indicated.

➔ Yellow card = 10 points, red card = 25 points, second yellow card for a player leading to a red card is not counted.

Total number of cards: You must predict whether the total number of cards awarded during the match is above or below the range indicated.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Total cards home team: You must predict whether the total number of cards awarded to the home team during the match is above or below the indicated range.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Total cards for the visiting team: You must predict whether the total number of cards awarded to the visiting team during the match is above or below the indicated range.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Exact number of cards: You must predict the exact number of cards awarded during the match.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Exact number of cards of the home team: You must predict the exact number of cards awarded to the home team during the match.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Exact number of cards of the visiting team: You must predict the exact number of cards awarded to the visiting team during the match.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

Range of card points: You need to predict the range of card points awarded to the teams during the match.

There are 5 possible outcomes: 0-3, 31-45, 46-60, 61-75, 76+.

Elimination: You must predict whether or not a red card will be awarded during the match.

Home team elimination: You must predict whether or not a red card will be awarded during the match for the home team.

Eliminate the guest team: You must predict whether or not a red card will be awarded during the match for the visiting team.

First half - cards 1x2: You must predict which of the two teams will receive the highest number of cards in the first half of the match.

➔ Yellow card = 10 points, red card = 25 points, second yellow card for a player leading to a red card is not counted.

First Half - Next Card: You must predict which team will receive the card specified in the bet in the first half of the match.

First half - total card points: You must predict whether the total number of card points awarded in the first half of the match is above or below the indicated range.

➔ Yellow card = 10 points, red card = 25 points, second yellow card for a player leading to a red card is not counted.

First half - total cards: You must predict whether the total number of cards awarded in the first half of the match is above or below the range indicated.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - Total cards home team: You must predict whether the total number of cards awarded to the home team in the first half of the match is above or below the indicated range.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - Total cards home team: You must predict whether the total number of cards awarded to the home team in the first half of the match is above or below the indicated range.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - exact number of cards: You must predict the exact number of cards awarded in the first half of the match.

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - exact number of cards of the home team: You must predict the exact number of cards awarded to the home team in the first half of the match

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - exact number of cards for the visiting team: : You must predict the exact number of cards awarded to the visiting team in the first half of the match

➔ Yellow card = 1 card, red card = 2 cards, the second yellow card for a player leading to a red card is not counted.

First half - range of card points: You must predict the range of card points awarded to the teams in the first half of the match. There are 4 possible outcomes: 0-10, 11-25, 26-40, 41+.

First half - elimination: You must predict whether or not a red card will be awarded during the first half of the match.

First half - home team elimination: You must predict whether or not a red card will be awarded in the first half of the match for the home team.

First half - elimination of the visiting team: You must predict whether or not a red card will be awarded during the first half of the match for the visiting team.

Scorer markets / Special markets for players

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

The First scorer bet will be VOIDED if a player never plays or enters the field after the first goal of the match has been scored, except in the case of an own goal, which is ignored.

Bets on Last Scorer will be CANCELLED if a player never plays. The scoring player applies to any player, regardless of when they entered the game.

Bets on the scorer at any time apply to any player involved in the game, regardless of when they enter the game. Bets on Score Anytime will be CANCELLED if a player never plays.

If a match is cancelled but there was at least one scorer, bets on the first scorer are applied and bets on the last scorer are cancelled. The Anytime Scorer square for this player is set as a winner and bets on other players are void.

Scorer at any time: You must predict that the selected player will score at least one goal during the match. If the selected player does not attend the match, the bet will be void.

First scorer: You must predict whether the selected player will score the first goal of the match. If a player never plays or enters the field after the first goal of the match has been scored, the bet is void.

If the selected player does not score the first goal and is replaced by a substitute, the bet is lost.

Next scorer: You must predict whether the selected player will score goal "x" in the match. If the selected player does not attend the match, the bet will be void.

Last scorer: You must predict whether the selected player will score the last goal of the match. If the selected player does not attend the match, the bet will be void. If the selected player does not score a goal during the match, the bet is lost, even if he has been replaced by another player before the last goal is scored.

Score anytime and 1x2: You must predict whether a player will score at any point in the match plus predict the final outcome of the combined game. Only for regular time.

Score at any time and correct score: You need to predict whether a player will score at any point in the match plus predict the exact final score of the combined game. Only for regular time.

xth scorer & 1X2: You must predict whether a player will score goal "x" in the match, plus predict the final result of the combined game. Only for regular time.

xth scorer and correct score: You must predict whether a player will score goal "x" in the match and predict the exact final score of the combined match. Only for regular time.

Player must score 2+: You must predict that the selected player will score at least two goals during the match. If the player you have selected does not participate in the match, the bet is void. If the player participates in the game and does not score at least two goals, the bet is lost, regardless of the final result of the match.

Player must score 3+: You must predict that the selected player will score at least three goals during the match. If the player you have selected does not participate in the match, the bet is void. If the player participates in the game and does not score at least three goals, the bet is lost, regardless of the final result of the match.

Home team xth scorer: You must predict whether the selected player from the home team will score goal "x" in the match. If the selected player does not attend the match, the bet will be void.

Guest team xth scorer: You must predict whether the selected player from the guest team will score goal "x" in the match. If the selected player does not attend the match, the bet will be void.

Most hits: You must predict which of the given players will record the most throws.

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

Scorer at any time in the first half: You must predict whether a player will score in the first half of the match.

Scorer at any point in the second half: You must predict whether a player will score in the second half of the match.

First or last scorer: You must predict whether a player will score the first or last goal during the match, only during regulation time.

First and last scorer: You must predict which player will score the first and last goal during the match, only during regulation time.

Scoring + Double Chance: You must predict whether a player will score at any point in the match plus the final result Double Chance, for regulation time only.

xth goal scorer + double chance: you must predict whether a player will score the xth goal in the match plus the final result Double chance, only in regulation time.

Anytime Scorer + Multigoals: You must predict whether a player will score at any time during the match, plus the match's multi-goals, during regulation time only.

xth Goal Scorer + Multi-Goal: You must predict whether a player will score the xth goal in the match, plus goals in the match, in regulation time only.

Score anytime + Total {total}: You have to predict whether a player will score anytime during the match and whether the total number of goals during the match will be over or under, only during regulation time.

xth goal scorer + Total {total}: You have to predict whether a player will score the xth goal in the match and whether the total number of goals in the match will be over or under, only in regulation time.

Scorer anytime + Both teams will score: You must predict if a player will score at any time during the match and if both teams will score, only during regulation time.

xth scorer + Both teams will score: You must predict whether a player will score the xth goal in the match and whether both teams will score, only in regulation time.

Additional markets

Correct score at half-time/final: You must predict the correct score of the first half of the match and the correct score of the whole match. Example:

Half-time score (HT) is 0-0, Final score (FT) is 2-0 The winning selection for this example is 0-0/2-0.

Range of goals: You must predict the range of goals scored during the match. There are 4 possible selections: 0-1, 2-3,4-6,7+

Home team wins to nil: You have to predict whether the home team will win or not by conceding a goal to their opponent. There are two possible outcomes: Yes (home team wins without conceding) and No (any other outcome).

The visiting team wins to nil: You will have to predict whether or not the visiting team will win by conceding a goal to their opponent. There are two possible outcomes: Yes (the visiting team wins without conceding) and No (any other outcome).

Half with most goals: predict which of the two halves of the match will have more goals scored.

Both halves over 1.5: More than 1.5 goals are scored in each half, i.e. more than 1.5 in the first half and more than 1.5 in the second half.

Both halves under 1.5: Less than 1.5 goals are scored in each half, i.e. less than 1.5 in the first half and less than 1.5 in the second half.

The home team wins both halves: The home team wins the first and second halves.

The visiting team wins both halves: The visiting team wins both the first and second halves.

The home team wins one of the halves: The home team wins one of the halves, either the first or the second.

The visiting team wins one of the halves: The away team wins one of the halves, either the first or second.

Half with most goals scored by the home team: predict which of the two halves of the match will have more goals scored by the home team.

The half with the most goals scored by the visiting team: predict which of the two halves of the match will have a higher number of goals scored by the visiting team.

The visiting team scores in both halves: The visiting team scores goals in the first half and the second half.

The home team scores in both halves: The home team scores goals in the first half and the second half.

Own goal: You have to predict if an own goal will be given during the match.

Penalty in the match: You must predict whether a penalty will be awarded during the match for the home or away team. The penalty must be taken into account. Any penalty awarded but disallowed by VAR is disregarded. Penalties awarded during kicks from the penalty spot are not taken into account.

Who will score a penalty: You must predict whether a penalty awarded during the match will be scored by the home or away team.

Who will miss a penalty: You must predict whether a penalty awarded during the match will be missed by the home or away team.

Who will win after being led: You must predict whether the home or away team will win the match after being led in the match.

Will the home team win after being led: You must predict whether the home team will win the match after being led.

Will the visiting team win after being led: You must predict whether the visiting team will win the match after being led.

VAR Video Yes/No: You must predict whether or not there will be a VAR decision (with review by the monitor) in a selected match during regulation time and overtime. Settlement of bets that are placed on VAR markets will be validated on the official website of the federation.

Multiscores 1,2,3,4,5: You must predict which selection will contain the correct match score. 5 Multiscor Markets are offered.

Example: choose selection 0-0 / 1-1 / 0-1 / 1-0

If the match ends with one of the scores in your selection, your bet is a winner.

Ball possession 1X2: You must predict whether the selected teams will have more ball possession than the specified range. Only the regular time is taken into account.

Total goals day X: You must predict the total number of goals scored on match day X in the mentioned championship. Two goals are awarded if only one match is postponed that day; if two or more matches are postponed, all bets are void.

e.g.: Total goals Day 36 Italy - Serie B = WIN Over 15

It wins if the sum of goals scored in all Serie B matches is 16+

Shots on goal in the match: You must predict whether the total number of shots on goal taken by both teams in regulation time (90 Min.) is less (below) or more (above) than the line indicated.

Match kicks: You must predict whether the total number of shots taken by both teams in regulation time (90 minutes) is less (below) or more (above) than the line indicated.

Competitor 1 in possession: You must predict whether in the match, Competitor 1 will record a percentage of possession of the ball lower (Under) or higher (Over) than the specified range in regulation time and overtime inclusive.

Competitor 2 in possession: You must predict whether in the match, Competitor 2 will record a percentage of possession of the ball lower (Under) or higher (Over) than the specified range in regulation time and overtime inclusive.

Day X - total host teams: You need to predict, for a given match day, how many goals will be scored in total by the home teams.

Day X - total guest teams: You must predict, for a given match day, how many goals will be scored in total by the visiting teams.

Day X - most goals home or away: You need to predict, for a given match day, whether most goals will be scored by the home or away team.

Day X - total number of wins for the home team: You need to predict, for a given match day, how many wins the home teams will record in total.

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

Day X - total number of wins for the visiting team: You need to predict, for a given match day, how many wins will be recorded in total by the visiting teams.

XL correct score (50 results): predict the exact result of a match at the end of 90 minutes of play.

Margin of victory (4 outcomes) : in this type of bet, you predict which team will win and by what margin.

Margin of victory (10 results) : in this type of bet, you predict which team will win and by what margin.

Total multi-goals (3 way): You must predict whether the number of goals scored during the match will be Over or Under or Exact based on the different ranges given.

Last Goal Minute (intervals): You must predict the interval in which the last goal of the match will be scored. There are 7 possible outcomes: (0-15, 16-30, 31 - half-time, 46-60, 61-75, 76 - final, no goal)

First Goal in which half: You must predict in which half 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 whether at least one goal will be scored in the second half of the match.

Substitute will score (r.t.): You must predict whether a player coming off the bench as a substitute will score a goal during a match in regulation time.

Substitution in the first half: You must predict whether there will be a substitution during the first half of the match. Substitutions that take place during half-time do not count as a substitution in the first half.

Coach's sending off: You must predict whether a manager will receive a red card during the match, including extra time and penalty kicks.

Penalty from outside the penalty area: You must predict whether a goal will be scored from outside the penalty area in regulation time of a match.

Penalty defended (by the goalkeeper): You must predict whether one of the goalkeepers will defend a penalty during normal match time. There are 2 possible outcomes: Yes (Goalkeeper will defend a penalty) - No (No penalty awarded, a penalty is awarded and scored or a penalty is missed but not defended by the goalkeeper).

Crossbar: You must predict whether the crossbar will be hit in regulation match time. If the ball hits the bar and goes into the goal, it is not considered a bar.

Odd/even fouls: You must predict whether the total number of fouls at the end of the match is even or odd.

Odd/even offside: You have to predict whether the total number of offsides at the end of the match is even or odd.

Total odd/even: You must predict whether the total number of shots at the end of the match is even or odd.

Total shots on goal even/odd: You must predict whether the total number of shots on goal at the end of the match will be even or odd.

Home team coach sent off: You must predict whether the home team coach will receive a red card during the match, including overtime and penalty kicks.

Coach of the visiting team sent off: You have to predict whether the coach of the visiting team will receive a red card during the match, including in extra time and penalty kicks.

Penalty + Penalties You must predict the correct combination of penalties awarded and red cards during the match. There are 4 possible outcomes:

Yes/Yes - at least one penalty is awarded and at least one red card is shown

Yes/No - at least one penalty is awarded and no red card is shown

No / Yes - no penalty is awarded and at least one red card is shown

No/No - no penalty is awarded and no red card is shown

Direct goal from a corner: You must predict whether a goal will be scored directly from a corner in regulation time.

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

2 players eliminated: You must predict if there will be at least 2 players eliminated during regulation time of the match.

Fast markets / Markets with intervals

➔ Markets will be determined based on the time of the goal announced on TV. If it is not available, the time according to the match clock is taken into account.

➔ Goal squares are determined by when the ball crosses the penalty line, not when the kick is taken.

➔ Corner interval squares are set according to when the corner kick is taken and not when the corner is awarded.

➔ Card interval markets are set according to when the card is shown and not when the offence was committed

➔ Offsides will be determined by the time the referee gives the decision. This rule will apply in any Video Assisted Refereeing (VAR) situation.

➔ Penalty squares will be determined according to when the referee gives the decision. This rule will apply in any Video Assisted Refereeing (VAR) situation.

➔ Penalties awarded but not enforced are not taken into account

These types of markets can be offered at minute intervals such as 1, 5, 10, 15, etc.; depending on the case. Within this offer you can finalize markets based on goals, corner kicks, cards with the formula 1X2, Over/Under, Handicap.

1 minute interval:

Example: it goes from 00:00 to 00:59 and so on.

5 minute interval:

Example: minutes 1 to 5 start from minute 00:00 to minute 04:59 and so on.

10-minute interval:

Example: minutes 1 to 10 start from minute 00:00 to minute 09:59 and so on.

15-minute interval:

Example: minutes from 1 to 15 start from minute 00:00 to minute 14:59 and so on.

Rule 1: if the selected range market contains the option NO or NOTHING. Thus, if the bet is generated in the Pre-match, it means that if there will be NO goals, corner kicks, cards or other, as the case may be. If the bet is generated live, it means that from that moment on there will be NO goals, corners, cards or the rest as the case may be.

Rule 2: If any of the intervals selected by the user contains the 45th minute (End of first half) or the 90th minute (End of second half or regular time), the minutes of stoppage time given by the referee will be taken into account.

1-minute squares (from min. At min. B):

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

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

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

➔1 minute - total ofsaid in min. A to min. B

➔1 minute - total penalties awarded from min. A to min. B

5, 10, 15 minute squares (from min. At min. B):

➔1X2 from min. A to min. B

➔ goal X in min. At min. B

➔total goals in min. A to min. B

➔corner 1x2 din min. A to min. B

➔corner X in min. A to min. B

➔handicap corner from min. A to min. B

➔total horns from min. A to min. B

➔competitor1 total horns from min. A to min. B

➔competitor2 total horns from min. A to min. B

➔ hair/ear crowns from min. A to min. B

10 minutes - 1x2: You must predict the outcome of the first ten (10) minutes. Events must take place between 0:00 and 09:59 to be included in the first 10 minutes. The official reports of the leagues organising the events and the reports of the official supplier will be used to determine the correct result.

When a goal will be scored (15 minute interval): You must predict whether a goal will be scored in the selected time interval: 7 possible outcomes:

1-15

16-30

31-45

46-60

61-75

76-90

without

When a goal will be scored (10 minute interval): You must predict whether a goal will be scored in the selected time interval: 10 possible outcomes:

1-10

11-20

21-30

31-40

41-50

51-60

61-70

71-80

81-90

None

Football - Final result

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Top2, Top4, Top6, Top8, Top10: You must predict whether the selected team or player will finish in that position at the end of the competition.

Who will finish higher in the League: You have to predict which of the indicated teams will get the best ranking at the end of the tournament or season in question, taking into account 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 taken into account to determine the winner.

Who finishes last: You must predict whether the team or player indicated will finish in last place at the end of the competition.

Best promoted team: You must predict which newly promoted team will finish in the best position in the given tournament. In the event of a tie, the official league table at the conclusion of the last game of the scheduled season will determine the betting determination. Playoff games will count.

Who will finish in the top half: You must predict which of the named teams will finish in the top half of the given tournament/league (for example, in a 16-team league, if the selected team finishes 1-8).

Winner without (w/o) - teams: you must predict the winner of the named competition (which team in the market will finish best in the named tournament) without considering the named team(s). For example, Premier League 2020/21 - without the big six would mean the team that finished top of the Premier League in the 2020/21 season, not counting Arsenal, Chelsea, Liverpool, Manchester City, Manchester Utd and Tottenham.

Team that scores the most goals: You have to predict which team will score the most goals in the whole tournament. If two or more teams score the same number of goals, the tie-breaking rules will apply.

Team scoring the fewest goals: You have to predict which team will score the fewest goals in the whole tournament. If two or more teams score the same number of goals, the tie-breaking rules will apply.

Best team of the tournament: Bet on the team that goes furthest during the competition. If more than one team is tied and eliminated in the same phase, the Dead Heat rule will apply.

Top scorer: You must predict the player who will score the most goals during the given tournament. Goals scored in other competitions are not taken into account. If the chosen player plays at least once during the season, this type of bet will remain valid, otherwise it will be cancelled.

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 make the most assists during the indicated tournament. The results are taken from the federation and will be used for settlement.

Group winner: Bet on the team that finishes with the highest number of points in its group.

Elimination stage: Bet on the stage when a certain team will be eliminated from the competition.

Which team will get more goals: bet on the team that gets the most goals during its participation in the competition.

Team that scores the most goals: Bet on the team that scores the most goals during the competition.

Team's top scorer: Bet on who will be your team's top scorer. The "No scorer" option means that no one will score goals in that team. In the event of a draw between two or more players, the Dead Heat rule will apply.

Reach the Final/ Semifinal/ Quarterfinals: You must predict whether the team or player indicated will qualify for the specific round of the competition mentioned.

Winner and top scorer: You have to predict which team will win the tournament and the player who will score the most goals. The winner and highest scorer rules apply for the selected market and both selections must win for the combination to be a winner.

Best player of the tournament: You have to predict who will be the best player of the tournament. The results are taken from the federation and will be used for settlement.

Winning group: You must predict the group of the winning team of the named competition.

Group qualification: You must predict whether the selected team from the group will qualify (Yes) or not (No).

Elimination by tie-break: You must predict whether the selected team will be eliminated from the tournament by tie-break.

Straight Forecast- The Straight Forecast bet is a bet in which you pick two selections that will finish in 1st and 2nd place in the correct order and qualify for the next round. To win, you must correctly predict both the first and second placed selection, which must be in the correct order of placement.

Exact group points: You need to predict exactly how many points the selected team will win in the group stage.

Advancing Double- The Advancing Double bet is a bet in which you choose which of two teams will advance from a specified group/tournament, regardless of their final position. For the bet to win, both selected teams must qualify.

Tennis

General rules.

Tennis play will be kept open, with all bets being valid until officials or the organizing body declare a winner. In such cases, the 48-hour rule does not apply.

However, even in the case of a player's withdrawal, all markets established in the field are established accordingly and the rest are declared null and void. For the avoidance of doubt, if a tennis player withdraws before the last point is completed, the match winner's market is void, but any set or match related markets that are determined are settled accordingly.

Tie Break: This is a game played when two competitors reach a 6 - 6 tie in any set, and consists of one of the two players reaching 7 points with a difference of 2 to their rival, it is important to note that for over/under tennis markets, the tiebreak will count as one match, regardless of the length of the event.

Super Tie Break: Has similar specifications to Tie Break, the difference being that one of the two players must reach 10 points with a difference of 2 from their rival, it is important to note that for over/under tennis markets, Super Tie Break or Match Tie Break will count as one match regardless of

duration of the event.

A Tie Break or Super Tie Break will be valid as long as the decision is announced before the start of the event.

How major tournaments handle tie-break rounds

Australian Open. At the Australian Open, singles players use the first-to-10 tie-break (super tie-break) when the final set score of a singles match reaches 6-6. At the Australian Open and US Open, in mixed doubles, players will play a tie-break instead of a final set.

Roland Garros. The French Open is the only Grand Slam tournament that does not use tiebreakers to determine the winner of the final set in singles matches.

US Open. At the US Open, players use a 12-point tiebreaker in the event of a 6-6 tie.

Wimbledon. At Wimbledon, if players are tied at 12 games in the final set, they must play a tie-break round.

Main markets

*One of the markets listed below could appear on E-Tenis (same rules apply)

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Handicap games (range): You must predict the winner of the match by adding or subtracting the indicated range to the match result.

Handicap sets: You must predict the outcome in terms of sets won by each player, adding or subtracting the difference specified in the bet to the final result.

Correct Score: You must 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 matches (over/under): You must predict whether the total number of matches played in the match will be over or under the range indicated.

Odd/even games: Predict at the end of the match whether the total of the games is an even or odd number.

Total games (over/under) Player 1: You must predict whether the total number of games for player 1 will be over or under the range shown. A tiebreak is considered a game. The number of games played will be indicated in the bet statement by the second number in brackets. If the match does not finish, all undecided bets will be considered void.

Total games (over/under) Player 2: You must predict whether the total number of games for player 2 will be over or under the range shown. A tiebreak is considered a game. The number of games played will be indicated in the bet statement by the second number in brackets. If the match does not finish, all undecided bets will be considered void.

Winner and total: You must predict the winner of the match and whether the number of matches played is above or below the indicated range.

Tiebreak (yes/no): You must predict whether there will be a Tie-break in the match.

Deuce in game (Yes/No): "Deuce in game" means that the game score will go to 40-40.

Set Markets

Winner of the first set: You must predict the winner of the first set. The bet will be considered "void" if the first set is not completed.

Winner of set 2: You must predict the winner of the second set. The bet will be considered "void" if this set is not completed.

Winner of set "X": You must 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 one betting market.

Player 1 will win exactly 1 set: Predict if the home player will have a 1 set win during the match. Player 2 will win exactly 1 set: Predict if the guest player will have a 1 set win during the match. Exact sets: You must predict the exact number of sets during the match.

