Specific Betting Rules for Bet Royal Sportsbook and Casino Onlinesportsbook
Note: Bet Royal uses the term ‘grading’ to refer to the process of determining the outcome of a wager. In various countries this may be known as: ‘resulting’, ‘deciding’ or ‘settling’.
6.1 Australian Rules Football
Wagers are graded on the official declared result, excluding any extension of normal time.
Wagers will be graded on the official AFL result on the day and will not be affected by any subsequent enquiry or reversal.
Abandoned or postponed matches
Where a match is abandoned or postponed to another day wagers will be void.
When the tie option is not offered, and the match finishes in a tie, wagers will be graded as a push.
Exhibition baseball: We do not post totals on pre-season games, nor do we list starting pitchers. Ties can occur in exhibition games.
MLB: All regular season and exhibition games are considered official for money lines after 5 innings of play or 4.5 innings of play if the home team is leading. If a game is called or suspended after being considered official, then the winner is determined by the score after the last full inning unless the home team ties the score or takes the lead in the bottom half of the inning. In this case, the winner will be determined by the score at the time the game is called. For wagers on run lines and totals the game must go the regulation 9 innings. Or 8.5 if the home team is leading, otherwise it will constitute a “No Action” wager.
MLB post season games are not official until a winner is declared. If an MLB post season game begins, then is delayed to a later date, all wagers will have action with the final score result on that new date.
Action is the default when wagering on money lines and totals unless otherwise specified by the customer.
Listed Pitchers is the default when wagering on run lines unless otherwise specified by the customer.
Customers can bet on Action or Listed Pitchers. In the event of a pitching change prior to the game, all wagers on Listed Pitchers are considered "No Action." All straight wagers will be refunded to the customer's account. Parlays will revert into the lower number of teams and so the payout. Each team's starting pitcher is defined as the pitcher who throws the first pitch. If you bet action and there is a pitching change you have action on the wager maintaining the line you placed your bet at.
First-Half Wagers (5 innings):
All wagers on baseball first halves (5 innings) will be decided on the basis of the score at the end of five full innings.
If a game does not go five full innings, all first-half wagers (5 innings) will be canceled.
Once 5 full innings have been completed, all wagers on the first half (5 innings) will stand.
On weekend series prices we deal Friday, Saturday and Sundays games. To have action all games must be played and considered official. If one or more games are postponed there is no action.
All baseball props must go the full 9 (8 ½) innings unless otherwise stated.
All wagering on baseball is done by laying or taking money odds. See our Betting on Sports section for details
All games must start on the scheduled date for wagers to have action.
At least 43 minutes of play must elapse for NBA wagers to have action, unless otherwise specified.
At least 35 minutes of play must elapse for WNBA and NCAAB wagers to have action, unless otherwise specified.
For all basketball wagers, overtime is included in the final result to determine the grading of wagers, unless specified otherwise.
Wagers will be graded on the official result on the day and will not be affected by any subsequent enquiry or reversal.
1st half wagering
The 1st half must be completed for wagers to have action.
2nd half wagers
The 2nd half is considered official for wagering purposes if the game goes 43 minutes or longer. Second half wagering does include all overtime scoring.
The relevant quarter must be completed for wagers to have action. The 4th quarter excludes overtime.
They can cover a wide range of results and occurrences within the game e.g. team to score first, race to 20 points, team totals, highest scoring half etc. Listed below are typical props offered along with rules for validity.
• 'Highest scoring quarter' - excludes