Total sets: You must predict whether the total number of sets played in the match will be above or below the range indicated.

Any set to zero: Predict if at least one of the sets of the match will end with the exact score of 6-0 / 0-6.

Set "X" handicap games: You must predict the winner of set "X" by adding or subtracting the indicated difference from the match result. If the match does not finish, 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 above or below the indicated range.

Set "X" Correct Score: You must predict the exact and correct score of set "X". If this set is not completed, all unsettled bets will be considered void.

Player 1 will win a set: You must predict whether or not player 1 will win at least one set in the match. There are two possible outcomes: YES and NO.

Player 2 will win a set: You must predict whether or not player 2 will win at least one set in the match. There are two possible outcomes: YES and NO.

Set "X" odd/even: You must predict whether the total number of games played in set "X" during the match will be even or odd.

Set "X" will be a tiebreak: You have to predict if set "X" will be a tiebreak.

Set "N" - the first to reach x games: You must predict which player will reach "X" games first in the specified set. Who will win game (X and Y) in set n_: Betting market consisting of predicting which player will win games X and Y for set n, e.g.: 1 (games 6 and 7) set 2 (where you bet on the home player) - X (games 6 and 7) set 2 (where you bet on a tie) - 2 (games 6 and 7) set 2 (where you bet on the guest player).

Who will win point X in game Y in set n? (Includes live game bets): Predict the player who will win point x in game y of set n. For example, player Wawrinka will have a win on point 1 in game 10 of set 3 of the match.

Who will win game x of the set (1, 2, 3, 4, 5) (Includes live game bets): Predict the player who will win game x of the set specified in the betting market. For example: 1 (game 10) set 2 - 2 (game 10) set 2.

Exact number of points in game X (first set): (Includes bets on live games): Shows the exact number of points played in the chosen game on the fixed betting market.

Deuce (Tie) in Yes-No Game (Includes live betting): 'Deuce in Game' means that the game score will go to 40-40.

Outcome of Game X (Set N) Player 1 or 2 (0-15-30-40): This consists of predicting the winner of a game and the number of points the opposing player will score (0-15-30-40), i.e. if you pick player 1 at 30 it means the game is won by player 1 but player 2 scores 30 points.

Set "N" game x - odd/even points: This consists of predicting whether the number of points played in a game in a set will be even or odd.

Set "N" game x - correct score or break: consists of predicting the winner of a game and the number of points the opposing player will score (0-15-30-40) or whether there will be a break of serve in that game.

Set "N" game Y - first to reach x points: Predict the player who will reach X points first in the specified game.

Set "N" game Y - first to win x points: Predict the player who will win the first X points in the specified game.

Tennis - Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

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

Reach the final: Predict whether the selected player will reach the final of the mentioned tournament.

Names of the finalists: You must predict the two players who will reach the final of the tournament.

Winning Serif: You must predict from which quarter (first/second/third/fourth) the winner of the tournament will come.

Winning half: You must predict which half (top/bottom) the winner of the tournament will come from.

Quarter1/2/3/4 winner: You must predict the winner of the quarter (1/2/3/4).

Who will go the furthest: You will have to predict which of the two players indicated will finish in the best position in the mentioned tournament.

Basketball

Main markets*

*One of the markets listed below could appear on E-Basketball (same rules apply)

Money Line (winner) (including OT): Predict the winner of the match regardless of the points margin. This market will include Prelons.

Total (Over/Under) (including OT): This involves predicting whether the total points scored by both teams will be higher or lower than the range indicated in the chosen betting market. For example: Over 215.5 - Under 215.5. This market will include Prelons.

Handicap (difference) (including OT): You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result. This market will include Prelons.

Total points per team (home - away) (including OT): Predicts whether the total points scored by the home or away team will be higher or lower than the total points indicated in the chosen betting market. For example: Over 215.5 - Under 215.5. This market will include Prelons.

Odd/even (first or second half) (including OT): Here you predict whether the outcome of the first or second half will be an odd or even number. This market will include Prelons.

1X2 Match Winner: Predict whether the winner will be the home or away team, with the option to select a draw. Extensions are not included.

Halftime/End: Predict which team will win in the first half of the match and at the end of the match. Points Range: This betting market consists of predicting a range within which the total points in the event will fall, i.e. if you select the range (151-160), the total points scored in this event cannot fall outside this range.

Winner + Totals: This betting market combines two main betting markets where you have to predict who will win the match and how many total points (over/under) will be scored in the match.

Xth point (including overtime): You must predict which team will score X point during the match, including overtime.

Who gets to X points first: This market consists of predicting which of the two teams will get to the point that determines the market first. For example: Which team will reach 50 points first.

Margin of victory: Betting market that predicts the amount of difference a team will have over its opponent at the end of the match, e.g. home team by 1-5 points.

Overtime yes/no - will go into overtime: Bet that predicts whether or not the event will go into overtime.

Total (over-exact-under) - 3 possibilities: Betting market that gives the player the choice between 3 different possibilities, such as over/under X number of points or X exact number of points.

Any team totals maximum consecutive points (over/under): You must predict whether a team will get more or less than the consecutive points given at any point in the match.

Maximum consecutive point total (over/under) host/guest: You must predict whether the home or away team will score more or less than the consecutive points given at any point in the match.

Any team will lead by X: You must predict whether a team will lead by x points at any point in the match.

Home/guest team will lead by X: You must predict whether the home or away team will lead by x points at any point in the match.

X-point scoring type (including overtime): This market consists of predicting the scoring type of X-point during the match: 6 possibilities are offered:

competitor1 1 point competitor1 2 points competitor1 3 points competitor2 1 point competitor2 2 points competitor2 3 points

Which team wins the two-man engagement: You have to predict which team will win the ball in the two-man engagement.

Margin of victory of any team (including OT): You must predict whether a team will win by the given margins (including OT).

10th timeout: You must predict which team will call the 10th timeout

10th free throw scored: You must predict whether the 10th free throw will be scored or not.

First point / double winner (including OT): You must predict which team will score the first point and which team will win the game (including OT).

Time of first point (seconds elapsed): You must predict whether the first point will be scored after or before the given time interval.

Method of scoring the first basket: You must predict the method of scoring the first basket.

Result of first possession: You must predict the result of the first possession.

Markets for the first half

First half - draw: You must predict the winner of the first half, if the half ends in a tie, all bets will be void, and if the half does not end, this market will be void.

First Half - Handicap: You must predict the winner of the first half by adding or subtracting the indicated range from the result of the half; if the half does not end, this market will be cancelled.

First Half - Total (Under/Over): You must predict whether the total number of points scored in the first half will be over or under the given line; if the half does not end, this market will be cancelled.

First half - Total hosts/guests (under/over): You must predict whether the total number of points scored by the named team (hosts or guests) in the first half will be over or under the given line; if the half does not end, this square will be cancelled.

First half - 1x2 - Bet on the winner of the first half, with a draw option available.

First half - odd/even: You must predict whether the total number of points scored in the first half will be even or odd; if the half is incomplete, this market will be zero.

Markets for the second half

Second Half - Draw: You must predict the winner of the second half (not including overtime unless otherwise specified), if the half ends in a tie, all bets will be void for this market, and if the half does not end, this market will be void.

Second Half - Handicap: You must predict the winner of the second half (not including overtime unless otherwise specified) by adding or subtracting the indicated range to the half result; if the half does not end, this market will be cancelled.

Second half- 1x2 - Bet on the winner of the 2nd half (not including overtime unless otherwise specified), with a draw option available.

Second half - odd/even: You must predict whether the total number of points scored in the second half (not including overtime unless otherwise specified) will be even or odd; if the half does not end, this square will be cancelled.

Quarter markets

FIRST- SECOND- THIRD- FOURTH: Quarter betting markets allow the player to bet on the final outcome of each of the quarters.

Quarter winner: Bet on the winner of the given quarter.

Quarter 1x2: You have to predict the outcome of the given quarter, the selections are: 1 - home team, 2 - away team and X-tie. If the quarter does not end, this market will be void.

Quarter-final draw: You must predict the winner of the given quarter, if the quarter ends in a tie, all bets will be void for this market, and if the quarter does not end, this market will be void.

Quarter Handicap: You must predict the winner of the given quarter by adding or subtracting the indicated range from the result of the quarter; if the quarter is not completed, this market will be cancelled.

Quarter total: You must predict whether the total number of points scored during the given quarter will be above or below the indicated line; if the quarter is not completed, this market will be zero.

Total quarter hosts/guests: You must predict whether the total number of points scored by the named team (hosts or guests) during the given quarter will be above or below the indicated line; if the quarter is not completed, this square will be cancelled.

Margin of victory in the quarters: Betting market that predicts the amount of difference a team will have over its opponent at the end of the chosen quarter .

Highest score in the quarters: You must predict which quarter will have the most points scored.

10th Quarter - Who scores the last point: You must predict which team will score the last point of the selected quarter.

Quarter X - Point X: You must predict which team will score the Xth point during the selected quarter.

Which team wins all the quarters: You must 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 have been completed for bets to be valid.

Special markets for players

Player points (over/under): This is a prediction of the number of points a particular player will score, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Decisive Passes (Over/Under): This consists of predicting the number of decisive passes a particular player will record in the event, during regulation time only, unless the market specifies otherwise (Inc OT).

Player recoveries (over/under): Consists of predicting the number of recoveries a particular player will record during regulation time, unless the market specifies otherwise (Inc OT).

Player 3-Point Baskets (Over/Under): Consists of predicting the number of three-point baskets a particular player will make in regulation time, unless the market specifies otherwise (Inc OT).

Player Interceptions (over/under): This consists of predicting the number of interceptions the specific player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Blocks (over/under): This is the prediction of the number of blocks the specific player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player points + rebounds + assists (over/under): Consists of predicting the combined amount of points, rebounds and assists the specified player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Rebounds + assists (over/under): Consists of predicting the combined amount of rebounds and assists the specified player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Triple Double: This consists of predicting whether a particular player will record a triple-double (10 of 3 main stat categories such as points, assists, steals, steals, blocks) in regulation time only, unless the market specifies otherwise (Inc OT).

First player to score: This consists of predicting which player will score first in the match (the selected player must start the match, otherwise the bet is considered void).

First player to make a 3-pointer: This consists of predicting the player who will make the first 3-pointer in the game (the player selected must be the starter in the game or the bet is void).

MOST POINTS FOR THE TEAM: This consists of predicting which player will score the most points for his team. Total player points: This consists of predicting which of the players listed will score the most points in the match.

Total player recoveries: This consists of predicting which of the players mentioned will record the most recoveries in the match.

Decisive player pass: This consists of predicting which of the players mentioned will record the most decisive passes in the match.

Player Points (at least): Consists of predicting the minimum points the specified player will score, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Decisive Passes (at least): Consists of predicting the minimum number of decisive passes the specified player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Recoveries (at least): Consists of predicting the minimum number of recoveries that the specific player will record during regulation time only, unless the market specifies otherwise (Inc OT).

Player 3-Point Baskets (at least): Consists of predicting the minimum number of 3-point baskets the specified player will score, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Interceptions (at least): Consists of predicting the minimum number of interceptions the specific player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Locks (at least): This is to predict the minimum number of locks that the specific player will record during regulation time only, unless the market specifies otherwise (Inc OT).

Player points + rebounds + assists (at least): Consists of predicting the minimum combined points, rebounds and assists that the specified player will record in regulation time only, unless the market specifies otherwise (Inc OT).

Player Rebounds + Assists (at least): Consists of predicting the minimum number of combined rebounds and assists the specified player will record in regulation time only, unless the market specifies otherwise (Inc OT).

Most points (rostered players only - including OT): You must predict which of the rostered players will score the most points (including OT).

Most points + rebounds + assists (listed players only - including OT): You must predict which of the listed players will score the most points + rebounds + assists (including OT).

Who will record a double double (double-digit numbers on at least two statistics): You must predict whether the given players will record a double double double.

Most recoveries: you have to predict which of the given players will record the most recoveries.

Most assists: You must predict which of the given players will record the most assists.

First point scorer: You must predict which of the given players will score the first point of the match.

Basketball - Final results

Winner: You must predict the winner of the given competition based on the official competition rankings.

H2H Championship (regular season): You have to predict which of the two teams will finish higher in the regular season of the given tournament. If both teams score the same number of points, this bet will be void.

Points Over/Under (regular season): You need to predict whether a team's total number of points scored in that round of a championship will be over or under the line indicated. If one or more matches are cancelled/interrupted and if the remaining matches or remaining parts of matches would have no impact on the outcome of the bets, the actual results will remain valid (in which case any possible re-match would be irrelevant); otherwise this bet will be considered void.

Correct Playoff series score (4/7 or 3/5): You must predict the final result of the series of matches between the 2 teams indicated. For reporting purposes, only the official websites of each competition will be considered valid. If the series is not completed, this bet will be cancelled.

H2H qualifier: You must predict which of the two teams indicated will advance to the qualifying round or play-off round.

Finalists: You must predict which two teams will meet in the final of the tournament.

Top scorer: You must predict the player who will score the most points during the given tournament. If the chosen player plays at least once during the tournament, this bet will stand, otherwise it will be void.

H2H scorer: You have to predict which of the two players will score more points during the given tournament. If both players get the same number of points, this bet will be void.

Tournament MVP: You must predict which player will be voted MVP of the event. For reporting purposes, only the official websites of each competition will be considered valid. If a player does not play in any of the matches included in the market, bets on that player will be considered void.

Relegation: You must predict the team that will be relegated from the respective league. For reporting purposes, any decisions made before or during playoffs will be taken into account. All decisions made after the end of the game will not be taken into account when determining the bet.

Conference Winner: You must predict the winner of the given conference in the given tournament, based on the official ranking of the competition.

Division Winner: You must predict the winner of the given division in the given tournament, according to the official ranking of the competition.

Top4, Top6, Top8, Top10: You must predict whether the selected team will finish in that position at the end of the competition.

Regular season wins (under/over): You must predict the total number of wins (under/over) of the selected team during the given tournament, based on the official standings of the competition.

Awards - Best player (reg. season): You must predict who will win the best player award during the regular season of that competition.

Defensive Player of the Year (reg. season): You must predict who will win the Defensive Player of the Year award during the regular season of that competition.

Awards - Sixth Man of the Year (regular season): You must predict who will win the Sixth Man of the Year award during the regular season of the respective competition.

Reach Playoff (Yes/No): You must predict whether the selected team will reach the playoff (Yes) or not (No) during the given competition, based on 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 regulation time only. Unless otherwise specified, overtime (OT) and tiebreakers will not affect the outcome of the bet.

Main markets*

*One of the markets listed below may appear in E-Ice Hockey (same rules apply).

Money Line (incl.OT & Penalty): You must predict the outcome of the match, including any overtime (OT) periods and penalties.

1X2: Predict whether the winner of the match will be the home team - away team or whether the final score will be a draw instead, bets are only accepted on regulation time, excluding extra time and the outcome of the penalty shoot-out.

Handicap (incl.OT & Penalty) (2-Way): You must predict the winner of the entire match by adding or subtracting the indicated range from the match result, including any overtime and penalty periods (penalties count as "1").

Total (including OT and penalties): You must predict whether the total number of goals scored during the match will be more or less than the range shown, including any overtime and penalties (penalties count as "1").

Both teams will score (GG/NG): Predict whether both teams will score at the end of the match.

Odd/even (including extra time and penalties): You must predict whether the match result is even or odd; if the match result is "0:0", bets are considered "even", including possible extra time and penalties (the result of penalties is considered "1").

First goal: You have to predict which team will score the first goal in regulation time. Last goal: You have to predict which team will score the last goal in regulation time. Double chance:

1X: If the result is a home win or a draw

2X: If the result is an away win or a draw

1.2: If the result is a home or away win

Total (over/under): Predict whether the scores at the end of regulation time will be higher or lower depending on the number chosen in the market.

Handicap (2-way): You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result.

No bet draw: 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 bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Home team / Guest team Total : You must predict whether the total number of goals scored by the home team or the guest team during the match will be above or below the indicated range.

Margin of victory: Betting market that predicts the amount of difference a team will have over its opponent at the end of the match.

Correct Score: Predict the final score of the event at the end of regulation time.

There will be overtime: You must predict whether or not there will be overtime in the match. Handicap (3-way): You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result.

High scoring half: Predict which half will have the highest number of goals.

Home team half with most goals: Predict in which half the home team will have the most goals.

Guest team half with most goals: Predict in which half the guest team will have the most goals.

Odd/Odd: Predict whether the number of goals at the end of the event will be an even or odd number.

Over/Under bets, including the 3 options (over/under/tie... goals), are only suggested for regulation time in all hockey games, regardless of league.

If, following the match, the total number of goals scored is equal to the bet and only two options are offered (higher or lower, without the "draw... goals" option), the cash bet 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, bet on who will win the rest of the match, (when you select the market, the event will have a 0-0 score, independent of the actual score at the time of the bet).

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 you select the market, the event will have a 0-0 score regardless of the actual score at the time of the bet). This bet includes extra time and penalty kicks.

1X2 & Total: This betting market combines two main betting markets where you have to predict who will win the match and how many goals will be scored in total (over/under) in the match.

Home team no bet: You must predict whether the visiting team will win the match or whether the match will end in a draw. If the home team wins the match, the bet will be considered void.

No Betting Home Team: You must predict whether the home team will win the match or whether the match will end in a draw. If the visiting team wins the match, the bet will be considered void.

Exact number of goals: You need to predict the exact number of goals that will be scored during the whole match.

Accurate Host Goals: You must predict the exact number of goals that will be scored by the home team during the entire match.

Accurate guest goals: You must predict the exact number of goals that will be scored by the visiting team during the entire match.

Which team will score: You must predict which team will score during the match. There are 4 possible outcomes: Team 1 only, Team 2 only, Both teams, None.

No goals conceded by the home team (clean sheet): 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 not concede a goal during the whole match.

No goals conceded by the visiting team: Clean sheet is a term used to describe a team that has not conceded a goal. You have to predict whether the visiting team will not concede a goal during the whole match.

1x2 and both teams must score: You must predict the outcome of the match and whether or not both teams will score in the first half.

Overtime - 1x2: You only need to predict the 1X2 result of the overtime period.

Overtime - double chance: You only need to predict the outcome for double chance for the overtime period.

1X: If the result is a home win or a draw 2X: If the result is an away win or a draw

1.2: If the result is a home or away win

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

Overtime - total: You need to predict whether the total number of goals scored during overtime alone will be above or below the indicated range.

Overtime - draw without a 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 overtime ends in a draw, the money bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Overtime - contestant1 no bet: You must predict whether the home team will win overtime or whether the match will end in a draw. If the home team wins the match, the bet will be considered void.

Overtime - contestant2 no bet: You must predict whether the visiting team will win overtime or whether the match will end in a draw. If the home team wins the match, the bet will be considered void.

Shootout - winner: You have to predict which team will win on penalties (1-2). Penalty shoot-out - xth goal: You have to predict which team will score goal "x" during the penalty shoot-out. 3 possible outcomes: 1, X, 2.

Xth goal & 1x2: You must predict whether the final result of the match will be 1, X or 2 and which team will score the xth goal of the match.

Round x 1x2 and 1x2: You must predict the final result of the selected round and the final result of the match. Possible outcomes are:

Home Team & Home Team Equality & Home Team

Guest team & Home team Home team & Tie

Equality & Equality

Guest Team & Equality

Home team & Guest team Equality & Guest team

Guest team & Guest team

The home team will win all halves: You must predict whether the home team will win all halves of the match.

The visiting team will win all halves: You must predict whether the visiting team will win all halves of the match.

Home team will win any half: You will have to predict whether the home team will win any half of the match. Guest team will win any half: You will have to predict whether the guest team will win any half of the match. The home team will score in all halves: You must predict whether the home team will score in all halves of the match.

The visiting team will score in all halves: You must predict whether the visiting team will score in all halves of the match.

All halves over x.5: You must predict whether all halves will end over x.5 (0.5,1.5,2.5..) during the match. All halves below x.5: You must predict whether all halves will end below x.5 (0.5,1.5,2.5..) during the match.

Type of score: You need to predict the type of goal score x: There are 6 possible outcomes: equal power (equal number of players on the field)

Power-play (numerical advantage) short-handed (numerical disadvantage) penalty shot empty net (no defender)

no goal

Home team type goal x: You must predict the type of goal x.

Visiting team type goal x: You must predict the type of goal x.

The match goes to penalties: you have to predict whether the match will go to penalties

Both teams will score twice (excluding overtime and penalties): You must predict whether both teams will score twice in the match (OT and penalties are excluded).

Total number of penalty minutes (over/under): You must predict whether the total number of penalty minutes will be over or under the given line.

Markets of reps

FIRST - SECOND - THIRD HALF: Half bets allow the player to bet on the final result of each half.

Halftime 1X2: Predict whether the winner in the period will be the home team - away team or whether the final score will be a draw; bets are accepted only for regulation time, excluding extra time and penalties.

No Bet Draw Half: This betting market consists of the following: in order to define a bet as a winner, there must be a winning team in that half, which means that if the match ends in a draw, the money bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Half-time Double chance:

1X: If the result is a home win or a draw in the mentioned half, 2X: If the result is an away win or a draw in the mentioned half

1.2: If the result is a home win or an away win in that half

Handicap Round (Two-Way): You must predict the winner of said round by adding or subtracting the indicated range to the round result.

Half time total: You need to predict whether the total number of goals scored in the half will be above or below the indicated range.

First goal of the half: You must predict which team will score the first goal of the half. Last team to score in the half: You must predict which team will score the last goal of the half.

Both teams will score in the half: Predict whether or not both teams will score in the half.

Half - total competitor1: You must predict whether the total number of goals scored by the home team in the half will be above or below the range indicated.

Half - total contestant2: You must predict whether the total number of goals scored by the visiting team in the half will be above or below the range indicated.

Half - exact number of goals: You must predict the exact number of goals that will be scored in that half.

Half - contestant1 exact goals: You must predict the exact number of goals that will be scored by the home team in that half.

Half time - contestant2 exact goals: You have to predict the exact number of goals that will be scored by the visiting team in that half time.

Half-time - which team scores: You must predict which team will score in the half. There are 4 possible outcomes: Team 1 only, Team 2 only, Both teams, None.

Half - competitor1 does not concede a goal: Clean sheet is a term used to describe a team that has not conceded a goal. You must predict whether the home team will not concede a goal in that half.

Half - competitor2 concedes no goals: clean sheet is a term used to describe a team that has conceded no goals. You have to predict whether the visiting team will not concede a goal in that half.

Round - correct score: Predict the final score at the end of the round.

Halftime - which team wins the rest: This is a live market, bet on who will win the remainder of said half, (when selecting the market, the event will have a 0-0 score independent of the actual score at the time of the bet).

Half - odd/even: Predict whether the number of goals at the end of the said half will be an even or odd number.

10th half - either team can score: You must predict whether either team will score in the 10th inning

Specials for players

Player goals (at least): This consists of predicting at least how many goals the specified player will score in regulation time only, unless the market specifies otherwise (Inc OT).

Player Decisive Passes (at least): Consists of predicting the minimum number of decisive passes of the specified player, only in regulation time, unless the market specifies otherwise (Inc OT).

Shots on goal by player (at least): Consists of predicting the minimum number of shots on goal by the specified player in regulation time only, unless the market specifies otherwise (Inc OT). Shots that are not on goal do not count.

Player Defenses (at least): This consists of predicting the minimum defenses of the specific player, only during regulation time, unless the market specifies otherwise (Inc OT).

Player Points (at least): Consists of predicting the minimum points (combination of goals and assists) of the specified player in regulation time only, unless the market specifies otherwise (Inc OT).

Player shots on goal (over/under): This consists of predicting the number of shots on goal by the specified player during regulation time only, unless the market specifies otherwise (Inc OT). Shots that are not on goal do not count. Player Defenses (over/under): This is the prediction of the number of defenses a particular player will make, only during regulation time, unless the market specifies otherwise (Inc OT).

Ice Hockey / Field Hockey Final Results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Division/conference winner: You must predict the winner of the given division or conference based on the official ranking of the competition.

Regular season points - team: You need to predict how many points (over/under) the mentioned team will collect based on the official standings of the competition.

Will it make the playoffs? - Team: You need to predict whether the mentioned team will make the playoff of the given tournament based on the official ranking of the competition.

Top4, Top6, Top8, Top10: You must predict whether the selected team will finish in that position at the end of the competition.

Xth pick in the draft: You have to predict who will be the Xth pick in the draft.

Draft position - player: You need to predict where the player mentioned will end up in the said draft.

H2H - Correct Series Score: You must predict the final result of the series of matches between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid. H2H - When will the series end?: You will have to predict in how many games the series will end between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid.

H2H - Winner: You must predict which of the two teams indicated will qualify for the qualifying round or play-off round.

Handball

All handball bets will be made on the basis of 60 minutes of play unless otherwise specified. Overtime does not count or affect the outcome of the second half and will not count towards the second half bet count. If the 60 minutes of play does not end for any reason, all bets will be void and the stake will be refunded.

The match must end for the bets to be valid (unless the market has already been established). All live markets do not include overtime, markets such as 1x2, Handicap, Odd/Even, Handball Margin, Double Chance, with the exception of betting markets such as Qualification/Cup Win/Win after Overtime etc.

Main markets

1X2: Predict the outcome of the match. Bets are accepted for regulation time only, no overtime.

Total: Bet on whether there will be more or fewer goals than the given line in regulation time of a match.

Handicap: You must predict the winner of the entire match by adding or subtracting the indicated range from the match result.

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).

Draw no bet: Predict the outcome of the match. If the final result is tied, the bet will be considered void.

Odd/Odd: Predict whether the total number of goals scored is an even or odd number, otherwise if the final score is 0:0, the bets will be settled as even.

Halftime/End: Predict which team will win the first half and end the match in regulation time.

Margin of victory: This betting market is all about predicting which team will win and by what margin.

First to score X goals: Predict which team will score X goals first.

Handicap (3 way): You must predict the final outcome of the match taking into account the handicap in brackets.

Team total : Bet on whether there will be more or fewer goals than the given line for the home or away team in regulation time of a match.

First / second half markets: In this section you will find the main betting markets related to either the first or second half of the match.

1X2 and Totals: Predict who will win the match and how many goals (over/under) will be scored in the match.

Half with most goals: Predict which of the two halves will have a higher score.

The half with the most goals for a given team: Predict which of the two halves will have a higher score than the other, but only for the home or away team.

The team with the most goals in a half: Predict which of the two teams will score more in a half than the other team.

Goal Range: Predict, within a selected range, how many goals in total will be scored by both teams. Team goal range: Predict, within a selected range, how many goals the home team or away team will score. Goal X: Predict which team will score the xth goal.

Overtime - total: You must predict whether the total number of goals scored during overtime will be above or below the line indicated.

Overtime - handicap: You must predict the final result of the overtime half taking into account the handicap in brackets.

Markets for the first half

First half - 1x2: Predict the outcome of the first half.

First half - double chance: you have to predict the outcome of the first half. 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 - draw no bet: Predict the outcome of the first half. If the final result is tied, the bet will be considered void.

First half - handicap x:y: You must predict the final result of the match taking into account the handicap in brackets.

First half - handicap: You must predict the winner of the first half by adding or subtracting the indicated range from the match result.

First half - total: On a given value given in the market, bet on whether there will be more or less goals in the first half of the match.

First Half - Total Hosts: Bet on whether there will be more or fewer goals than the line given for the home team in the first half.

First half - Total guests: Bet on whether there will be more or fewer goals than the given line for the visiting team in the first half.

First half - odd/even: Predict whether the total number of goals scored in the first half is even or odd, otherwise, if the final score is 0:0, the bets will be settled as even.

First half - 1x2 and total: Predict who will win the first half and how many goals (over/under) will be scored in the first half.

First half - margin of victory: This betting market is all about predicting which team will win the first half and by what margin.

First half - goal range: Predict, in a selected range, how many goals in total will be scored by both teams in the first half.

First Half - Host Goal Range: Predict, in a selected range, how many goals will be scored in total by the home team in the first half.

First half - Guest goal range: Predict, within a selected range, how many goals will be scored in total by the visiting team in the first half.

Markets for the second half

Round 2 - 1x2: Predict the result of the second half.

Round 2 - double chance: You must predict the outcome of the second round. There are 3 possible outcomes: 1X (at the end of the 2nd half, home team wins or draws), X2 (at the end of the 2nd half, away team wins or draws), 12 (at the end of the 2nd half, home team wins or away team wins).

Round 2 - draw without a bet: Predict the result of the second half. If the final result is tied, the bet will be considered void.

Second half - odd/even: Predict whether the total number of goals scored in the second half is even or odd, otherwise if the final score is 0:0, the bets will be settled as even.

Handball Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

American Football

Main markets:

MoneyLine (1-2): You have to pick the winner of the match, regardless of the point difference.

Total (incl. OT-overtime) (Under/Over): This type of bet consists of specifying the total number of points in the match, including overtime (OT).

Home team total (under/over): Bet consisting of the home team's total scores, this market includes points scored in any overtime.

Total of the visiting team (under/over): Bet that consists of specifying the total score of the visiting team, this market includes the points scored in possible overtime.

Who will finish first on x points (including extra time): Predict which team will finish first on X goals, including extra time. Next goal (including overtime): You must predict which team will score the next goal. There are 3 possible outcomes: 1 (home team scores), X (neither scores), 2 (away team scores).

Next goal type (including overtime): You must predict which goal type will be the 10th goal. We have 4 possible outcomes: touchdown, field goal, safety, no outcome.

Quarter with most points: You have to predict which quarter of the game will have the most points scored.

Half with the most goals: You have to predict which half will have the most points scored.

There will be overtime: You need to predict whether or not there will be an extension period.

Odd/even (including overtime): Predict whether the total number of points scored during the match is an even or odd number, otherwise, if the final score is 0:0, the bets will be settled as even.

Home team odd/even (including overtime): Predict whether the total number of points scored during the match by the home team is even or odd, otherwise, if the final score is 0:0, the bets will be settled as even.

Odd/even (including overtime): Please specify whether the total number of points scored during the match by the visiting team is odd or even, otherwise, if the final score is 0:0, the bets will be settled as even.

Total touchdowns (including overtime): You must predict the total number (over/under) of touchdowns scored during the game, including overtime.

Total field goals (including overtime): You must predict the total number (over/under) of field goals during the game and overtime included.

Total number of recoveries (including overtime): You must predict the total number (over/under) of recoveries recorded during the match, including overtime.

Total tackles (including overtime): You must predict the total number (over/under) of tackles recorded during the match, including overtime.

Xth goal scored (including overtime): You must predict which team will score the Xth field goal during the match and overtime.

There will be extensions: Guess whether the event will have extensions or not.

Markets for the first half

First half - 1x2: You have to predict the result of the first half, the selections are: 1 - home team, 2 - away team and X- draw. If the half is not completed, this market will be cancelled.

First half - handicap: You must predict the winner of the first half by adding or subtracting the indicated range from the result of the half; if the half does not finish, this market will be cancelled.

First half - total: You must predict whether the total number of points scored in the first half will be above or below the indicated line; if the half does not end, this market will be cancelled.

First half - no bet draw: You must predict the winner of the first half; if the half ends in a tie, all bets will be void for this market, and if the half does not end, this market will be void.

First half - odd/even: You must predict whether the number of points scored in the first half of the match will be even or odd.

First half - Home team odd/even: You must predict whether the number of points scored by the home team in the first half will be even or odd.

First half - Odd/even: You must predict whether the number of points scored by the visiting team in the first half of the match will be even or odd.

First half - next to score: You must predict which team will score the next goal in the first half. There are 3 possible outcomes: 1 (home team scores), X (draw), 2 (away team scores).

First half 1x2 and first half total: You must predict both the result and the total number of goals (over/under) for the first half.

Handicap first half and Total first half: You must predict both the result (taking into account the handicap in the bracket) and the total number of goals (over/under) for the first half.

Markets for the second half

Half 2 - 1x2: You have to predict the outcome of the second half, the selections are 1 - home team, 2 - away team and X-all. If the half is not completed, this market will be cancelled. Extensions are not included unless otherwise specified (including extensions/OT)

Half 2 - handicap: You must predict the winner of the second half by adding or subtracting the indicated range to the result of the half; if the half does not end, this market will be cancelled. Extensions are not included unless otherwise specified (including extensions/OT)

Half 2-total (over/under): you must predict whether the total number of points scored during the 2nd half will be over or under the indicated range; if the half has not ended, this market will be cancelled. Extensions are not included unless otherwise specified (including extensions/OT)

Half 2 - Tie without bet (including overtime): You must predict the winner of the second half; if the half ends in a tie, all bets will be void for this market, and if the half does not end, this market will be void.

Extensions are not included unless otherwise specified (including extensions/OT)

Quarter markets

Quarter - 1x2: You have to predict the outcome of the selected quarter, the selections are: 1 - home team, 2 - away team and X- draw. If the quarter is not completed, this market will be cancelled.

Quarter - total (over/under): You must predict whether the total number of points scored during the selected quarter will be over or under the indicated range; if the quarter is not completed, this market will be cancelled. Quarter - draw no bet: You must predict the winner of the selected quarter; if the quarter ends in a tie, all bets will be void for this market, and if the quarter does not end, this market will be void.

Quarter handicap: You must predict the winner of the selected quarter by adding or subtracting the indicated range from the quarter result; if the quarter is not completed, this market will be cancelled.

First quarter 1x2 and first quarter total: You must predict both the result and the total number of goals (over/under) for the first quarter.

First quarter handicap and first quarter total: You must predict both the result (taking into account the handicap in the bracket) and the total number of goals (over/under) for the first quarter.

Offensive markets

Offensive play x - competitor's play type: Predict whether the play type will be an attack or a pass. Only a forward pass counts as a pass by definition. A plating is also considered a pass.

Offensive x-play x - completion of pass by contestant: Specify whether there will be a completed pass during the play. Only a forward pass counts as a pass by definition.

The xth offensive play x - competitor total yards gained: Predict the total yards gained during the stated game. Yards gained through game penalties will not be counted.

A x-game offense x - new first down competitor: Predict whether the contestant will gain a new first down during the stated play. A touchdown is credited as a new first down only when it is scored by the offense. First downs and yards gained through game penalties will not count towards the settlement.

Offensive xth play x - Tackle competitor: Predict whether or not there will be a tackle in said play.

Xth offense - contestant's outcome: predict the outcome of the contestant's offense (punt-kick, touchdown-chase, field goal attempt) Different outcomes will be resolved with "other".

*If there is no game, all markets will be settled with the next game or cancelled if the offense ends before the game is reached.

** If the offensive has ended before the game number has been reached, all markets for that game will be considered void. This includes punts and field goals.

*** The length of a field goal will not count towards the total number of yards gained during an action.

Specials for players

Player who gained yards: Consists of predicting the amount of yards gained that a particular player will record during regulation time only, unless the market specifies otherwise (Inc OT).

Player who gained yards (at least): Consists of predicting the minium of yards gained by the specified player, only during regulation time, unless the market specifies otherwise (Inc OT).

Player Completed Passes: This consists of predicting the number of completed passes the specific player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Pass Completions (at least): Consists of predicting the minimum number of passes completed that the specified player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Touchdown Passes: Consists of predicting the number of touchdown passes the specified player will record in regulation time only, unless the market specifies otherwise (Inc OT).

Player touchdown passes (at least): Consists of predicting the minimum number of touchdown passes the specified player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player Run Attempts: This consists of predicting the number of run attempts the specified player will record, only during regulation time, unless the market specifies otherwise (Inc OT).

Player Run Attempts (at least): Consists of predicting the minimum number of run attempts the specified player will record, only during regulation time, unless the market specifies otherwise (Inc OT).

Player yardage run: Consists of predicting the number of yards run by a particular player, only during regulation time, unless the market specifies otherwise (Inc OT).

Player yards run (at least): Consists of predicting the minimum number of yards run by the specified player during regulation time only, unless the market specifies otherwise (Inc OT).

Player rushing touchdowns: Consists of predicting the number of rushing touchdowns that the specified player will score in regulation time only, unless the market specifies otherwise (Inc OT).

Player rushing touchdowns (at least): Consists of predicting the minimum number of rushing touchdowns that the specified player will score in regulation time only, unless the market specifies otherwise (Inc OT).

Player catches: This consists of predicting the number of catches the specific player will record, during regulation time only, unless the market specifies otherwise (Inc OT).

Player catches (at least): Consists of predicting the minimum number of catches of the specified player, only during regulation time, unless the market specifies otherwise (Inc OT).

Player catching yards: Consists of predicting the number of yards per catch that a particular player will record during regulation time only, unless the market specifies otherwise (Inc OT).

Player Catch Yards (at least): Consists of predicting the minimum catch yardage recorded by the specified player during regulation time only, unless the market specifies otherwise (Inc OT).

Player catching touchdowns: Consists of predicting the number of touchdown catches the specified player will record in regulation time only, unless the market specifies otherwise (Inc OT).

Player to catch touchdowns (at least): Consists of predicting the minimum number of touchdowns to catch recorded by the specified player during regulation time only, unless the market specifies otherwise (Inc OT).

Player who scores the first touchdown: Predict which player will score the first touchdown of the match.

Total number of interceptions thrown by QB: Consists of predicting the total amount of interceptions the specific player will record, only during regulation time, unless the market specifies otherwise (Inc OT).

Longest Completion by QB: This is the prediction of the longest completion the specific player will record in regulation time only, unless the market specifies otherwise (Inc OT).

Player Placements: Consists of predicting the number of tackles the specific player will record during regulation time only, unless the market specifies otherwise (Inc OT).

Player's Longest Run: This is the prediction of the longest run the specified player will record, only during regulation time, unless the market specifies otherwise (Inc OT).

A player's first attempt at a run: Predict which player will record the first run attempt of the match.

FIRST RECEPTION BY PLAYER: Predict which player will record the first reception of the match.

First completion by QB: Predict which QB will record the first completion of the game.

The longest running game in the game: Predict which player will record the longest running play of the game.

Longest reception of the match: Predict which player will record the longest reception of the game.

Comparison between players on passing yards : Consists of predicting which of the players mentioned will record the most passing yards in the game.

Comparison between players on completed passes: This involves predicting which of the players mentioned will record the most successful passes in the match.

Comparison between players in yards run: This consists of predicting which player will record the most rushing yards in the game.

Comparison between players on receiving yards: This consists of predicting which player will record the most receiving yards in the game.

Comparison of players at the receiving end: This consists of predicting which of the players mentioned will record the most receptions in the match.

Player's minimum runs with the ball: You must predict the minimum runs with the ball recorded by the listed player. Player (defensive) will make an interception: You must predict whether the listed player will make an interception.

Player with first run (including OT): You must predict which player on the list will record the first run.

At least player's running attempts: You must predict the minimum number of running attempts recorded by the listed player.

Minimum yards run by player: You must predict the minimum number of yards run by the listed player.

Player's minimum rushing touchdown: You must predict the minimum rushing touchdowns recorded by the listed player.

Player receptions at least: You must predict the minimum number of receptions recorded by the player on the list. Receiving player's yards at least: You must predict the minimum receiving yards recorded by the listed player.

Receiving player touchdowns at least: You must predict the minimum number of receiving touchdowns recorded by the listed player.

Player touchdowns, at least: You must predict the minimum number of touchdowns recorded by the player on the list.

Player Pass Attempts: You must predict how many pass attempts (over/under) the listed player will record.

Player with the longest completed passes: You must predict which player will record the longest completed passes.

Player rushing and receiving yards: You must predict how many rushing and receiving yards (over/under) the listed player will record.

Player's kick points: You must predict how many kick points (over/under) the listed player will score.

Player interceptions: You must predict how many interceptions (over/under) the listed player will record.

Player with the longest reception: You must predict which player will record the longest reception. Total tackles by player: You must predict how many tackles (over/under) the player on the list will record. Total quarterback tackles (sacks): You will need to predict how many sacks (over/under) the player on the list will record.

Player passing yards in the first half: You must predict how many passing yards (over/under) the listed player will record in the first half.

Player's first-half passing touchdown: You must predict how many touchdown TDs (over/under) the listed player will score in the first half.

Player with first run (including OT): You must predict which player will record the first run.

Player's position on first TD: You must predict what the listed player's position will be on his first TD. Player's position on last TD: You have to predict what the position of the player on the list will be on his last TD. QB will have an interception: You must predict whether the listed QB will record an interception.

QB with the longest completion (including OT): You must predict which QB will record the longest completion.

QB with first completion (including OT): You must predict which QB will record the first completion.

Any QB throws for 300+ yards (including OT): You must predict if any listed QB will record a 300+ yard throw.

Any QB throws for 350+ yards (including OT): You must predict if any listed QB will record a throw of 350+ yards.

Any QB throws for 400+ yards (including OT): You must predict if any listed QB will record a throw of 400+ yards.

Any player runs over 100 yards (including OT): You must predict if any player on the roster will record over 100 yards rushing.

Any player runs over 150 yards (including OT): You must predict if any player on the roster will record over 150 yards rushing.

Any player with over 100 yards receiving (including OT): You must predict if any of the players on the list will record over 100 yards receiving.

Any player with over 150 yards receiving (including OT): You must predict if any player on the roster will record over 150 yards receiving.

Most receiving yards (rostered players only - including OT): You must predict which player on the roster will record the most receiving yards.

Most passing yards Player 1 vs. Player 2: You must predict which player on the list will record the most passing yards.

Most passes completed Player 1 vs. Player 2: You must predict which player on the list will record the most completed passes.

Most rushing yards Player 1 vs. Player 2: You will have to predict which player on the list will record the most rushing yards.

Most yards receiving Player 1 vs. Player 2: You must predict which player on the list will record the most yards receiving.

Most receptions Player 1 vs Player 2: You must predict which player on the list will record the most receptions.

Most eliminations Player 1 vs. Player 2: You have to predict which player on the list will have the most eliminations.

Most goals Player 1 vs Player 2: You have to predict which player on the list will score the most goals. Most marks Player 1 vs Player 2: You have to predict which of the players on the list will record the most marks.

Most touchdowns from the pass Player 1 vs. Player 2: You must predict which player on the list will score the most touchdowns from the pass.

Most rushing yards: You will have to predict which player on the list will record the most rushing yards.

Most receiving yards: You must predict which player on the list will record the most receiving yards.

Most first downs: You must predict which player on the list will record the most first downs.

Most quarterback tackles (sacks): You have to predict which player on the list will record the most sacks.

Player Total Pass Attempts (including OT): You must predict at least how many pass attempts the listed player will record.

Player Pass Attempts Over/Under (including OT): You must predict whether the given players' pass attempts will be over or under the given values.

Player Total Pass Interceptions (including OT): You must predict at least how many pass interceptions the listed player will record.

Player Pass Interceptions Over/Under (incl.OT): You must predict whether the player's pass interceptions will be over or under the given values.

Player Total Tackles (including OT): You must predict at least how many tackles the listed player will record. Player tackles over/under (including OT): You must predict whether the player's tackles will be over or under the given values.

Player Total Quarterback Tackles (sacks) (including OT): You must predict at least how many sacks the player on the list will record. Player Sacks Over/Under (incl.OT): You will have to predict whether the player's sacks will be over or under the given values.

Player Total interceptions (incl.OT): You must predict at least how many interceptions the listed player will record.

Player Intercepts Over/Under (incl.OT): You need to predict whether player interceptions will be over or under the given values.

Specials for teams

Contestant 1/Contestant 2 kicks: You must predict how many kicks (over/under) Contestant 1 and Contestant 2 will record.

Tackles for Contestant 1/Contestant 2: You must predict how many tackles (over/under) Contestant 1 and Contestant 2 will record.

Total field goal for Contestant 1/Contestant 2: You must predict how many field goals (over/under) Contestant 1 and Contestant 2 will score.

Total field goal for Contestant 1/Contestant 2 (2 way): You must predict how many field goals (over/under) Contestant 1 and Contestant 2 will score.

Total recoveries Competitor 1 and Competitor 2. You must predict how many total recoveries (over/under) will be recorded by Competitor 1 and Competitor 2.

Contestant 1/Contestant 2 will score on their first offensive: You must predict whether Contestant 1/Contestant 2 will score on their first offensive.

Total number of essays by Competitor 1/ Competitor 2: You must predict how many essays (over/under) Competitor 1 and Competitor 2 will record.

Longest kick (punt) by contestant 1/competitor 2: You must predict the longest kick that contestant 1 and contestant 2 will record.

Shortest kick (punt) of contestant 1/competitor 2: You must predict the shortest kick that contestant 1 and contestant 2 will record.

Gross yardage of Contestant 1/Contestant 2's kick: You must predict what gross yardage per kick (over/under) Contestant 1 and Contestant 2 will record.

Net yardage of Contestant 1/Contestant 2's kick: You must predict what net yardage per kick (over/under) Contestant 1 and Contestant 2 will record.

Contestant 1/Contestant 2, rushing yards: You must predict how many rushing yards (over/under) Contestant 1 and Contestant 2 will record.

Contestant 1/Contestant 2 total 4th down conversions: You must predict how many 4th down conversions (over/under) Contestant 1 and Contestant 2 will record.

Contestant 1/Contestant 2 running touchdowns: You must predict how many running touchdowns (over/under) Contestant 1 and Contestant 2 will score.

Contestant 1/Contestant 2 total points for the first round: You must predict how many points (over/under) Contestant 1 and Contestant 2 will score in the first round.

Total length in field goal yards of Contestant 1/Contender 2: You must predict how many yards to field goal (over/under) Contestant 1 and Contestant 2 will record.

Total number of running attempts by Contestant 1/Contestant 2: You must predict how many running attempts (over/under) Contestant 1 and Contestant 2 will record.

Contestant 1/Contestant 2, total first down: You must predict how many first downs (over/under) Contestant 1 and Contestant 2 will record.

Contestant 1/Contestant 2 total conversions on third down: You must predict how many conversions on third down (over/under) Contestant 1 and Contestant 2 will record.

Outcome of contestant 1/competitor 2's first offensive: You must predict the outcome of contestant 1/competitor 2's first offensive.

First game to score Contestant 1/Contestant 2: You must predict which game Contestant 1/Contestant 2 will score first.

Heats won by contestant 1 / contestant 2: You must predict which heat contestant 1 / contestant 2 will win.

Quarters won by contestant 1/competitor 2: You must predict which quarters contestant 1/competitor 2 will win.

Contestant 1/Contestant 2 will score more points on: You must predict in which of the given time intervals Contestant 1/Contestant 2 will score more points.

Round 1 - Contestant 1/Contestant 2 total touchdowns: You must predict how many touchdowns (over/under) Contestant 1 and Contestant 2 will score in the first half.

Round 2 - Contestant 1/Contestant 2 total tries: You must predict how many tries (over/under) Contestant 1 and Contestant 2 will score in Round 2.

First half - Contest 1/Contest 2 field goals: You must predict how many field goals (over/under) Contestant 1 and Contestant 2 will score in the first half.

Round 2 -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.

Whoever of Contestant 1/Contestant 2 scores first wins the game: You must predict which of Contestant 1/Contestant 2 will score first and win the game.

Which of Contestant 1/Contestant 2 scores first and loses the game: You must predict which of Contestant 1/Contestant 2 will score first and lose the game.

Contestant 1/Contestant 2 scores in each quarter: You must predict which of Contestant 1/Contestant 2 will score in each quarter.

Contestant 1/Contestant 2 scores in both halves: You must predict which of Contestant 1/Contestant 2 will score in both halves.

Contestant 1/Contestant 2 wins all quarters: You must predict which of Contestant 1/Contestant 2 will win all the quarters.

Contestant 1/Contestant 2 wins both rounds: You must predict which of Contestant 1/Contestant 2 will win both rounds.

Contestant 1/Contestant 2 will get first down: You must predict which of Contestant 1/Contestant 2 will get first down.

Team that will score the longest field goal: You must predict which team will score the longest field goal.

The team with the longest kickoff return in the game: You must predict which team will record the longest kick off return in the game.

Team with the Longest Scrimmage Play: You must predict which team will record the longest scrimmage play in the game.

The team with the most third down conversions in the game: You must predict which team will record the most third down conversions in the game.

The team with the most offensive plays in the game: You must predict which team will record the most offensive plays in the game.

The team with the most penalty yards accepted in the game: You must predict which team will record the most penalty yards accepted in the match.

Team with the most punts: You have to predict which team will record the most punts in this game.

Team with the highest scoring player: You must predict which team will have the highest scoring player in the match.

A team scores 3 times in a row: You must predict if at least one team will score 3 times in a row.

First team to enter the red zone: You must predict which team will enter the red zone first.

First team to score in the red zone: You must predict which team will score first from inside the red zone.

Team with the longest time of possession: You have to predict which team will record the longest time of possession in this match.

The team that scored the longest touchdown: You must predict which team will score the longest touchdown in the match.

The team that scores the first touchdown: You must predict which team will score the first touchdown in the match.

The team that scores the last touchdown: You must predict which team will score the last touchdown of the match.

Team that commits the first turnover: You must predict which team will commit the first turnover in the match.

Team that didn't make any recoveries: You have to predict which team won't make any recoveries in this match.

Team that wins the coin toss: You must predict which team will win the coin toss.

First team to kick: You must predict which team will kick first.

First team to kick 3 kicks (punt): You must predict which team will be the first to kick 3 punts.

Which team will have the longest gross punt: You must predict which team will record the longest punt in the game.

The team with the longest punt return in the game: You must predict which team will record the longest punt return in the game.

The team that scores the shortest touchdown: You must predict which team will score the shortest touchdown in this match.

The team that had the longest offense (in yards) that resulted in a touchdown: You must predict which team will record the longest offense (in yards) leading to a touchdown.

Team that had the longest offense (in yards) that resulted in a successful field goal: You must predict which team will have the longest offense (in yards) that resulted in a successful field goal.

Team that scores the last field goal: You must predict which team will score the last field goal.

First team to get a first down: You must predict which team will get a first down first.

The team that commits the first recovery of the match: You must predict which team will make the first recovery of the match.

Team with the longest field goal: You have to predict which team will have the longest field goal. The team that committed the first accepted penalty: You must predict which team will commit the first accepted penalty.

Team with the longest field goal: You have to predict which team will have the longest field goal. Team that gets the most passing yards: You have to predict which team will get the most passing yards.

Team that gets the most rushing yards: You must predict which team will get the most rushing yards.

Team with the most recoveries: You have to predict which team will commit the most recoveries.

Last team to score in the first half: You must predict which team will score last in the first half.

Team scoring the 10th touchdown: You must predict which team will score the 10th touchdown.

Contestant 1/Contestant 2 will score on their first offense: You must predict which of Contestant 1/Contestant 2 will score on their first offense.

Tenth Quarter - Contestant 1/Contestant 2 total essays: You must predict how many essays (over/under) Contestant 1 and Contestant 2 will record in the 10th quarter.

10th quarter -Competitor 1/Contender 2 field goals: You must predict how many field-goals (over/under) Contestant 1 and Contestant 2 will score in the 10th quarter.

The first team whose offense crosses the 50-yard line: You must predict which team will be the first to cross the 50-yard line.

Team with the shortest field goal: You must predict which team will have the shortest field goal.

Team with the player who scores the most points: You have to predict which team will have the player who scores the most points.

Team with the player who scores the fewest points: You must predict which team will have the player who scores the fewest points.

Team that will have the first challenge for the coach: You have to predict which team will have the first challenge for the coach.

The team calling the first timeout: You must predict which team will call a timeout first.

Team that recorded the first sack (quarterback tackle): You must predict which team will record the first sack.

The team that will call the first time-out: You must predict which team will call the first timeout.

Biggest advantage (either team) O/U: You have to predict what will be the biggest advantage in the match (over/under) of one of the teams.

The team that wins the coin toss wins the match: You must predict whether the team that wins the coin toss will also win the match.

Contestant 1/Contestant 2 will win the coin toss and win the game: You must predict which of Contestant 1/Contestant 2 will win the coin toss and win the game.

Will both teams lead in the first half: You have to predict whether both teams will lead in the first half.

Will both teams lead in the second half: You have to predict whether both teams will lead in the second half.

Will both teams lead in Quarter 4: You have to predict whether both teams will lead in Quarter 4.

The team that scores first wins: You must predict whether the team that scores first will also win the game.

The team that scores last wins: You must predict whether the team that scores last will also win the game.

One of the teams will score 4 times in a row: You must predict whether one of the teams will score 4 times in a row.

Each team will score a touchdown in each half: You must predict whether each team will score at least one touchdown in each half.

Each team will score two touchdowns in each half: You must predict whether each team will score at least two touchdowns in each half.

Any team will score more than 40 points: You must predict if any team will score more than 40 points.

3 consecutive goals scored by either team (including OT): You must predict if either team will score 3 times in a row in the game (including overtime).

Contestant 1/Contestant 2 will score on first offense: You must predict whether Contestant 1 or Contestant 2 will score on first offense.

Both teams will score 19.5 / 24.5 / 29.5 (including OT): You must predict whether both teams will score 19.5 or 24.5 or 29.5 points in the game (including OT).

Other statistical markets

Longest field goal scored: You must predict what will be the longest field goal (over/under) scored in the game.

Shortest field goal scored: You must predict the shortest field goal (over/under) scored in the game.

Result of first offense (including OT): You must predict the result of the first offense.

First offensive play of the game (including OT): You must predict what the first offensive play of the game will be.

Total accepted penalties: You must predict what the total number of accepted penalties (over/under) will be in the match.

Total Pass Attempts: You must predict the total number of pass attempts (over/under) in the match.

Total Passes Completed: You must predict the total number of passes completed (over/under) in this match.

Total passing yards: You must predict what the total number of passing yards (over/under) in the game will be.

Total first downs: You must predict what the total number of 1st downs (over/under) will be in the game.

Total punt kicks: You must predict the total number of punts (over/under) in the match.

Total tounchdowns (touchdowns) in both directions: You must predict what the total number of touchdowns (over/under) in the game will be.

Total interceptions: You must predict what the total number of interceptions (over/under) in the match will be.

Total defensive tackles: You must predict what the total number of defensive tackles (over/under) in the match will be.

Longest touchdown scored: You must predict what will be the longest touchdown (over/under) scored in this match.

Shortest touchdown scored: You must predict the shortest touchdown (over/under) scored in this match.

10th quarter - total essays: You must predict what the total number of essays (over/under) will be in the 10th quarter.

First half - field goals: You must predict what the total number of field goals (over/under) will be in the first half.

10th quarter - field goals: You must predict what the total number of field goals (over/under) will be in the 10th quarter.

Total jersey numbers for touchdown scorers (not counting 2-point conversions): You must predict what the total number of jersey numbers for touchdown scorers (over/under) in the game will be.

Will there be a missed extra point after a touchdown? (kick only): You must predict whether there will be a missed extra point after a try (kick only).

Will the match be decided exactly on 3 points: You have to predict if the match will be decided exactly on 3 points.

Will there be a 2 PT conversion: You need to predict if there will be a 2 point conversion.

Match will be tied after 0-0: You have to predict if the game will be tied after 0-0.

Total 3-way touchdowns: You must predict what the total number of touchdowns (over/under) in the match will be.

First 3-way entry method: You must predict which will be the first method of entry (3-way).

First 6-way entry method: You need to predict what the first 6-way entry method will be.

First type of 3way recovery: You need to predict what the first type of recovery (3way) will be.

First offensive play of the game: You have to predict what the first offensive play of the game will be.

Last method of entry: You must predict what the last method of entry will be.

Outcome of the first coach challenge: You must predict the outcome of the first coach challenge.

How many players will have a pass attempt: You must predict how many players (over/under) will have a pass attempt.

Who will have the most 1st downs: You must predict who will have the most 1st downs.

Score safety point: You must predict whether a safety will be scored.

Successful 2-point conversion: You must predict whether a successful 2-point conversion will be achieved.

Break - Total songs: you have to predict how many songs will be played in the break.

Shirt number of the first touchdown scorer: You must predict the jersey number of the first try scorer

Total punt yardage: You will need to predict what the total gross punt yardage (over/under) will be for this game.

Length (yards) of the longest action: You must predict what the length of the longest action (yards over/under) in the match will be.

Yards gained in the opening action of the match: You must predict how many net yards will be gained in the opening action of the match (over/under).

First Yards of Enrollment: You need to predict what the first yards of enrollment will be (over/under).

Yarzi for the first touchdown: You must predict what the yards for the first touchdown will be (over/under).

Distance to first successful field goal: You must predict the distance of the first successful field goal (over/under yards) of the game.

Total field goal yards: You must predict what the total number of field goal yards (over/under) in the game will be.

Total 3rd down conversions: You must predict what the total number of 3rd down conversions (over/under) will be in this game.

Total 4th down conversions: You must predict what the total number of 4th down conversions (over/under) will be in this game.

Total kickoff: You must predict what the total number of kickoff (over/under) in the match will be.

Total Net Offensive Yards: You must predict what the total net offensive yards (over/under) will be in the game.

Total number of players who have a pass attempt: You must predict what the total number of players who will have a pass attempt (over/under) in the match will be.

Total number of players with receptions: You need to predict the total number of players with receptions (over/under) in the match.

Total players with run attempts: You need to predict the total number of players with run attempts (over/under) in the match.

Total run attempts: You must predict what the total number of run attempts (over/under) in the match will be.

Total yarzi eseu: You must predict what the total touchdown yards (over/under) will be in the game. Total eseu pass: You must predict what the total number of touchdown passes (over/under) in the match will be.

Biggest advantage of the match: You have to predict which will be the biggest lead (over/under) of the match. Most consecutive completions by a starting QB: You have to predict the most consecutive completions by any starting QB.

Successful two-point conversion: You need to predict whether a successful 2-point conversion will occur.

The coin toss was correctly performed: You must predict whether the coin toss will be correct.

Kickoff will be a touchback: You must predict whether the kickoff will be a touchback.

Any kick will hit the upright: You must predict whether any kick will hit the upright.

There will be an octopus (a player scores a touchdown and then a 2-point conversion): You must predict whether there will be an octopus.

Any punt will result in a touchback: You must predict whether any punt will result in a touchback.

There will be a blocked punt: You must predict whether there will be a blocked punt.

Will there be a fake punt or FG: You must predict whether there will be a fake punt or FG.

There will be a punt returned for a touchdown: You must predict whether there will be a punt returned for a touchdown.

1st offensive - field goal scored: You must predict whether there will be a field goal on the first offensive.

Either team scores a touchdown on first down: You must predict whether either team will score a touchdown on first down.

Offensive scoring on the first play of the game: You must predict whether there will be an offensive score on the first play of the game.

First field goal - at or after 14:00: You must predict whether the first field goal will be scored in the 14:00 minute or after.

First entry - at or after 7:00: You must predict whether the first entry will be at or after 07:00.

First touchdown - at or after 10:00: You must predict whether the first touchdown will be scored in the 10:00 minute or after.

Will any field goal succeed in all four quarters: You must 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 whether the first score of the game is a touchdown.

Will there be a quarter with no entries: You need to predict if there will be a quarter with no entries. Kickoff will be a touchback: You must predict whether the kickoff will be a touchback.

There will be a failed FG/XP: You must predict whether there will be a missed FG/XP.

Will it be a pick 6: You have to predict if it will be a pick 6.

Special teams or defensive touchdown: You must predict whether a special teams or defensive touchdown will be scored.

A snapper will record a tackle or an assist: You must predict whether a snapper will record a tackle or an assist.

Will there be an elimination: You must predict if there will be an elimination.

A flea-flicker will be attempted: You must predict whether there will be a flea-flicker attempt.

There will be a kickoff returned for a touchdown: You must predict whether there will be a kickoff returned for a touchdown.

Will it be scored in the last 2 minutes of the first half?: You have to predict if it will score in the last 2 minutes of the first half.

Will there be a comeback in quarter 4: You have to predict if there will be a comeback in quarter 4.

Last play of the game will be a kneeling QB: You must predict if the last play of the game will be a kneeling QB.

Will score on the last play of the game: You must predict whether he will score on the last play of the game.

Last play of the game will be a quarterback run: You must predict if the last play of the game will be a quarterback run.

Most first downs: You have to predict who will make the most 1st downs.

Duration of the national anthem: You have to predict the duration of the national anthem.

The outcome of the coin toss: You must predict the outcome of the coin toss.

Gatorade drink colour poured on the winning coach: You must predict what color Gatorade drink will be poured on the winning coach.

Who will the first Super Bowl MVP thank: You have to predict who the first Super Bowl MVP will thank.

MVP position: You have to predict what the MVP position will be.

The first action he will enter: You need to predict what the first action will be that they will sign up for.

Kickoff returned for a touchdown: You must predict whether the kickoff will be returned for a touchdown.

Quarter of first down: You must predict what the quarter of the first touchdown will be.

The first recovery of the match will be: You must predict what the first recovery of the match will be.

Total Touchdowns - Exact: You will need to predict exactly what the total number of touchdowns in the match will be.

American football Final result

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Division/conference winner: You must predict the winner of the given division or conference based on the official ranking of the competition.

Regular Season Wins - Team: You need to predict how many wins (over/under) the listed team will achieve in the regular season of the respective competition, based on the official standings of the competition. Will they make the playoffs? - Team: You need to predict whether the mentioned team will make the playoff of the given tournament based on the official ranking of the competition.

Top4, Top6, Top8, Top10: You must predict whether the selected team will finish in that position at the end of the competition.

Xth pick in the draft: You must predict who will be the Xth pick in the draft.

Draft position - player: You need to predict what position the mentioned player will end up in the mentioned draft.

H2H - Correct Series Score: You must predict the final result of the series of matches between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid. H2H - When will the series end?: You will have to predict in how many games the series will end between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid.

H2H - Winner: You must predict which of the two teams indicated will qualify for the qualifying round or play-off round.

Will make Playoffs: You must predict whether the selected team will make the playoff (Yes) or not (No) during the tournament based on the official ranking of the competition.

Awards - Most Valuable Player (MVP): You must predict who will win the MVP award for that season (regular season only).

Awards - Rookie Offensive Player of the Year: You must predict who will win the Rookie Offensive Player of the Year award for that season (regular season only)...

Awards - Rookie Defensive Player of the Year: You must predict who will win the Rookie Defensive Player of the Year award for that season (regular season only)...

Will make it to the SuperBowl: You must predict whether the selected team will make it to the Superbowl (Yes) or not (No) during the tournament, based on the official tournament standings.

Team - Draft Position: You must predict what the team's draft position will be.

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 Super Bowl winner will come from.

Super Bowl - The team that wins the coin toss: You have to predict which team will win the coin toss in the Super Bowl.

Super Bowl - MVP: You have to predict which player will be the Super Bowl MVP.

Time of first score (minutes): You must predict when the first point will be scored (minutes).

Total first downs (including OT): You must predict how many first downs will be scored (including OT).

Safety (including OT): You must predict whether safety points will be awarded in the game (including OT-overtime).

Touchdown scored by defense or special teams (including OT): You must predict whether defensive or special teams (including OT) touchdowns will be scored.

Most first downs (including OT): You must predict which team will score the most first downs (including OT). Big Win Small Win: You must predict whether the home or away team will win by 14+ points (big win) or 1-13 points (small win).

Baseball

BASEBALL RULES

MLB (or other baseball leagues): The money line (winner's square) is considered decided if league officials consider the game over and if:

  • at least 5 rounds are completed

SAU

  • 4.5 innings have ended and the home team (or team batting second) is ahead. In all other cases, bets on Moneyline are considered void.

For the avoidance of doubt, bets on all other markets (e.g. Totals, Spreads, etc.) will remain valid, if not already established, if:

  • at least 9 rounds are completed

SAU

  • 8.5 innings have ended and the home team (or team batting second) is ahead.

In all other cases, bets are considered void. If the Mercy Rule is called, all bets will stand at the score at that time.

MLB (or other baseball leagues), all pitcher lines (PL Markets for Moneyline, Spread and Totals) are cancelled in the event of a change of the listed starting pitcher. Bets placed on pitcher's line markets will include the indication (PL) inside the bet slip and on the bet history pages. If the indicator (PL) is not visible inside the bet slip, the bet is placed on the Action Line and will be settled accordingly. Action lines are set according to the outcome of the event, regardless of any change of thrower. Any new pitcher line offered will follow the above rules. The action lines follow the general rules, with the exceptions regarding MLB (or other baseball leagues) as noted above.

In baseball and in the case of a 7-inning game, bets on all other markets (e.g., totals, spread, etc.) will be valid, if not already settled, when: :

  • at least 7 rounds are completed

SAU

  • 6.5 innings have ended and the home team (or team batting second) is ahead.

The exception is Moneyline (Match Winner), which is considered decided if:

  • at least 5 rounds are completed

SAU

  • 4.5 innings have ended and the home team (or team batting second) is ahead.

In all other cases, bets on Moneyline are considered void.

Main markets:

Money Line (1/2) (including extra innings): Predict the winning team, regardless of the starting pitcher.

Handicap (including extra innings): You must predict the winner of the entire match by adding or subtracting the indicated range to the match result, including any extra innings.

Total (including extra innings): In this bet you must specify the total number of runs scored by both teams, including any extra innings.

Total number of points scored by the home team (including extra innings): In this bet you must specify the total number of points scored by the home team, including any extra innings.

Total number of points scored by the visiting team (including overtime): In this bet you must specify the total number of points scored by the visiting team, including any overtime.

Total shots (including extra innings): In this bet you must specify the total number of shots taken by both teams, including any extra innings.

Total number of home team shots (including extra innings): In this bet you must specify the total number of shots taken by the home team, including any extra innings.

Total away team shots (including extra innings): In this bet you must specify the total number of shots taken by the away team, including any extra innings.

Win in current half or next half: Predict whether the home or away team will win in the current or next half. The first and second halves of the specified inning must be completed, unless the team batting second leads when play is suspended or abandoned.

Total runs in the Xth inning: In this bet you must specify the total number of runs scored by both teams in the Xth inning. The first and second part of the first specified first half must be finished unless the market is already determined.

Score of the current or next half: Predict the score of the current or next half. The first and second halves of the specified half must be completed unless the bet has already been settled.

Current inning marker / Inning ½ inning or next inning hit: The first and second halves of the specified inning must be completed, unless a run has been completed or a hit has been made, when play is suspended or abandoned.

Team that gets the most shots in the current or next half: For the bet to stand, the first and second halves of the specified half 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 innings of the specified innings must have been completed unless the bet has already been settled.

Lead after xx halves: For the bet to stand, the first and second halves of the specified half must be completed, unless the bet has already been settled.

Markets 'First team to xx'/Total teams/Total shots The 8½-innings rule will apply unless bets have already been settled or if the natural end (e.g. no suspension) of the match determines the bets.

If a match ends in a draw and the natural end of the match (e.g. without suspending the match) requires a winner, then bets on the "First team to xx" markets will be void. For example, if an MLB (or other baseball league) game is suspended or abandoned, or suspended with a score of 3-3 after 10 innings, then bets in all 4 markets will be void. Bets on markets of 5, 6 or 7 will be considered void.

Next team to score: If the match is suspended, all bets on runs already scored will count. Bets on the next market at the time of suspension or abandonment will be cancelled.

Winning margin: Betting market that predicts the difference a team will have over its opponent at the end of the game, e.g. home team by 1-3 runs. The 8½-round rule applies. Includes extra innings for MLB (or other baseball leagues). For MLB (or other baseball leagues), a game that ends in a tie, bets that do not include the tie option will be void; for non-MLB events where the game may end in a tie, then this option will be available.

IMPORTANT: We recommend that you consider the following example on the Winning Margin market in our live game mode. Our platform can show the market as follows: +3 (races), -3 (races) Where the (+) sign signifies the home team and the (-) sign the away team, > = + 3 and < = - 3, where the former signifies above or equal to 3 races of the home team and the latter below or equal to 3 races of the away team.

When the first point will be scored (including extra innings): Predict in which innings the first point will be scored.

Winner & 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.

Maximum number of consecutive runs scored by either team: You must predict the maximum number of consecutive runs scored by any team.

Exact runs in the highest scoring inning: You must predict the exact number of runs in the highest scoring inning.

Range of runs (including extra runs): You must predict a range in which the total runs of the event will be.

The result of the xth roll: You must predict the result of this roll.

Hit on the xth throw: You must predict whether or not there will be a hit on that throw.

Home run on the xth pitch: You have to predict whether or not there will be a home run on that pitch.

Markets of reprieves:

Round X - 1X2: Predict the outcome of the round.

Round X - total: In this bet you must specify the total number of points scored by both teams in the round.

10th half - the scoring team: You have to predict which team will score in that half.

Round X - handicap: You must predict the winner of the round by adding or subtracting the indicated range to the result of the match.

Round X - total hits: You need to predict the total number of hits in that half.

Round X - total number of team shots: You must predict the total number of successful shots for the home or away team in that round.

Rounds 1 to 5 - 1X2: Predict the outcome of rounds 1 to 5.

Innings 1 to 5 - total: In this bet you must specify the total number of runs scored by both teams in innings 1 to 5.

Rounds 1 to 5 - handicap: You will have to predict the winner of rounds 1 to 5 by adding or subtracting the indicated range to the match result.

Rounds 1 - 5 - total kicks: You need to predict the total number of successful shots in innings 1 to 5.

Rounds 1 - 5 - total number of team shots: You must predict the total number of successful shots for the home team or the away team in rounds 1 - 5.

Team that will win more rounds: You have to predict which team will win more rounds in this match.

Team with the most points scored in a half: You have to predict which team will score the most points in a single half (or if it will be a draw).

There will be an extra round: Guess if the event (yes or no) will have overtime.

First x rounds 1x2 & 1x2 (including overtime rounds): You must predict the outcome of the first X rounds as well as the result at the end of the match.

Both teams over X.5 (including overtime): You must predict whether both teams will score more than X.5 points in the game or not.

First to X runs (including extra innings): You must predict which team will be first to X runs, including extra innings.

The home team will strike in the 9th inning: You must predict whether the home team will strike in the 9th inning.

Total number of scoreless innings: You must predict how many innings will end scoreless (0-0). Highest scoring half: You have to predict which half will have the highest score.

When the match will be decided: You need to predict in which half the match will be decided.

Shot in the next inning (yes/no): You must predict whether there will be a shot in the next inning.

Shot in the 10th inning (yes/no): You must predict whether there will be a shot in the 10th inning.

Special markets for baseball players:

All markets under the "Special Players" section follow this rule: If the listed player is not in the starting line-up for the match, bets are void.

Player strikeouts: Consists of predicting the number of strikeouts a particular player will record.

Strikeout player (at least): This consists of predicting the minimum number of strikeouts recorded by that player.

Player hits (at least): This is to predict the minimum number of hits recorded by the specific player.

Player total bases (at least): This consists of predicting the minimum total bases recorded by a given player.

Player hits + runs + rbi: Consists of predicting the combined number of hits, runs and rbi's a particular player will record.

Player hits + runs + rbi (at least): This consists of predicting the minimum combined hits, runs and rbi recorded by a particular player.

Player home runs (at least): Consists of predicting the minimum number of home runs recorded by a particular player.

Total bases comparison: This consists of predicting which of the players mentioned will record the most total bases in the game.

Strikeout Comparison: Predicts which player will record the most strikeouts in the game.

Player Hits + Total Bases: This consists of predicting the combined number of hits and total bases a player will record.

Player total bases + runs + rbi's: Consists of predicting the combined number of total bases, runs and rbi's a particular player will record.

Batter (offensive player) strikes: Consists of predicting the number of hits a particular batter will record.

Batter total bases: This consists of predicting the number of total bases that a particular batter will record.

Pitcher Strikeouts: Predicts the number of strikeouts a pitcher will record.

Result of player X the Nth time at bat: You have to predict the result of player X the Nth time at bat.

10th player eliminated for the Nth time at bat: You must predict whether the xth player will be eliminated for the Nth time at bat.

Most total bases: You must predict which team will record the most total bases.

Most total eliminations: You must predict which team will record the most total eliminations.

Baseball markets Final result:

Winner: You must predict the winner of the given competition based on the official competition rankings.

Division/conference winner: You must predict the winner of the given division or conference based on the official ranking of the competition.

Regular season points - team: You need to predict how many points (over/under) the mentioned team will collect according to the official standings of the competition.

H2H - Correct Series Score: You must predict the final result of the series of matches between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid. H2H - When will the series end?: You will have to predict in how many games the series will end between the 2 teams indicated. For reporting purposes only the official websites of each competition will be considered valid.

H2H - Winner: You must predict which of the two teams indicated will qualify for the qualifying round or play-off round.

Will they make the playoffs? - Team: You need to predict whether the mentioned team will make the playoff of the given tournament based on the official ranking of the competition.

Top4, Top6, Top8, Top10: You must predict whether the selected team will finish in that position at the end of the competition.

Rugby / Rugby League

Unless otherwise specified, all bets on Rugby/League Rugby matches are calculated for 80 minutes of play, which includes any playing time added by the referee; if a match is suspended before the end of regulation time, all bets on that match will be void, except for markets that have already been settled.

Main markets:

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

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).

Tie without a 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 tie, the money bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Handicap: bet in which the winner of the match must be decided by a margin of goals. The correct score is added to or subtracted from the points proposed in the handicap, and after this operation it will be decided who wins: home team, draw or visiting team.

Handicap (3-Way): You must predict the final outcome of the match taking into account the handicap in brackets. For example, (0:1) indicates that the visiting team has a one-goal advantage and (1:0) indicates that the home team has a one-goal advantage.

Total: You must predict whether the total number of points scored during the entire match will be above or below the range indicated.

Total team: You must predict whether the total number of points scored by the home team or the away team during the entire match will be above or below the range indicated.

Winning margin: You need to predict the winning margin of the home or away team, or whether the match will end in a draw.

Half-time/Final: You must predict the outcome of the first half of the match as well as the outcome of the whole match. Possible outcomes are (1/1, 1/X, 1/2, X/1, X/X, X/2, 2/1, 2/X and 2/2).

Highest scoring half: predict which of the two halves of the match will score more points.

Odd/Odd: You must predict whether the outcome of the match is an even or odd number, if the outcome of the match is "0:0", the bets are considered "even".

Range of points: You must predict the range of points during the match.

It will qualify: You must predict whether the team indicated will qualify for the next stage 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 have to predict which team will be placed third in the selected tournament.

Which team wins the rest of the match: Bet on who will win the rest of the match. From the moment the bet is placed, the score is 0:0, regardless of the actual score of the match.

Overtime - 1x2: You must predict which team will win the overtime half of the match.

First scoring action (Prelive): You must predict how the first points of the match will be scored. There are 6 possible outcomes:

competitor1 with essay competitor1 with penalty kick

competitor1 with drop goal

competitor2 with essay

competitor2 with penalty kick competitor2 with drop goal

Who gets x points first: You must predict which team will get X points first during the match.

Next type of scoring (Live): You must predict how the X points in the match will be scored. There are 6 possible outcomes:

competitor1 with essay

competitor1 with penalty stroke

competitor1 with drop goal

competitor2 with try competitor2 with penalty kick competitor2 with drop goal

Markets for the first half:

First half - 1X2: You must predict the outcome of the first half. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

First Half - Double Chance: You must predict the outcome of the first half. 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).

First Half - No Bet Draw: 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 bet will be returned. For example, if the first half ends in a draw, the bet will be void.

First Round - Handicap: a bet in which the winner of the first round must be decided by an appropriate point margin. The correct score is added to or subtracted from the points proposed in the handicap, and after this operation it will be decided who wins: home team, draw or visiting team.

First Round - Handicap (3-Way): You must predict the outcome of the first round taking into account the handicap in brackets. For example, (0:1) indicates that the visiting team has a one-goal advantage and (1:0) indicates that the home team has a one-goal advantage.

First Half - Total: You must predict whether the total number of points scored in the first half will be above or below the indicated range.

First half - Total team: You must predict whether the total number of points scored by the home or away team in the first half will be higher or lower than the range indicated.

First half - Total touchdowns: You must predict whether the total number of touchdowns scored in the first half will be higher or lower than the range indicated.

First Half - Total Team Touchdowns: You must predict whether the total number of touchdowns scored by the home or away team in the first half will be more or less than the indicated spread.

First Half - Odd/Even: You must predict whether the outcome of the first half is an odd or even number, and if the outcome is "0:0", the bets are considered "even".

First half - which team wins the rest: Bet on who will win the rest of the first half. From the moment the bet is placed, the score is considered 0:0, regardless of the actual score of the match.

First half - margin of victory: You must predict the margin of victory in the first half of the match for the home or away team, or whether the match will end in a draw.

First half - range of points: You must predict the range of points in the first half of the match.

First half - who gets x points first: You have to predict which team will get X points first in the first half of the match.

First half - Touchdowns - 1X2: You must predict the outcome of the first half in terms of touchdowns scored. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

First Half - Essays - Double Chance: You must predict the outcome of the first half in terms of essays. 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).

First Half - Touchdowns - Draw No Bet: This betting market consists of the following: in order to define a bet as a winner, there must necessarily be a winning team on the touchdowns, which means that if the first half ends in a tie, the money bet will be returned. For example, if the first half ends in a tie on the number of touchdowns, the bet will be void.

First Half - Touchdowns - Handicap: A bet in which the winner of the first half in terms of successful touchdowns must be decided by a respective goal margin. The correct score is added to or subtracted from the proposed handicap attempts, and after this operation it is decided who wins: home team, draw or visiting team.

First Half - Touchdowns - Handicap (3-Way): a bet in which the winner of the first half in terms of successful touchdowns must be decided by a respective goal margin. The correct score is added to or subtracted from the proposed handicap attempts, and after this operation it is decided who wins: home team, draw or visiting team.

First Half - Touchdowns - Odd/Even: You must predict whether the result of the first half in terms of touchdowns is even or odd, if the result of the match is "0:0", the bets are considered "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.

Essay markets:

Touchdown - 1X2: You will have to predict the outcome of the whole match in terms of touchdowns scored. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Touchdown - Double Chance: You will have to predict the outcome of the whole match in terms of touchdowns 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).

Touchdown - No bet draw: This betting market consists of the following: in order to define a bet as a winner, there must necessarily be a winning team on the touchdowns made, which means that if the match ends in a draw, the money bet will be returned. For example, if a final score on touchdowns results in a draw, the bet will be void.

Touchdown - Handicap: a bet in which the winner of the match in terms of successful touchdowns must be decided by a margin of goals. The correct score is added to or subtracted from the proposed handicap tries, and after this operation it will be decided who wins: home team, draw or visiting team.

Touchdown - Handicap (3-Way): a bet in which the winner of the match on touchdowns made must be decided by a respective goal margin. The correct score is added to or subtracted from the proposed handicap tries, and after this operation it will be decided who wins: home team, draw or visiting team.

Essays- Total essays: You must predict whether the total number of touchdowns scored during the match will be above or below the indicated range.

Touchdowns - Total number of team touchdowns: You must predict whether the total number of touchdowns scored during the match by the home team or the away team will be above or below the range indicated.

Touchdowns - Odd/Odd: You must predict whether the outcome of the match in number of touchdowns is an even or odd number, if the outcome of the match is "0:0″, the bets are considered "even".

Markets Final result for Rugby/Rugby League:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Regular Season Wins - Team: You need to predict how many wins (over/under) the mentioned team will collect, based on the official standings of the competition.

Regular season most losses - Team: You must predict how many losses (over/under) that team will collect, based on the official standings of the competition.

H2H - Winner: You must predict which of the two teams indicated will qualify for the qualifying round or play-off round.

Who makes it to the Grand Final: You must predict whether the selected team will make it to the Grand Final (Yes) or not (No) during the tournament, based on the official ranking of the competition.

Will make Playoffs: You must predict whether the selected team will make the playoff (Yes) or not (No) during the tournament based on the official ranking of the competition.

Top4, Top6, Top8: You must predict whether the selected team will finish in that position at the end of the competition.

Motor Sports

The outcome of a bet on a Formula 1/ Nascar/ Indy Car/ Rally event is based on the first official results published. Decisions taken by the official federation (including but not limited to the FIA) affecting or altering the result obtained on the competition 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 is not ready to start the race from the pits, the bet will be void and the stake will be refunded, If a race is suspended and there is no official declared result, all bets on that race will be void.

Motorsports markets:

Winner (Race): Predict that the selected driver will be the winner of the race.

Winning Constructor (race): You must predict which team the winning driver belongs to.

Margin of victory (race): You must predict which team/driver will win the race with the margin applied.

Group winner (race): Predict that the selected driver will be the winner of the selected group during the race.

Top 3 (race): You must predict that the selected driver will finish on the podium.

Top 6 (race): You must predict that the selected driver will finish the race in one of the top six positions. To be considered the winner, the driver must complete at least 90% of the winner's laps, rounded to the nearest whole number of laps.

Top 10 (race): You must predict that the selected driver will finish the race in the top ten positions. To be considered the winner, the driver must complete at least 90% of the winner's laps, rounded to the nearest whole number of laps.

H2H (Race): You must predict which of the two drivers specified in the bet will get the best 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 entered in the bet is unable to participate in the race, the bet will be considered void.

Both cars receive points at the finish: You must predict whether both cars of the selected team will finish the race in the top ten positions.

Both cars classified: You must predict whether or not both cars of the selected team will be classified according to the official federation report (including but not limited to FIA)

Every driver wins 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 fastest lap.

First driver to make a pit stop: Predict which driver will make the first pit stop during the race.

Winner's grid position: Predict the starting grid position of the winning driver of the race.

Nationality of the winner: Specify the nationality of the race winner.

Classified/unclassified pilot: You must predict whether or not the driver will be classified according to the oficial federation (including but not limited to the FIA) report published after the main race. To be considered qualified, the driver must complete at least 90% of the winner's laps, rounded to the nearest whole number of laps.

Number of pilots classified: You must predict how many cars/drivers will be classified according to the federation report (including but not limited to FIA) published after the main race.

Fastest tour: You must predict which driver will complete the fastest lap during the main Grand Prix race.

First driver to retire: You must predict which driver will retire first during the main Grand Prix race. A driver who is disqualified or has had an accident is considered withdrawn. If two or more drivers retire during the same lap, they will be considered equal, regardless of the order in which they retired.

First manufacturer to retire: You have to predict which team will retire first during the main Grand Prix race. A driver who is disqualified or has had an accident is considered withdrawn. If two or more riders retire during the same lap, they will be considered equal, regardless of the order in which they retired.

Safety Car: You must predict whether Safety Care will come out on track during the race.

Virtual Safety Car: You have to predict whether the virtual safety car will come out during the race.

Winner (Pole): Predict that the selected driver will achieve the best position during the qualifying session.

Podium (Pole): Predict that the selected driver will finish 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 get the best position in the qualifying session.

Margin of victory (Pole): You must predict which team/driver will win pole position with the margin applied.

Group Winner (Pole): Predict that the selected driver will be the winner of the selected group during the pre-race qualifying session (Pole).

Winner (practice): Predict that the selected driver will achieve the best position during the practice session.

Podium (practice): Predict that the selected driver will finish the practice session in first, second or third position.

H2H (Practice): You must predict which of the two drivers specified in the bet will get the best position in the practice session.

Margin of victory (training): You must predict which team/pilot will win the training with the margin applied.

Championship winner (drivers and constructors): This will be determined on the basis of the total number of points scored by the drivers immediately after the podium presentation ceremony of the last Grand Prix of the season.

Driver/team comparison (overall): Predict which of two drivers/teams will set the best place in the current championship. If both drivers/teams score the same season points, 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 season placings will be taken into account to determine the winner.

Motorcycles

The result of a bet on a MotoGP, Moto2, Moto3, Superbike, Speedway event is based on the first official results published. Decisions taken by the official federation (including but not limited to the FIM) affecting or altering the result obtained on the competition field will not be taken into consideration.

Whenever a race is postponed or suspended, all related bets will remain valid if the event takes place before midnight on the day following the original match date. If it is not replayed or if it is not completed within the specified time frame, all bets related to that event will be considered void.

Motorcycle markets:

Winner (Race): Predict that the selected driver will be the winner of the race.

Podium (Race): Predict that the selected driver will finish on the podium (first, second or third position). H2H (Race): You have to predict which of the two drivers specified in the bet will get the best position in the race. If both drivers either retire or are disqualified on the same lap, this type of bet will be considered void.

Winner (Pole): Predict that the selected driver will achieve the best position during the qualifying session.

Podium (Pole): Predict that the selected driver will finish 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 get the best position in the qualifying session.

Best in Group (Race,Pole): You have to predict which driver will get the best position in the selected group. If 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 published results. If a race is shortened or affected by weather conditions, bets will be settled based on decisions made by tournament officials.

If a race is officially cancelled, all related bets will be considered void. Whenever a stage race is postponed or suspended, all related bets will remain valid until the race is completed or cancelled. The winner of the race will be the first place on the podium. Any disqualification given after the race will not be taken into account when determining bets.

Cycling markets:

Winner: You must predict the winner of the race or competition.

Group winner: You must predict which of the cyclists included in the bet will get the best position in the group. If one or more cyclists in the group withdraw before the start of the race, all bets will be void.

Podium: You must predict that the selected cyclist will finish on the podium (first, second or third position).

Top 6: You must predict that the selected cyclist will finish the race in the top six positions.

Top 10: You must predict that the selected cyclist will finish the race in the top ten positions. H2H: You have to predict which of the two cyclists specified in the bet will get the best position in the overall classification. 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 cyclists withdraws or is disqualified during one of the stages of the race, the remaining rider will be considered the winner.

If both competitors do not make it to the next round, the bet will be void.

Stage winner: The winner of the stage will be the winner of the first place on the podium. Any disqualification will not be taken into account when determining bets.

Non-participants: If a competitor withdraws from the competition or is disqualified when the race or stage has already started, bets on that competitor will be settled as Lost.

Matchmaking bets - by stage and overall ranking: At least one competitor or team must finish the stage or race for the matchmaking bet to be valid. If both do not finish the stage or race, all bets will be void.

Winter Sports

Refers to winter sports such as cross-country skiing, downhill skiing, ski jumping, biathlon, bobsleigh, freestyle skiing, figure skating, snowboarding, skeleton, speed skating, short track speed skating, curling, luge, Nordic combined, etc. Podium positions will 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 ruling organisation.

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 its originally scheduled start time or an official result is declared by a regulatory organization within 48 hours. If, for any reason, an Olympic competition or World Championship is postponed or cancelled, all bets on that event will be void. Unless the event takes place before the closing ceremony of the games.

Winter sports markets:

Winner: You must predict the winner of the competition.

Podium: Predict that the selected contestant will finish on the podium (first, second or third position). H2H: If one of the two participants does not start, the bets will be void. If no 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 competitors fails to finish and the other does not qualify after the preliminaries, the winner will be the highest placed competitor from the preliminaries.

If no entrant qualifies from the preliminaries, the winner will be the highest placed in the preliminaries. If one of the participants fails to finish after passing the preliminaries and the other fails to pass the preliminaries, the first mentioned will be the winner.

Winning Group: You must predict which of the specified competitors for this bet type will get the best finish in the event. If none of the contestants complete the contest, the winner will be the one with the best time in the previous round.In the case of two-round contests, if both contestants withdraw in the first round, the bet will be declared void.

Boxing/MMA

The ringing of the bell is the signal to start the first round for betting purposes. When one of the fighters cannot answer the bell for the next round, then the other fighter will be considered the winner of the previous round.

In boxing, a round is considered to be completely played when 1:30 minutes of the round is played. In MMA, a round is considered fully fought when 2:30 minutes of the round is played.

If a fight is declared a "No contest", all bets will be void except for bets that have already been settled by the time the event progresses.

Tie or technical tie: Tie is a tie on points. Technical draw is when the referee stops the fight before the start of the fifth round for any reason other than knockout, technical knockout or disqualification.

Knockout: A knockout is when a fighter does not get up after counting to 10. Technical knockout is when the 3 knockout rule applies or if the referee so decides. Any retreat into the corner will be considered a technical knockout, unless the fight is decided by judges' points or if it is declared "No contest".

Technical Decision: Is determined by the referees' point scorers at any time other than at the end of the fight.

Boxing markets:

Winner (1,2): It is a bet of one fighter against another in which the winner must be chosen.

Winner (1X2): You must predict the outcome of the entire match. There are 3 possible outcomes: 1 (fighter 1 wins), X (draw), 2 (fighter 2 wins).

Total number of rounds: Bet in which the number of rounds reached in each match must be specified.

Winning method : You have to predict who will win and in which way (KO, decision) or draw.

Will fight to the end (yes/no): You must predict whether the fight will go to the end (players play all rounds to the end, no knock-outs/deciders).

Winner and exact rounds: You must predict who will be the winner and in how many rounds (or decisions), or draws.

Winner and range of rounds: You need to predict who will be the winner and exactly in what range of rounds (or decision), or draw.

Volleyball

A volleyball match has no 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 is over.

If a match is not completed, the bets at the end of the matches will be cancelled and the stake will be refunded, but if the betting markets have been established, this will not happen as it is the balance of the live game.

Main markets:

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

Winner: Specify whether the winner of the match will be the home team (1) or the visiting team (2)

Handicap point: You must predict the winner of the entire match (in points won) by adding or subtracting the indicated range to the match result (in points).

Total points: This consists of predicting whether the total points scored by both teams will be higher or lower than the number indicated in the chosen betting market.

Exact sets: This is the prediction of whether the total number of sets played in the match will be higher or lower than the number indicated in the chosen betting market.

Will there be a 4th set: (Yes - No) the 4th set of the match will have to be played.

Will there be a fifth set: (Yes - No) the 5th set of the match will have to be played to determine the winning team

Correct Score: You must predict the correct score of the match in terms of the number of sets won by each team.

Home team wins a set: You must predict whether the home team will win at least one set.

Guest team wins a set: You must predict whether the guest team will win at least one set.

Home team wins exactly one set: You must predict whether the home team will win exactly one set. Guest team wins exactly one set: You have to predict whether the guest team will win exactly one set. The home team wins exactly two sets: You must predict whether the home team will win exactly two sets. The guest team wins exactly two sets: You must predict whether the visiting team will win exactly two sets.

How many sets will be decided by extra points?: Predict how many sets will go to extra points (set winner has more than 25 points).

Xth set - Nth point: You have to predict which team will win the Nth point in set X.

Set markets:

Set 1/2/3/4/5 - Winner: Predict whether the winner of the set will be the home team

(1) or guest (2)

Set 1/2/3/4/5 - Total Points: Predict whether the total points accumulated by both teams in a given set will be above or below a certain market number.

Set 1/2/3/4/5 - Handicap Point: You must predict the winner of said set (in points won) by adding or subtracting the indicated range to the match result (in points).

Set 1/2/3/4/5 - Odd/Odd: Predict whether the total number of points accumulated by both teams in the match or set will be even or odd.

Set 1/2/3/4/5 - first to X points: You have to predict which team will get to X points first for the set.

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Top4, Top6, Top8, Top10: You must predict whether the selected team will finish in that position at the end of the competition.

Beach Volleyball

Beach volleyball - Beach volleyball is a team sport played by two teams of two or more players on a sand court divided by a net. Similar to indoor volleyball.

A beach volleyball match does not have a specific 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 does not finish, all bets based on the final result will be considered void, except in markets where the result has already been determined.

Main markets:

Winner: Specify whether the winner of the match will be the home team (1) or the visiting team (2)

Exact sets: This is the prediction of whether the total number of sets played in the match will be higher or lower than the number indicated in the chosen betting market.

Correct Score: You must predict the correct score of the match in terms of the number of sets won by each team. Handicap point: You must predict the winner of the entire match (in points won) by adding or subtracting the indicated range to the match result (in points).

Total points: This consists of predicting whether the total points scored by both teams will be higher or lower than the number indicated in the chosen betting market.

How many sets will be decided by extra points?: Predict how many sets will go to extra points.

Set markets:

Set 1/2/3/4/5 - Winner: Predict whether the winner of the set will be the home team

(1) or guest (2)

Set 1/2/3/4/5 - Total Points: Predict whether the total points accumulated by both teams in a given set will be above or below a certain market number.

Set 1/2/3/4/5 - Handicap Point: You must predict the winner of said set (in points won) by adding or subtracting the indicated range to the match result (in points).

Set 1/2/3/4/5 - Odd/Odd: Predict whether the total number of points accumulated by both teams in the match or set will be even or odd.

Set 1/2/3/4/5 - first to X points: You have to predict which team will get to X points first for the set.

Set 1/2/3/4/5 - point X: You must predict which team will score the first X points for the set.

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Darts

A game of darts is considered to have begun when the first dart has been thrown in the first round of the first set. If the declared number of sets is not completed, bets for the exact result will be void. The highest possible score with three arrows is 180, obtained when all three arrows fall in triple 20 (the term can be found in many markets).

Main markets:

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Set Handicap: You must predict the outcome in terms of sets won by each player, adding or subtracting the difference specified in the bet to the final result.

Total 180-point shots: You must predict whether the total number of 180-point shots made in the game by both players will be above or below the range indicated.

Most 180-point shots: You must predict which player will get the most 180-point shots in the game (or if it will be a tie).

180 Handicap: You must predict the outcome in terms of 180-point rolls made by each player by adding or subtracting the difference specified in the bet to the final result.

Home team total 180: You must predict whether the total number of 180 point shots made in the game by player 1 will be above or below the range indicated.

Guest team total 180: You must predict whether the total number of 180 point shots made in the game by player 2 will be above or below the range indicated.

Set Handicap (3 way): You must predict the outcome in terms of sets won by each player, adding or subtracting the difference specified in the bet to the final result.

Correct score (in sets): You have to give the correct set score of the whole match.

Player who scores a 180: You must predict which player will get the 180 you select in the match (or if there will be none).

Fast markets:

Winner of the Xth set - the Nth leg: You must predict which player will win the Nth leg of the X set.

Set X - correct score (in leagues): Predict the correct score in leagues in the set.

Set X - handicap to leg: You must predict the winner of said set (in leagues) by adding or subtracting the indicated range to the match result (in leagues).

Set X - total leg: Predict whether the total number of leagues played in the given set will be above or below a certain market number.

Set X - odd/even ties: Predict whether the total number of ties played in the given set will be even or odd.

Set X leg X - total arrows: You must predict whether the total arrows thrown by a player to win a particular leg will be greater or less than the range shown.

Set X Leg X - the best player who scored on the xth visit: You have to predict which player will score more points in a given roll.

Set X Leg X - x-th throw point range: You must predict what the point range of a specific player's throw will be.

Set X Leg X - control score x:y+: You need to predict whether the control score of a particular leg will be above or below 40.5 points

Set X Leg X - control colour: You need to predict whether the control colour of a particular leg will be red or green.

Set X - most 180's: You must predict which player will make the most 180's in that set (or if it will be a draw).

Set X - total rolls of 180: You must predict whether the total number of rolls of 180 points made by both players in the set will be more or less than the range indicated.

Set X - total 180 throws by the home team: You must predict whether the total number of 180 throws made in the set mentioned by player 1 will be above or below the range indicated.

Set X - total 180 throws by the guest team: You must predict whether the total number of 180 throws made in the set mentioned by player 2 will be above or below the range indicated.

Set X Leg X - any player scores a 180: You must predict whether any player will score a 180 in the set and leg mentioned (or if there will be none).

Set X Leg X- Home team scores a 180: You must predict whether player 1 will score a 180 in the set and leg mentioned (or if there will be none).

Set X Leg X- Guest team scores a 180: You must predict whether player 2 will score a 180 in the set and leg mentioned (or if there will be none).

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Top 2: You must predict the finalists of the given tournament, based on the oficial ranking of the competition.

Who will go the furthest: Predict which of the players mentioned will reach the next (or the same) stage.

Elimination stage: Predict in which round the selected player will be eliminated. extra time

Winning nationality: You must predict the nationality of the winner.

Winning half: You must predict which half (top/bottom) the winner of the tournament will come from.

Winning quarter: You must predict from which quarter (first/second/third/fourth) the winner of the tournament will come.

First time winner?: You must predict whether or not there will be a first-time winner.

Winner of quarter X: You must predict the winner of the said quarter (1/2/3/4).

Futsal (indoor football)

An indoor football match is considered official with 40 minutes of play. All matches will be decided by the final score of regulation time unless otherwise indicated. In order for bets to be valid, the regular time must be completed unless otherwise specified.

Bets will be valid for regulation time plus time added by the referee due to time lost due to injuries and substitutions. Overtime, golden goal and penalty shootouts are not valid for determining bets on the sport.

Futsal squares:

Winner - 1X2: For this, there can be three possibilities: that the home team wins (1), that the final score is tied (x) or that the guests are the winners (2).

Double Chance (1X-12-X2): betting market where the player can maximise his chances of winning by hedging with two outcomes: 1X (home win or draw), 12 (home win or away win) and X2 (draw or away win).

*If a match is played on neutral ground, the team named first is considered the home team.

Next goal: Bet to predict which of the two teams will score the next goal. You can also bet on 'no goal'.

Both teams will score: There are two possibilities (yes or no) for both teams to score at least one goal each.

Odd/even goals for home team, away team and total goals: The bet is to predict whether the total number of goals in a match will be even or odd. If the match ends in a draw, 0-0, it will be settled as an even number of goals. If the match is suspended, all bets on the match will be void.

Total (Home Team Total - Visiting Team Total): This consists of betting on the number of goals in a match scored by both teams or by each team individually. For example, you decide to bet on an 'Over', which means you bet on more than a certain number of goals. Conversely, if you are betting on an 'Under', then you are betting on a number less than a certain number of goals.

Who will win the rest of the match? (Live betting applies): This is a live betting market, bet on who will win the rest of the match. From the moment the bet is placed, the score is considered 0:0, regardless of the actual score of the match.

No bet draw: 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 bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Handicap: bet in which the winner of the match must be decided by a margin of goals. The correct score is added to or subtracted from the proposed handicap goals, and after this operation it will be decided who wins: home team, draw or away team.

Exact score or result: Bet on the exact result of a match, i.e. the exact score at the end of 40 minutes.

Margin of victory: In this type of bet, you predict which team will win and by how much of a margin.

Home team goal range: Predict, within a selected range, how many goals will be scored in total by the home team.

The goal range of the visiting team: Predict, within a selected range, how many goals in total will be scored by the visiting team.

Markets for the first half

First half - 1x2: You must predict the outcome of the first half. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

First half - which team wins the rest: Regardless of the actual score of the first half, at the time of placing the bet, the score of the event will be considered 0-0.

First half - goal x: You have to predict which team will score the next goal in the first half. There are 3 possible outcomes: 1 (home team scores), none, 2 (away team scores).

First half - handicap: You must predict the final result of the first half taking into account the handicap in brackets.

First half - total: You must predict whether the total number of goals scored in the first half will be above or below the line indicated.

Other markets

Overtime - 1x2: You must predict the outcome of the overtime. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Overtime - which team wins the rest: Regardless of the actual score of the overtime, at the time of placing the bet, the score of the event will be considered 0-0.

Overtime - xth goal: You must predict which team will score the next goal in overtime. There are 3 possible outcomes: 1 (home team scores), none, 2 (away team scores).

Overtime - total: You need to predict whether the total number of goals scored during overtime will be above or below the indicated line.

Shootout - winner: You must predict the winner of the tie-break.

Penalty shoot-out - xth goal: You have to predict which team will score the xth goal on penalties.

Snooker

If a match starts but does not finish for any reason, all bets placed on the final outcome of the match are void. For betting purposes, only balls that are "legally" entered will be counted, for example, when it is a foul ball, the entered balls will not be counted. Bets will be settled accordingly.

Snooker markets:

In the case of a re-rack in either set, the following rules apply:

Set winner: all bets are valid and will be settled according to the official winner of the frame.

Betting: all bets whose outcome has been determined before the re-rack will be valid. Any event after the re-rack will be irrelevant for betting purposes.

Determined bets: all bets for which the outcome has not been determined before the re-rack will be settled solely on the basis of the events that took place after the re-rack. Any event that occurred before the re-rack will be irrelevant for betting purposes.

All bets that relate to the final outcome of the set (e.g. total bets, odd/even bets) will be settled with the final outcome of the set.

Bet per set (exact result): Bet refers to the exact final result of the total sets played.

Set Winner: This bet refers to the winner of a particular set. This set must be completed for the bets to be valid.

Total: Predict the total number of points that will be won in the match.

First to reach 3 sets: Predict who will be the first to reach 3 sets. Some of the players need to reach 3 sets for the bets to be valid.

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Golf

The dead heat rule applies in markets where a tie selection is not explicitly provided for, such as 2 and 3 ball markets.

A dead heat is defined as an event in which there are two or more joint winning contracts. The dead heat rules state that the stake must be divided by the number of competitors involved in the dead heat and then set at 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 tee off (the place of the first shot). If a player withdraws after teeing off, then bets will be lost on straight, group, match or 18th hole bets.

In the event that a tournament is shortened for any reason (e.g. inclement weather), single bets placed prior to the last completed round will be settled to the player receiving the trophy if 36 holes have been completed in the tournament. If less than 36 holes have been completed or if straight bets have been placed after the last completed round, then the bets will be void.

Final Result/Antepost bets on any player who participates in a qualifying tournament but then fails to qualify for the main tournament will be considered a loser.

Skins tournaments will be subject to Dead-Heat rules where players win equal amounts of prize money at the end of the specified competition. If additional holes are played to declare a single winner, then they will be used for settlement purposes.

Golf markets:

Tournament winner: You must predict the winner of the tournament.

Group winner: You must predict which of the named players included in the bet will get the best final position in the tournament.

Podium: You must predict whether the selected player will finish in the top 3 places in the tournament, including ties.

Top 6: You must predict whether the selected player will finish in the top 6 places in the tournament, including ties.

Top 10: You must predict whether the selected player will finish in the top 10 places in the tournament, including ties.

Top 20: You must predict whether the selected player will finish in the top 20 players in the tournament, including ties

Top nationality Winner: You must predict which of the named players of the selected nationality included in the bet will achieve the best final position in the tournament.

Continental Top: You must predict which of the named players from the selected continent included in the bet will achieve the best final position in the tournament.

Winning Margin: Based on the number of strokes between the winning player and the second place finisher(s) (includes a price for the tournament to go to a play-off). If adverse weather conditions affect the tournament, then the rules will stand as long as at least 36 holes of tournament play are played.

There will be a Playoff?: You need to predict whether or not there will be a playoff (extra hole) in the mentioned round.

Will there be a Hole in one?: Refers to a Hole in one (a player makes a hole in one) that is recorded in the designated Rounds of a specified tournament. If adverse weather conditions affect the tournament, bets will remain valid as long as at least 36 holes of tournament play are played. If a hole-in-one is recorded, but 36 holes are not played, then the 'yes' option - 'make a hole-in-one' - will be considered a winner.

Best left-handed player: You must predict which of the named left-handed players included in the bet will get the best final position in the tournament.

Best former winner: You must predict which of the named players who have won said title in the past, included in the bet, will achieve the best final position in the tournament.

Player not eliminated (make the cut): To be/not to be eliminated - In order for bets to be valid, some eliminations must be made from the tournament. In the case of a tournament where there is a multiple elimination system, the determination will be defined by a player playing or not playing in the round following the first official elimination.

First round leader: You must predict which of the named players included in the bet will get the best final position in Round 1.

Round 1 Top X (5,10,20): You must predict whether the named players included in the bet will get the first X position in Round 1.

Final result, including Field: Non-Runner - no bets except Field. The price for "Field" includes all players that are not listed on this market. Bets are accepted for winnings only. The betting rules for the Final Result above apply.

Bets without a nominated player(s): Dead-Heat rules apply to winning bets unless the excluded player(s) does not win the tournament. Dead-Heat rules also apply to the placement side of Each-Way bets.

Group bets: The winner will be the player with the best ranking at the end of the tournament. Any player who does not pass the cut will be considered defeated. If all players do not make the cut, then the lowest score after the cut is made will determine the determination. Non-Runner - no wagering deductions will be applied under Tattersalls Rule 4(c). Dead-Heat rules apply, unless the winner is determined by a play-off.

In the event that a tournament is affected by adverse weather conditions, bets will be settled provided there is a deemed winner of the tournament and a minimum of 36 holes are completed. The winner will be the player in the lead at the end of the last completed round.

Final position of a designated player: In the event of a tie for a final position, the tied position will count. For example, a tie with 5 other players for 8th place will be considered to be in 8th place.

54, 72 and 90-hole match bets: If a tournament is affected by adverse weather conditions, bets will be settled provided there is a winner deemed to win the tournament and a minimum of 36 holes are completed. The winner will be the leading player at the end of the last completed round.

If one player misses the cut, then the other player is considered the winner. If both players fail to make the cut, then the lowest score after the cut has been made will determine the settlement.

If a player is disqualified or withdraws after starting, either before the completion of two rounds or after both players have passed the cut, then the other player is considered the winner.

If a player is disqualified during round 3 or 4, when the other player in the bet match has already missed the cut, then the disqualified player is considered the winner.

A price will be set for a tie, and in the event of a tie, bets on one player winning will be forfeited.

Tournament matches: As above, but bets are void in case of a tie.

Six shooter: Dead-Heat rules apply. Rule 4 may apply in the case of a non-runner. Players who start but do not finish their round will be considered losers.

Five shooter: As above, but with five golfers grouped together.

Bet on 18 holes: The winner will be the player with the lowest score on 18 holes. Players are in pairs of two, they may or may not play together.

18 holes - two and three ball bets: Bets stand after players have played the first hole. If a round is abandoned, then bets on that round are void.

Bets on 2 or 3 balls will be valid regardless of whether the actual pairs/groups may be different. For tournaments using the Stableford scoring system, the winner is the player with the highest number of points during the round. Non-Runners - bets on 2 and 3 balls are void. In 2-ball bets, if there is no tie price, bets will be void in the event of a tie. If a price is set for a tie, it will govern the settlement. Dead-Heat rules apply to 3-ball bets.

For all other bets involving groups of more than 3 players together on 18 holes (e.g. 7-ball, 9-ball, etc.) Dead-Heat rules apply. Non-Runner no bet. Deductions will be applied in accordance with Tattersalls Rule 4(c).

Fourball: Bets are valid after both pairs have teed off on the first hole.

Handicap Betting: Deduct the handicap from the final total to determine the winner. The tournament must be completed or the bets are void. Any player who does not pass the cut will be considered defeated. All place conditions in Rule 4 and PS will apply for those who did not run. The tie-breaking rules apply.

Mythical matches: the winner will be the player with the lowest score after 18 holes. If the scores are tied after 18 holes, the bets will be void.

The player who shoots the lowest round Dead-Heat rules apply.

Individual player score

The line can be adjusted during the game. All bets will be void if the player does not finish the round.

Next handicap hole - 3 balls: Where applicable, Dead heat rules apply. All bets will be void if all 3 players do not tee off on the nominated hole. Settlement of bets is made when players leave the green.

Next hole winner - 2 balls: All bets will be void if both players do not tee off on the nominated hole.

Settlement of bets is made when players leave the green.

Next hole total: Bets are settled based on the combined score of the players mentioned on that hole. All bets will be void if all players do not finish the nominated hole. Settlement of bets is made when players leave the green.

The selected player's score on the next hole: All bets will be void if the player does not finish the nominated hole. Settlement of bets is determined when the player leaves the green.

End of round leader: You must predict who will lead at the end of said round. Dead-Heat rules apply.

Match markets: If a match does not start (e.g. the player is injured or disqualified before the start of the match), then all bets on that match will be void.

Bets on markets that can be settled using official tournament and match results (including the correct final match score and individual match bets) will be settled using these results. This includes when a match ends early, either by player agreement or due to injury.

All other markets in which a match ends before the 18 holes are completed (e.g. by agreement), such as the match score, will be settled as if the remaining unfinished holes were ties. For example, a player who has 2 on hole 13 when the match ends will be considered to have won by 2 and 1 (on hole 17). Unfinished bets on a single hole will be void.

Greensome: Bets based on the outcome of the official tournament.

Foursome: Bets are valid after both pairs have teed off on the first hole.

36-hole match bets: Will settle for the player with the highest finish at the end of 36 holes. If the number of rounds played is reduced, e.g. due to bad weather, bets will be settled provided a player has won the trophy (bets will be valid as long as there is a winner deemed to have won and a minimum of 18 holes are completed).

If a player is disqualified or withdraws after starting before the end of two rounds, then the other player is considered the winner.

A price will be set for a tie, and in the event of a tie, bets on one player winning will be forfeited.

Markets for the Ryder Cup/Solheim Cup/Walker Cup/Warburg Cup/Presidents Cup and any other "International Matches", including Final Result, Draw No Bet, Handicap, High Scorer, Fair Score markets, will be set according to the official result unless otherwise specified. In the President's Cup, "To lift the trophy" (no tie-breaker option), dead-heat rules apply.

Singles matches: If an individual match ends in a tie, the bets will be void.

Fair scoring markets: All scheduled matches must be completed in full for bets to be valid, regardless of whether matches are rescheduled.

Leader Markets (day): Settlement will be based on the score after the number of scheduled matches, regardless of whether matches are carried over.

Leader Markets (in day format): Settlement will be based on the score after the number of matches scheduled in the specified format, regardless of whether matches are carried over.

Matches with most matches: Markets will be set throughout the tournament. If an individual match ends in a tie, then the bets will be void. Bets will stand once the player has made the first shot.

Winning score - settlement will be made at the completion of 72 holes (or 90 for tournaments, if applicable), otherwise bets are void.

Win/not win a major - The 4 major tournaments are the US Open, US Masters, USPGA and British Open. Enhanced Win - Refers to final result bets in tournaments.

Matches will reach the 18th hole: The scheduled number of matches must start for the betting to have action. The number of matches in which both teams started on the 18th hole will be used to determine the number of matches.

Team that scores the first full point: For the purposes of scoring, the winner will be the first team to win a scheduled match and therefore score a full point. If each scheduled match ends in a tie, 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 innings of a match played in a single innings (e.g. T10, T20 events) are considered full-time markets for the purposes of the result. In a match with two halves (e.g. Test Series), the markets for the first and second halves will correspond to each half for the purposes of the result and the aggregate markets for the whole time will not include any half in the description of the markets.

If a match is cancelled before any play has taken place, then all markets are considered void unless the match is replayed within 48 hours of the original start time. If an over (a series of consecutive balls bowled by a bowler) is not completed, all unplayed overs on that specific over are considered void unless the innings has come to a natural conclusion, e.g. declaration, team all out, etc.

Some tournaments can last up to 5 days (e.g. Test Series). Decided markets will be instant results, any markets that require an event to be fully completed (e.g. Winner, Handicap) will be results after the events are officially announced as closed.

In some events, the Duckworth-Lewis method may be applied by officials to determine the winner. The Duckworth-Lewis-Stern (DL) method is a mathematical formula designed to calculate the target score for the team batting second in a game interrupted due to weather or other circumstances.

If the markets remain open with an incorrect score that has a significant impact on prices, we reserve the right to cancel bets.

In the event that a match is reduced in overtime for one or both teams (e.g. from 50 to 35 overtimes due to adverse weather conditions) we reserve the right to cancel any unresolved bets placed on the original format and adjust the odds and markets/lines accordingly to be offered again based on the new format.

Cricket Markets

Winner (including super over): Predict the winner of the match (result includes super over).

Total (over/under): Predict whether the points will be above or below a certain figure for the whole event.

Asian Handicap: Predict who will win the handicap match (no draw).

1X2: Predict the winner of the match (result does not include super over). Available options: hosts, draw, guests.

Correct score: Predict what the score will be at the end of the game.

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).

Who scores the most fours (4 point ball): Which team will score the most fours. Four points are scored if the ball bounces or rolls down the court before it reaches or passes the edge of the court. If it does not touch the edge of the field, it must touch the ground beyond.

Who scores the most Sixes: Which team will score the most Sixes. Six is a term in cricket that means the ball flies over the boundary without touching the ground inside the field, which credits the batsman with batting in 6 overs instead of 4.

Total (Over/Under) - Four games: Will be the total number of fours scored in the game under/over a given line.

Total (Over/Under) - Games of Six: This will be the total number of sixes scored in the game under/over a particular line.

Total (over/under) - Home team/guest team: Specify whether the number of points will be above or below a certain number in the entire event for the Host/Guest team. The result includes super over.

Odd/Odd: Predict whether the Total Points scored in a specified time period will be an even or odd number.

Home/host team odd/even: Predict whether the Total Points scored in a specified time period will be an odd or even number for the home/host team.

Biggest opening partnership: which team will score the most runs before losing their first wicket.

First Wicket Method: Predict what the first wicket method will be. Available options are Caught, Out, LBW, Run Out (removing a player before they reach the defined perimeter of the goal in the process of scoring points), Stumped (removing a player on a kick following a goal knockdown) or anything else (including sent out/removed).

6-way disposal method: what will be the disposal method. Available options are Caught, Out, LBW, Run Out (removing a player before they reach the defined perimeter of the goal in the process of scoring points), Stumped (removing a player on a kick following a goal knockdown) or anything else (including sent out/removed). If no more wickets fall, all bets will be void.

Elimination method: The next elimination will be a catch or not. The available options are: trapped, untrapped.

Points for a witchet fall for the Home/Host Team: The total number of points for the home/guest team after hitting the other team's wicket.

Over at the fall of a wicket Home/ away team: Specify in which over the host/host team's next wicket will fall. For example, if a wicket falls after 6.2 overs, the settlement is made in the 7th over. If a bet amount can be established, it will be settled accordingly. E.g. if a team leaves the field due to an interruption during an over of 15, then previous overs lower than this will be settled. However, overruns greater than this will be cancelled.

Odd/Even Point Total in Over: Predict whether the Total Points scored during a given over will be an odd or even number.

Total odd/even points in the Over - Home/off team: Specify whether the total points scored during a given overtime will be an odd or even number for the home/ away team.

Total points in Over: Predict whether points will be higher or lower than a certain number on a given over. For bets to be valid, the over must be completed unless the outcome is already decided.

Total points in Over - Home/ away team: Predict whether the number of points will be higher or lower than a certain number on a given over for the home/host team. For bets to be valid, the over must be completed unless the outcome is already decided.

Total points in the Over - Home/Off team First innings: Predict whether the number of points will be higher or lower than a certain number in a given over for the home/off team in the first innings. For bets to be valid, the over must be completed unless the outcome is already decided.

Total points in the Over - Home team/over in the 2nd half: Predict whether the number of points will be higher or lower than a certain number in a given over for the home/ away team in the 2nd innings. For bets to be valid, the over must be completed unless the outcome is already decided.

Wicket in the Over - Home/Off team: Predict whether or not there will be a wicket in a particular over for the home/host team. If a half ends during an over, then that over will be considered complete unless the half ends due to bad weather, in which case all unplayed bets will be void.

Points in Action X - Home/Host Team: Predict whether the number of points for the home/host team in Action X will be above/below a certain line.

Who wins the coin toss: Predict which team will win the coin toss at the start of the game.

50 points will be scored in the match: Predict if there will be at least one player who will score 50 points or more. If a match is reduced to extra time and an official match result is available, all bets will stand. In the event of an interruption and a match not resumed within 48 hours, all undecided bets will be void.

One hundred points will be scored in the match: Predict if there will be at least one player who will score 100 points or more. If a match is reduced to extra time and an official match result is available, all bets will stand. In the event of an interruption and a match not resumed within 48 hours, all undecided bets will be void.

Most points (run out): Predict which team will have the most points (run out). A run out usually occurs when the batsmen try to run between the wickets, and the fielding team manages to get the ball to within one wicket

before the batter has reached that end. If a match is abandoned for any reason, all undecided bets will be void unless a deal has already been made. If a match is reduced in the number of overs and a match result is reached, then the team that has scored the most points during the game, regardless of the number of overs played, will be the winner.

Best batsman - Home/host team: Predict who is the best batsman for the home/host team. The winner is the one who scores the most points for the home or away team. Those who started the match but did not beat are considered losers. Bets placed on any player not participating in the match will be void. If more than one player scores the same number of points, the player with the best score ratio will be declared the winner.

Best bowler (bowler) - Home/host team: Predict the best bowler for the home/host team. The winner is the one with the most wickets. If two or more players have the same number of wickets, the player with the lowest number of wickets is considered the winner. If all bowlers have 0 wickets, then all bets are off. Bets placed on any player not participating in the match will be void.

Man of the Match: Predict which player will be the best player of the match. Bets will be settled on the player declared official for the match.

The shooter who will score 50 points in this game: Predict which player will score 50 points in the match.

Highest score in the first 6 overs: Predict which team has the highest total score by comparing the first 6 overs for both teams. If both teams have the same number of points, bets will be void.

The player who scored the most Sixes: Predict which player will score the most Sixes in the game. If more than one player gets the same number of Sixes, the player with the best score ratio will be the winner.

Highest individual score: Specify whether a player's highest individual score in points will be above/below a certain line.

Total (Over/Under) Wide: Predict whether the number of Wides (balls that go so far past the batsman that they can't hit) bowled in the match will be over/under a certain line.

Total (over/under) Duck: Predict whether the number of Ducks (a batsman is out without scoring any runs) in the match will be over/under a certain line. Total (Over/Under) Wicket: Predict whether the number of wickets taken in the match will be over/under a certain line.

Total (over/under) Extra: Predict whether the number of Extras (uncounted runs batted in) in the match will be over/under a certain line.

Fall of First Wicket: How many runs will be scored at the fall of the first wicket.

Fall of the first wicket - Home/ away team: How many runs will the home/host team score at the fall of the first wicket.

Team with the best batsman: Predict in which team the best batsman of the match will be.

Team with the best bowler: Predict which team will have the best bowler of the match.

Total (over/under) Best Batsman: Predict whether the points score for the best batsman will be over/under a certain line.

First half Over X Elimination - Home/guest team: Specify whether there will be an elimination in the X over of the first half for the home/host team.

Highest scoring over - total (over/under): Predict whether the score in the highest scoring over will be over/under a particular line.

Total (Over/Under) Run Outs: Predict whether the number of run outs will be over/under a certain line.

Handicap Match: Which team will win the wicket and run handicap match.

Who wins the coin toss and the match: Which team will win the coin toss and the match.

Total (Over/Under) First Over: Predict whether the points score on the first over will be over/under a certain line.

Will the game go to Super Over?: Predict if there will be a Super Over in this game.

Tie: Predict whether a match will end in a tie in regulation time. It is a tie when, at the end of the game, both teams have completed their halves and the scores are tied.

Match completed: Predict whether the match will be completed. A match is considered completed if there is an official result.

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Series winner: you have to predict which team will win the series (a few games)

Computer Games

General rules.

All e-sports markets are based on in-game scoring events or results at the end of a scheduled match/race. All settlements will take place using the official score and results that are declared on the official video stream or in-game stream of the respective matches.

All match dates and start times displayed for Esports matches are indicative only and are not guaranteed to be correct. Bets will stand if a match is recorded with an incorrect date and/or time.

If a match is suspended/postponed and not rescheduled to a later time within 48 hours of the scheduled start time, then all bets on that match will be void.

If a player/team/tournament name is misspelled, all bets will stand, except for

if it is obvious that the misspelled name is the same as that of a different entity.

If a team name is changed due to a team leaving the organization, joining another organization, or due to an official change of team name, all bets will remain valid.

If the event organizer allows stand-ins and there is an official result, all bets will be results as normal.

If the result of a match is cancelled by the organiser due to unforeseen circumstances - such as cheating - all bets on that match will be void.

If a match has been declared a winner by the tournament organizer by a no-show (walkover), all bets will be void.

If a team withdraws during a match, only bets on completed individual maps will be considered. Match markets, secondary match markets and all other undecided map markets will be cancelled.

All markets take into account extensions unless otherwise specified in the market name.

If the format of the match is changed or differs from the one being played, we reserve the right to void all bets.

If the match date is listed incorrectly, we reserve the right to cancel all bets.

If a match is played before the scheduled start date/time, all bets placed after the actual start of the match will be refunded. All bets placed before the actual start of the match will stand.

If a match or map is replayed due to an organiser or technical problems, all undecided markets will be cancelled and replayed matches or maps will be treated separately as a new match.

If the final length/duration of the game is the same as a certain threshold, it is resolved as FINISHED.

If an event involves the same two players or teams playing more than one game or map, 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, the bets on the unplayed games or maps are void and the stakes are refunded.

Dates and start times are for information purposes only and may be incorrect.

If an event is cancelled, postponed or interrupted and is not completed within 48 hours of the originally scheduled start time, bets on that event are void and stakes are refunded. However, matches or maps ending within 48 hours are normally settled, even if other matches or maps that should have been part of the same match are cancelled or postponed later.

Bets are settled based on the official broadcast of the game by the publisher or event organiser. If the transmission shows a counter of rounds won, kills, dragons, turns, etc., it will generally be used to settle the relevant bets. If the outcome of a bet is not clear from the broadcast or if there is no broadcast, then the game's statistical API will be used, if available.

In the case of indexed or numbered markets (such as the winner of a specific round in Counter Strike: GO, or the team that scored a certain number of kills in League of Legends or DOTA2), the index determines the goal that counts. Words such as "next" in the market name are not guaranteed to be accurate, as transmissions may be delayed and the index may not always advance accurately when a target is reached or a round is completed. Therefore, all bets are settled at the numbered round or at the specified target, regardless of any other wording in the market name or when the bet was placed.

If the scheduled number of rounds or maps is changed or if the markets are calculated incorrectly based on a different number of rounds or maps than actually scheduled, then bets on the winning margin (including handicap), total number of rounds/maps, correct scores, etc. are void and stakes are refunded.

Bets for the map winner and match winner remain valid. If a map is not played or is assigned to a player or team by transfer or no-show without the game having started, all bets on that map and the match as a whole are void and the stakes are refunded. Betting only refers to maps that are played stand. A map is considered to have started as soon as the game clock starts or if one of the teams or one of the players takes a game action related to that map, including selections, bans and weapon purchases.

Counter Strike:GO Rules

Most map bets are based on the number of rounds scheduled (usually the best of 30), excluding extra rounds played in the event of a tie. However, if a map winner's market is offered without a "draw" selection, then it is settled in favor of the overall map winner, including overtime if played.

Title-specific vocabulary:

  • T/CT (Terrorists/Counterterrorists): specified team name title Dark/Light
  • Round: Team wins rounds to win the map. The round is won when 1) one team eliminates the other 2) by the terrorists when they manage to detonate the bomb 3) by the counter-terrorists when the bomb does not explode within 120 seconds of the start of the round. The first team to get 16 rounds wins the map.
  • Overtime: In the event of a tie on the cards (15:15), the first extra round is played in Bo6 format. In the event of another draw (18:18), the next overtime will be played with the same rules. This process is repeated until one team wins overtime. The rules on extensions may be tournament specific.
  • Gun round: Round of 1. and 16. on a given map.

Dota2 Rules

For bets involving towers, all towers destroyed are considered destroyed by the opposing team, even if the last hit was made by a minion.

For bets involving barracks, all destroyed barracks count as destroyed by the opposing team, even if the last hit was by a minion. The distance and body bars in each pair are considered separate bars, so each team has a total of six bars.

For bets involving kills (other than "First Blood"), the official broadcast or API of the game, if available, is definitive in determining whether the death of a champion counts as a kill. For example, if a champion is killed by a rook or minion without the involvement of an enemy champion, this may not be recorded as a kill in the transmission, in which case it will not count as a kill for betting purposes.

For First Blood bets, the submitted or official API score must record the kill as First Blood. If, for example, a kill is declined by a teammate, it may not be counted as First Blood (regardless of whether it is recorded as a kill in the running kill counter), in which case it will not count as First Blood for betting purposes. For the avoidance of doubt, all kill markets other than First Blood are determined on the basis of the kill counter, but a kill recorded on the kill counter will only be considered First Blood if it is reported as such.

In the case of betting on Roshan, the team that scores the last hit on Roshan, as determined by the broadcast or the game API, if available, is considered to be the team that killed Roshan, regardless of which player raises the immortal's aegis.

For bets involving the next team to score a particular goal or the team to score the most of a particular goal, if the 'none' or 'draw' option is offered and is the winning outcome, bets on either team are losers. If no such selection is made and none of the teams are winners, all bets on the market are void and the stakes are refunded.

If a team surrenders, bets remain valid and are settled as follows. For bets involving the map winner, the winning team is the team that did not surrender. Bets involving Roshan, barracks and kills are set according to the situation at the time the surrender takes place. Bets involving turns are settled as if the winning team had destroyed the minimum number of extra turns theoretically required to win the game normally from the position in which the surrender occurred. For example, if the winning team destroyed all level 1 towers and one level 2 tower, they would 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 ancient towers to win the game normally from that position.

Definitions specific to the title:

  • Antic: The main objective of the map. The first team to destroy the opposing team's Antique wins the map.
  • GG: This allows the relevant team to hand over the map when it is typed in all chats.
  • Dire / Radiant: Specific title of the name of the opposing teams Dark / Light
  • Kill: Dark/Light team score, showing how many times members of the opposing team have been killed.
  • Aegis: An object that appears after the game objective Roshan is killed. It can be picked up by a player.
  • Turn: A team-specific game objective that can be destroyed by the opposing team.
  • Barrage: A team-specific play goal that can be destroyed by the opposing team.

League of Legends (LoL) Rules

For bets involving towers, all towers destroyed are considered destroyed by the opposing team, even if the last hit was made by a minion.

For bets involving inhibitors, all inhibitors destroyed are counted as destroyed by the opposing team, even if the last hit was by a minion. For bets involving the number of inhibitors destroyed, each of the six inhibitors counts only once, even if it is destroyed, reignites and is destroyed again. For bets involving the next inhibitor destroyed, each destruction of an inhibitor counts separately, even when it has reappeared and is destroyed a second or subsequent time.

For bets involving kills (including "First Blood", which in League of Legends is synonymous with the first kill on the map), the game's official broadcast or API, if available, is definitive for determining whether a champion's death counts as a kill. For example, if a champion is killed by a rook or minion without the involvement of an enemy champion, this may not be recorded as a kill in the transmission, in which case it will not count as a kill for betting purposes.

For bets involving the next team to score a particular goal or the team to score the most of a particular goal, if the 'none' or 'draw' option is offered and is the winning outcome, bets on either team are losers. If no such selection is made and none of the teams are winners, all bets on the market are void and the stakes are refunded.

If a team surrenders, bets remain valid 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 determined by the situation at the time the surrender takes place. Bets involving turns and inhibitors are settled as if the winning team had destroyed the minimum number of turns and/or additional inhibitors theoretically required to win the game normally from the position in which the surrender occurred. For example, if a defeated team's inhibitor is knocked out at the time of surrender, then no additional inhibitor is considered to have been destroyed. If no inhibitor of the losing team is knocked down, then the winning team is considered to have destroyed another inhibitor, with priority given to an inhibitor that has already been destroyed, if such an inhibitor exists and has reappeared. 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 to win the game normally from that position.

Title-specific vocabulary:

  • Nexus: the main focus of the map. The first team to destroy the opposing team's Nexus wins the map.
  • Kill: The blue/red team's score, showing how many times members of the opposing team have been killed.
  • Turret: a team-specific game objective that can be destroyed by the opposing team.
  • Inhibitor: a team-specific game objective that can be destroyed by the opposing team.
  • Dragon: a game objective, can be killed by players.
  • Baron: a game objective, can be killed by players.

General markets*

*One or more of the markets in this section can be found on various E-sports titles that are offered on our sports betting platform. Some of these titles are KoG (Kings of Glory), Rainbow Six, Starcraft, WoW (World of Warcraft), VALORANT, GoW (God of War), HALO, HOTS (Heroes of the Storm), Rocket League, SMITE.

Winner (1,2): Determine the winner of the game (x maps) based on the number of maps offered in the event.

Winner (1X2): Determine the winner of the game (x maps) based on the number of maps offered in the event or if the match ends in a draw.

Map handicap: a bet in which the winner of the match must be decided by a respective map margin. The correct score is added to or subtracted from the proposed handicap maps, and after this operation it is decided who wins: the home team or the visiting team.

Sample NomGaming vs Team Spotnet match:

Nom-Gaming (-1.5) ➔ This market refers to Nom (X) winning maps that give a handicap of 1.5, if the event ends 3-0 in Nom's favor, he would win the betting line, since the handicap we selected is 1.5, Nom continues on top with 1.5 - 0 in his favor.

Team Spotnet (+1.5) ➔ This market gives a 1.5 advantage to Team Spotnet in all maps set by the game, if the event ends 2 - 1, the winner would be Team Spotnet, as the 1.5 advantage gives them a score in their favour of 2.5, having an advantage over Team 1, with the final result being 2 - 2.5.

Total maps: This market refers to the number of maps the game will have.

Exact score (on maps): This market refers to the exact and final score of the match offering the options 0:2 - 1:2

2:0 - 2:1

First map - winner (including OT) - Second map - winner (including OT): This market only defines the winner of either the first or second map of the event, including overtime (OT).

First map - 1x2 winner: On this market we offer you the usual 3 options, which are (Hosts - Guests - Draw) and are defined according to the map currently being played.

CS:GO Markets

Winner: Determine the winner of the game (x maps) based on the number of maps offered in the event First map - total rounds (including OT):This betting market defines whether the map that is available will be over 26.5 rounds or under 26.5 rounds, including overtime that occurs in the event.

First map - round handicap (including OT): In this betting market you can give team X an advantage or disadvantage in relation to the total number of rounds the selected map has. Example match Ffamix vs Exdt: Ffamix(-2.5) ➔ This market refers to the fact that Ffamix will win the first round map even giving a disadvantage of

-2.5 points (if the map ends 20-10, with Ffamix in the lead, he would still win the betting line, as he has

would be left with a score in its favour of (17.5-10).

Exdt(+2.5) ➔ This market means that the Exdt player will win rounds with a +2.5 point advantage. If the final score was 15-15, the winner of these rounds is Exdt, who has a score of 17.5 points.

Map X Extensions (yes/no): Predict whether there will be extensions on Map X.

Map X - Winner of the first pistol round: Predict who will win the first pistol round on Map X.

Map X - Winner of the 2nd pistol round: Predict who will win the second pistol round on Map X.

Map X - The team that wins round N: Predict which team will win the Nth round of the 10th map.

10th map - the first to reach 3/6/9/12 rounds: Predict which team will finish first at 3/6/9/9/12 rounds in Map X.

Additional CS:GO markets

Team wins at least one map yes/no: if a certain team wins at least one map in a certain match.

Overtime Yes/No: whether or not overtime will be played.

Gun round winner (first, second gun round): which team (Terrorist/Counterterrorist) wins the specified gun round (1./16.)

Winner of the first half: which team (Terrorist/Counterterrorist) has the most rounds won after the first 15 rounds.

Winner of the second half: which team (Terrorist/Counterterrorist) has the most rounds won after the first 15 rounds and before the map ends in a tie or is won by a team.

Dota2 Markets

Winner: Determine the winner of the game (x maps) based on the number of maps offered in the Map X - First Aegis event:The bet payout is determined by the team that collects the Immortal Aegis and not the team that kills Roshan.

Map X - turn 1: In this betting market you can choose which of the two teams will destroy a turn first

HartaX - first shack:In this betting market you can choose which of the two teams will destroy a shack first.

First map - winner: This market defines the winner of the first map in regulation time only, not including overtime.

Second map - winner: This market defines the winner of the second map in regulation time only, not including overtime.

First map - kills, tie no bet: This market defines the winner of the first map if kills are obtained, clarificating that if the event ends in a tie, it is set as a draw.

First map - handicap kill: On this market we can advantage or disadvantage team X selected as the one with the most kills on the first map.

Total maps: This market refers to the number of maps the game will have.

Map handicap: a bet in which the winner of the match must be decided by a respective map margin. The correct score is added to or subtracted from the proposed handicap maps, and after this operation it is decided who wins: the home team or the visiting team.

Map X - Team to destroy the next tower: Predict which team will destroy the next tower on the map.

Map X - Team doing First Blood: Predict which team will do the first kill on the specific map.

Map X - The team that makes the most kills: Predict which team will make the most kills on that map (or draw).

Map X - Team that makes the next kill: Predict which team will make the next kill(#).

Map X - Team that kills the next Roshan: Predict which team will kill the next Roshan(#).

Map X - Total number of odd/even kills: You must predict whether the total number of kills in map X will be even or odd.

Map X - Total number of kills scored over/under: This market refers to the number of kills the map will have.

Map X - Total Roshans killed: This market refers to the exact number of Roshans killed that the map will have.

Map X - Total Roshan killed over/under: This market refers to the number of Roshan killed that map will have (over/under).

Map X - Total towers destroyed: This market refers to the exact number of towers that have been destroyed on the map.

Map X - Total number of towers destroyed over/under: This market refers to the number of towers that have been destroyed on that map (over/under).

Team to score a Rampage: You must predict which team (or no team) will score a Rampage. Rampage is a distinguished achievement by single-handedly killing 5 enemy champions in short succession - Team A/Team B. If there is no Rampage Kill on the map, the bet will be considered a loss.

Team that scored an Ultra Kill: You must predict which team (or no team) will score an ultra kill. An Ultra Kill is the single-handed kill of 4 enemy champions in short succession - Team A/Team B. If there is no Ultra Kill on the map, the bet will be considered a loss.

Map X - Over/under playing time: You must predict how many minutes Map X - Over/Under will be played for.

Map X - Team scoring the most kills withHandicap: bet in which the winner of the match must be decided by a margin of kills. The correct score is added to or subtracted from the proposed kills in the handicap, and after this operation it will be decided who wins: the home team or the visiting team.

Map X - Who gets to 5/10/15/20 kills first: Predict which team will get to 5/10/15/20 kills first on Map X.

Additional Dota2 markets

Team wins at least one map yes/no: if a certain team wins at least one map in a certain match.

Map duration: if the final length/play duration of a map is above or below a certain number. Results: A duration equal to the threshold is resolved as an OVER selection. The duration results from the final score screen, which is available from Steam's oficial API when the map finalizes.

10th kill map: the winner of this market is the team that achieves a kill that forces the total sum of kills for both teams to equal N.

Rampage on the map: if at least one player, from Dark or Light teams, has obtained 5 or more kills in a short period of time and if this event is announced in the game.

Ultrakill on the map: if at least one player, from Dark or Light teams, has obtained 4 or more kills in a short period of time and if this event is announced in the game.

Beyond Godlike on the map: if at least one player, from Dark or Light teams, has achieved 10 or more kills without dying, and this event is announced in the game.

Megacreeps on the map: if all Dark or Light barracks are destroyed and if this event is announced in the game. Activated rune type, generated at the specified time on the map: Type of rune, which appears at a certain game time (thresholds) and is activated (or bottled and activated later) by one of the players.

League of Legends Markets

Winner: Determine the winner of the game (x maps) based on the number of maps offered in the event. Map handicap: a bet in which the winner of the match must be decided by a respective map margin. The correct score is added to or subtracted from the proposed handicap maps, and after this operation it is decided who wins: the home team or the visiting team.

Total maps: This market refers to the number of maps the game will have.

Exact score (on maps): This market refers to the exact and final score of the match offering the options 0: 2 - 1: 2

2: 0 - 2: 1

First map - first inhibitor: In this betting market you can choose which of the two teams will destroy an inhibitor first in the first map.

First map - first turn: In this betting market you can choose which of the two teams will destroy a turn first in the first map.

First map - first dragon: In this betting market you can choose which of the two teams will kill a dragon first in the first map.

First map - first baron: In this betting market you can choose which of the two teams will kill a baron first in the first map.

First map - first kill: In this betting market you can select which of the two teams will make the first kill in the first map.

Map X - Team to destroy the next tower: Predict which team will destroy the next tower on the map.

Map X - Team doing First Blood: Predict which team will do the first kill on the specific map.

Map X - The team that makes the most kills: Predict which team will make the most kills on that map (or draw).

Map X - Team that makes the next kill: Predict which team will make the next kill(#).

Map X - Total number of odd/even kills: You must predict whether the total number of kills in map X will be even or odd.

Map X - Total number of kills scored over/under: This market refers to the number of kills the map will have.

Map X - Total number of towers destroyed over/under: This square refers to the number of towers that were destroyed on the map.

Map X - Over/under playing time: You must predict how many minutes Map X - Over/Under will be played for.

Map X - Team scoring the most kills withHandicap: bet in which the winner of the match must be decided by a margin of kills. The correct score is added to or subtracted from the proposed kills in the handicap, and after this operation it will be decided who wins: the home team or the visiting team.

Map X - Who gets to 5/10/15/20 kills first: Predict which team will get to 5/10/15/20 kills first on Map X.

Map X - Both teams destroy an Inhibitor: Predict whether or not both teams will destroy an Inhibitor on the map.

Map X - Both teams kill a Baron: Predict whether both teams will kill a Baron on the map or not.

Map X - Both teams kill a dragon: Predict whether both teams will kill a dragon on the map or not.

Map X - The team that destroys the next inhibitor: Predict which team will destroy the next inhibitor on the map.

Map X - Team that kills the next Baron: Predict which team will kill the next Baron on the map.

Map X - Team that kills the next dragon: Predict which team will kill the next dragon on the map.

Map X - Total barons killed: This market refers to the exact number of barons killed on the map.

Map X - Total barons killed over/under: This market refers to the number of barons killed on that map (over/under).

Map X - Total dragons killed: This market refers to the exact number of dragons killed on that map.

Map X - Total dragons killed over/under: This market refers to the number of dragon kills on the map (over/under).

Map X - Total inhibitors destroyed: This market refers to the exact number of Inhibitors destroyed on that map.

Map X - Total inhibitors destroyed over/under: This market refers to the number of inhibitors destroyed on the map (over/under).

Team scoring a Penta Kill: You must predict which team (or no team) will score a penta kill. A penta kill is the single-handed kill of 5 enemy champions in short succession - Team A/Team B. If there is no Penta Kill on the map, the bet will be considered a loss.

Team scoring a Quadra Kill: You must predict which team (or no team) will score a quadra kill. A quadra kill is the single kill of 4 enemy champions in short succession

- Team A/Team B. If there is no Quadra Kill on the map, the bet will be considered lost.

Map X - Team that kills Rift Herald: Predict which team will kill Rift Herald on the map.

League of Legends Extra Markets

Team wins at least one map yes/no: if a given team wins at least one map in a given match.

Map duration: if the final length/play duration of a map is above or below a certain number. Results: A duration equal to the threshold is resolved as an OVER selection. The duration results from the final score screen, which is available from Steam's oficial API when the map finalizes.

10th kill map: the winner of this market is the team that achieves a kill that forces the total sum of kills for both teams to equal N.

Total Turetle on map: if the final number of towers destroyed (based on the score visible in the game, which is the sum of Red + Blue destroyed towers) in a given map is above or below a certain number.

QuadraKill on the map: if at least one player, from the Red or Blue teams, gets 4 or more kills in a short period of time, and this event is announced in the game.

PentaKill on the map: if at least one player, from the Red or Blue teams, has obtained 5 or more kills in a short period of time and if this event is announced in the game.

Map X - dragon type: Type of the first/second dragon that appeared from the beginning of the map.

Map - Dragon Soul Type: The type of the third dragon that appeared at the beginning of the map.

Map - A certain type of dragon kill: if a dragon of a certain type will be killed at least once on a certain map.

Call of Duty markets

Winner: Determine the winner of the game (x maps) based on the number of maps offered in the event. Map handicap: a bet in which the winner of the match must be decided by a respective map margin. The correct score is added to or subtracted from the proposed handicap maps, and after this operation it is decided who wins: the home team or the visiting team.

Total maps: This market refers to the number of maps the game will have.

Exact score (on maps): This market refers to the exact and final score of the match offering the options 0: 2 - 1: 2

2: 0 - 2: 1

Map X - The team that wins round N: Predict which team will win the Nth round of the 10th map.

10th map - the first to reach 3/6/9/12 rounds: Predict which team will finish first at 3/6/9/9/12 rounds in Map X.

Map X - total rounds (including OT): This betting market defines whether the map that is available will be over 26.5 rounds or under 26.5 rounds, including overtime that occurs in the event.

Map X - round handicap (including OT): In this betting market you can give Team X an advantage or disadvantage in relation to the total number of rounds the selected map has. Example match Ffamix vs Exdt: Ffamix(-2.5) ➔ This market refers to the fact that Ffamix will win the first round map even giving a -2 disadvantage.5 points (if the map ends 20-10, with Ffamix in the lead, he would still win the betting line, as he would be left with a score in his favor of (17.5-10).Exdt(+2.5) ➔ This market means that the Exdt player will win the rounds with a +2.5 point advantage. If the final score was 15-15, the winner of these rounds is Exdt, who has a score of 17.5 points.

Map X Extensions (yes/no): Predict whether there will be extensions on Map X.

Map X Total points marked Over/Under: This market refers to the number of marked points the map will have.

Overwatch Markets

Winner: Determine the winner of the game (x maps) based on the number of maps offered in the event. Map handicap: a bet in which the winner of the match must be decided by a respective map margin. The correct score is added to or subtracted from the proposed handicap maps, and after this operation it is decided who wins: the home team or the visiting team.

Total maps: This market refers to the number of maps the game will have.

Exact score (on maps): This market refers to the exact and final score of the match offering the options 0: 2 - 1: 2

2: 0 - 2: 1

Map X - The team that wins round N: Predict which team will win the Nth round of the 10th map.

10th map - the first to reach 3/6/9/12 rounds: Predict which team will finish first at 3/6/9/9/12 rounds in Map X.

Map X - total rounds (including OT): This betting market defines whether the map that is available will be over 26.5 rounds or under 26.5 rounds, including overtime that occurs in the event.

Map X - round handicap (including OT): In this betting market you can give Team X an advantage or disadvantage in relation to the total number of rounds the selected map has. Example match Ffamix vs Exdt: Ffamix(-2.5) ➔ This market refers to the fact that Ffamix will win the first round map even giving a -2.5 point disadvantage (if the map ends 20-10, with Ffamix in the lead, he would still win the betting line, as he would be left with a score in his favor of (17.5-10).

Exdt(+2.5) ➔ This market means that the Exdt player will win rounds with a +2.5 point advantage. If the final score was 15-15, the winner of these rounds is Exdt, who has a score of 17.5 points.

Map X Extensions (yes/no): Predict whether there will be extensions on Map X.

Map X Total points marked Over/Under: This market refers to the number of marked points the map will have.

FIFA Markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Draw no bet (DNB): this betting market consists of the following: in order to define a bet as a winner, there must be a winning team, which means that if the match ends in a draw, the money bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

NBA 2K Markets

1X2 Match Winner: Predict whether the winner will be the home or away team, with the option to select a draw.

Money Line (winner 1,2) (including OT): Predict the winner of the match regardless of the point margin. This market will include Prelons.

Total (Over/Under) (including OT): This involves predicting whether the total points scored by both teams will be higher or lower than the range indicated in the chosen betting market. For example: Over 215.5 - Under 215.5. This market will include Prelons.

Handicap (difference) (including OT): You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result. This market will include Prelons.

Beach Football

Beach football - Beach football, also known as sand football or beasal, is a variation of normal football played between two teams but on sand.

Main markets

1X2: You must predict the outcome of the entire match (3 halves of 12 minutes). There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Group winner: Bet on the team that finishes with the highest number of points in its group.

Badminton

If a match does not finalize, all undecided markets are considered void. If a player/team withdraws, all undecided markets are considered void.

Main markets

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Correct Score: You must 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.

Handicap point: You must predict the winner of the entire match (in points won) by adding or subtracting the indicated range to the match result (in points).

Total points: This consists of predicting whether the total points scored by both teams will be higher or lower than the number indicated in the chosen betting market.

10th game - Winner: Predict the winner in the said game.

Game X - Total Points: Predict whether the total points accumulated by both teams in a given game will be above or below a certain market number.

Game X - Points handicap: You must predict the winner of the game mentioned (in points won) by adding or subtracting the indicated range to the match result (in points).

Game X - odd/even: Predict whether the total points accumulated by both teams in that game will be even or odd.

Xth game - whoever gets to X points first: You have to predict which team will get to X points first for the said game.

The 10th game - the Nth point: You must predict which team will win the Nth point for the game.

End result markets:

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Biathlon / Athletics

Final results

Winner: Predict that the selected player will be the winner of the tournament/event.

H2H: You must predict which of the two players specified in the bet will get the best position in the tournament/event. If both players either withdraw or are disqualified at the same stage of the competition, this type of bet will be considered void.

Pesapallo

Pesapallo - Pesäpallo is a fast-moving bat and ball sport, similar to baseball, which is often referred to as Finland's national sport.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Squash

Squash - Squash is a racket and ball sport played by two or four players on a four-walled court with a small, hollow rubber ball.

If the referee awards penalty point(s), all bets on that match will stand.

Main markets

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Correct Score: You must 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.

10th game - Winner: Predict the winner in the said game.

Game X - Total Points: Predict whether the total points accumulated by both teams in a given game will be above or below a certain market number.

Game X - Points handicap: You must predict the winner of the game mentioned (in points won) by adding or subtracting the indicated range to the match result (in points).

Game X - odd/even: Predict whether the total points accumulated by both teams in that game will be even or odd.

Xth game - whoever gets to X points first: You have to predict which team will get to X points first for the said game.

The 10th game - the Nth point: You must predict which team will win the Nth point for the game.

Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Ski Jumping

Winner: You must predict the winner of the tournament.

Top 3: You must predict whether the selected player will finish in the top 3 places in the tournament, including ties.

H2H: You have to predict which of the two players specified in the bet will get the best position in the tournament. If both players either withdraw or are disqualified at the same stage, this type of bet will be considered void.

Hurling

Hurling - Hurling is an Irish sporting objective of the game is for players to use a stick to hit a small ball either over or between opponents' goal posts.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Aussie Rules

Aussie Rules - Australian football, also called Aussie Rules, is a contact sport played between two teams of 18 players on an oval pitch, often a modified cricket pitch. The aim is to hit the ball between the goalposts.

All markets exclude extensions unless otherwise specified. Markets are based on the result at the end of the scheduled 80 minutes of play unless otherwise specified. This includes any playing time added due to injury or a break, but does not include overtime.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Draw no bet (DNB): this betting market consists of the following: in order to define a bet as a winner, there must be a winning team, which means that if the match ends in a draw, the money bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Handicap: You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result.

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

Total Host team: You must predict whether the total number of goals scored by the Home Team during the entire match will be above or below the range indicated.

Total Guest Team: You must predict whether the total number of goals scored by the visiting team, over the entire match, will be above or below the range indicated.

Odd/Odd: You must predict whether the outcome of the match is an even or odd number, if the outcome of the match is "0:0", the bets are considered "even".

Odd/even home team. You must predict whether the number of goals scored by the home team during the entire match will be even or odd. If the home team does not score a goal, the winning selection is the even number.

Odd/even: You must predict whether the number of goals scored by the visiting team during the entire match will be even or odd. If the home team does not score a goal, the winning selection is the even number.

1X2 & Total: You must predict the outcome of the match along with the number of goals scored during the match, taking into account the range shown. There are six possible outcomes: 1&Pover "X", X&Pover "X", 2&Pover "X", 1&Sub "X", X&Sub "X", 2&Sub "X"

Quarter markets

Quarter 1x2: You have to predict the outcome of the given quarter, the selections are: 1 - home team, 2 - away team and X-tie. If the quarter does not end, this market will be void.

Quarter-final draw: You must predict the winner of the given quarter, if the quarter ends in a tie, all bets will be void for this market, and if the quarter does not end, this market will be void.

Quarter Handicap: You must predict the winner of the given quarter by adding or subtracting the indicated range from the result of the quarter; if the quarter is not completed, this market will be cancelled.

Quarter total: You must predict whether the total number of goals scored during the given quarter will be above or below the indicated line, if the quarter is not completed, this market will be cancelled.

Total quarter hosts/guests: You must predict whether the total number of goals scored by the named team (hosts or guests) during the given quarter will be above or below the indicated line, if the quarter is not completed, this market will be cancelled.

Margin of victory in the quarters: Betting market that predicts the amount of difference a team will have over its opponent at the end of the chosen quarter .

Odd/even quarter: You have to predict whether the result of the quarter is even or odd, if the result of the match is "0:0", the bets are considered "even".

Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Top4, Top8: You must predict whether the selected team will finish in that position at the end of the competition.

Reach the final: You must predict whether the selected team will reach the final of the competition.

Regular season Most wins/losses : You must predict which team will record the most wins/losses during the given tournament, based on the official standings of the competition.

Table Tennis

Main markets

*One of the markets listed below may appear in E-Table Tennis (same rules apply)

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Handicap games (range): You must predict the winner of the match by adding or subtracting the indicated range to the match result.

Total matches (over/under): You must predict whether the total number of matches played in the match will be over or under the range indicated.

Correct Score: You must predict the correct score of the match in terms of games won by each player. If a player withdraws during the match, all undecided bets will be considered void.

Handicap point: You must predict the winner of the entire match (in points won) by adding or subtracting the indicated range to the match result (in points).

Total points: This consists of predicting whether the total points scored by both teams will be higher or lower than the number indicated in the chosen betting market.

How many games will be decided by extra points?: Predict how many games will go to extra points (set winner has more than 11 points).

Exact number of games: You must predict the exact number of games during the match.

Game markets

Xth game - Winner: Specify whether the winner of the said game will be the home team (1) or the guest team (2).

Game x - Total Points: Predict whether the total points accumulated by both teams in a given game will be above or below a certain market number.

Game x - Points handicap: You must predict the winner of the game mentioned (in points won) by adding or subtracting the indicated range to the game result (in points).

Game x - odd/even: Predict whether the total points accumulated by both teams in that game will be even or odd.

The x-th game - who gets to X points first: You have to predict which team will reach X points first for the game.

Basketball 3x3

Basketball 3x3 - 3×3 basketball is a variation of basketball played in threes, with a single backboard and a half-court configuration.

Main markets

Money Line (winner) (including OT): Predict the winner of the match regardless of the points margin. This market will include Prelons.

Total (Over/Under) (including OT): This involves predicting whether the total points scored by both teams will be higher or lower than the range indicated in the chosen betting market. For example: Over 215.5 - Under 215.5. This market will include Prelons.

Handicap (difference) (including OT): You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result. This market will include Prelons.

1X2 Match Winner: Predict whether the winner will be the home or away team, with the option to select a draw. Extensions are not included.

Odd/even (including OT): Here you predict whether the outcome of the match will be an odd or even number. This market will include Prelons.

Total points per team (home - away) (including OT): Predicts whether the total points scored by the home or away team will be higher or lower than the total indicated in the betting market chosen. For example: Over 215.5 - Under 215.5. This market will include Prelons.

Bandy

Bandy - Bandy is a winter sport and ball sport played by two teams wearing ice skates on a large ice surface while using sticks to direct the ball into the opposing team's goal.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

Bandy Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Floorball

Floorball - Floorball is a type of floor hockey with five players and a goalie on each team.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Handicap: You must predict the winner of the entire match by adding or subtracting the indicated difference from the match result.

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

Floorball Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Polo On Water

Water polo - Water polo is a team sport played in the water between two teams of seven players each. The game consists of four quarters in which the teams try to score goals by throwing the ball into the opposing team's goal.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Total (over/under): You must predict whether the total number of goals scored during the entire match will be over or under the line indicated.

Water Polo Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Kabaddi

Kabaddi - Kabbadi is an Indian team sport played between two teams of seven players. The objective of the game is for a single attacking player to run into the opposing team's half of the field, touch as many players as possible and return to their own half of the field, all without being attacked by defenders in 30 minutes. seconds.

Main markets

1X2: You have to predict the outcome of the whole match. There are 3 possible outcomes: 1 (home team wins), X (teams will draw), 2 (away team wins).

Total (over/under): You must predict whether the total number of points scored during the entire match will be over or under the line indicated.

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).

Draw no bet (DNB): 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 bet will be returned. For example, if the final score is a draw, the bet will be considered void.

Handicap: You must predict the winner of the entire match by adding or subtracting the indicated handicap from the match result.

Winning margin: Betting market that predicts the value of the difference a team will have over its opponent at the end of the match, e.g. home team by 1-5 points.

Half-time / Final match: You must predict the outcome of the first half of the match as well as the outcome 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).

Total Host team: You must predict whether the total number of points scored, by the home team, during the entire match will be above or below the line indicated.

Total Guest Team: You must predict whether the total number of points scored by the visiting team, over the course of the entire match, will be above or below the indicated line.

Half with most goals: You have to predict which half will have the most points scored.

Odd/Odd: You must predict whether the match result is an even or odd number, if the match result is "0:0", the bets are considered "even".

Markets for the first half

First half - draw: You must predict the winner of the first half, if the half ends in a tie, all bets will be void, and if the half does not end, this market will be void.

First half - double chance: you have to predict the outcome of the first half. 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 - Handicap: You must predict the winner of the first half by adding or subtracting the indicated range from the result of the half; if the half does not end, this market will be cancelled.

First Half - Total (Under/Over): You must predict whether the total number of points scored in the first half will be over or under the given line; if the half does not end, this market will be cancelled.

First half - Total hosts/guests (under/over): You must predict whether the total number of points scored by the named team (hosts or guests) in the first half will be over or under the given line; if the half does not end, this square will be cancelled.

First half - odd/even: You must predict whether the total number of points scored in the first half will be even or odd; if the half is incomplete, this market will be zero.

Bile

BILE is a collective name for a wide range of bowling and bocce-like games in which the objective is to throw or roll heavy balls as close as possible to a small target ball, called a jack.

Main markets

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Handicap sets: You must predict the outcome in terms of sets won by each player, adding or subtracting the difference specified in the bet to the final result.

Correct Score: You must 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 must predict whether the total number of sets played in the match will be over or under the range indicated.

10th set - 1X2:You must predict the outcome of the 10th set. There are 3 possible outcomes: 1 (player 1 wins), X (players will be tied), 2 (player 2 wins).

Tenth set - draw no bet: You must predict the winner of the first half, if the half ends in a tie, all bets will be void, and if the half does not end, this market will be void.

Tenth set - Handicap: You must predict the winner of the said set (in points won) by adding or subtracting the indicated range from the set result (in points).

10th Set - Total: Predict whether the total points accumulated by both players in the set will be over or under the line.

Tenth set - Player total 1/2: You must predict whether the total number of points scored by the player listed during the given set will be above or below the line indicated, if the set is incomplete, this market will be cancelled.

Balls Final results

Winner: You must predict the winner of the given tournament, based on the official ranking of the competition.

Padel

Padel, sometimes called Padel Tennis, is a racket sport usually played in doubles on an enclosed court slightly smaller than a doubles tennis court. Although Padel has the same scoring system as tennis, the rules, strokes and technique are different.

Main markets

Winner (1,2): Betting market that consists of predicting the winner of the match regardless of the points margin.

Handicap games (range): You must predict the winner of the match by adding or subtracting the indicated range to the match result.

Handicap sets: You must predict the outcome in terms of sets won by each player, adding or subtracting the difference specified in the bet to the final result.

Correct score: You must 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 matches (over/under): You must predict whether the total number of matches played in the match will be over or under the range indicated.

Odd/even games: Predict at the end of the match whether the total of the games is an even or odd number.

Total games (over/under) Player 1: You must predict whether the total number of games for player 1 will be over or under the range shown. A tiebreak is considered a game. The number of games played will be indicated in the bet statement by the second number in brackets. If the match does not finish, all undecided bets will be considered void.

Total games (over/under) Player 2: You must predict whether the total number of games for player 2 will be over or under the range shown. A tiebreak is considered a game. The number of games played will be indicated in the bet statement by the second number in brackets. If the match does not finish, all undecided bets will be considered void.

Winner and total: You must predict the winner of the match and whether the number of matches played is above or below the indicated range.

Tiebreak (yes/no): You must predict whether there will be a Tie-break in the match.

Deuce in game (Yes/No): "Deuce in game" means that the game score will go to 40-40.

Winner of the first set: You must predict the winner of the first set. The bet will be considered "void" if the first set is not completed.

Winner of set 2: You must predict the winner of the second set. The bet will be considered "void" if this set is not completed.

Winner of set "X": You must 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 one betting market.

Player 1 will win exactly 1 set: Predict if the home player will have a 1 set win during the match.

Player 2 will win exactly 1 set: Predict if the guest player will have a 1 set win during the match.

Exact sets: You must predict the exact number of sets during the match.

Total sets: You must predict whether the total number of sets played in the match will be above or below the range indicated.

Any set to zero: Predict if at least one of the sets of the match will end with the exact score of 6-0 / 0-6.

Set "X" handicap games: You must predict the winner of set "X" by adding or subtracting the indicated difference from the match result. If the match does not finish, 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 above or below the range indicated.

Set "X" Correct Score: You must predict the exact and correct score of set "X". If this set is not completed, all unsettled bets will be considered void.

Player 1 will win a set: You must predict whether or not player 1 will win at least one set in the match. There are two possible outcomes: YES and NO.

Player 2 will win a set: You must predict whether or not player 2 will win at least one set in the match. There are two possible outcomes: YES and NO.

Set "X" odd/even: You must predict whether the total number of games played in set "X" during the match will be even or odd.

Set "X" will be a tiebreak: You have to predict if set "X" will be a tiebreak.

Set "N" - the first to reach x games: You must predict which player will reach "X" games first in the specified set.

Who will win game (X and Y) in set n_: Betting market consisting of predicting which player will win games X and Y for set n, e.g.: 1 (games 6 and 7) set 2 (where you bet on the home player) - X (games 6 and 7) set 2 (where you bet on a tie) - 2 (games 6 and 7) set 2 (where you bet on the guest player).

Who will win point X in game Y in set n? (Includes live game bets): Predict the player who will win point x in game y of set n. For example, player Wawrinka will have a win on point 1 in game 10 of set 3 of the match.

Who will win game x of the set (1, 2, 3, 4, 5) (Includes live game bets): Predict the player who will win game x of the set specified in the betting market. For example: 1 (game 10) set 2 - 2 (game 10) set 2.

Exact number of points in game X (first set): (Includes bets on live games): Shows the exact number of points played in the chosen game on the fixed betting market.

Deuce (Tie) in Yes-No Game (Includes live betting): 'Deuce in Game' means that the game score will go to 40-40.

Outcome of Game X (Set N) Player 1 or 2 (0-15-30-40): This consists of predicting the winner of a game and the number of points the opposing player will score (0-15-30-40), i.e. if you pick player 1 at 30 it means the game is won by player 1 but player 2 scores 30 points.

Set "N" game x - odd/even points: This consists of predicting whether the number of points played in a game in a set will be even or odd.

Set "N" game x - correct score or break: consists of predicting the winner of a game and the number of points the opposing player will score (0-15-30-40) or whether there will be a break of serve in that game.

Set "N" game Y - first to reach x points: Predict the player who will reach X points first in the specified game. Set "N" game Y - first to win x points: Predict the player who will win the first X points in the specified game.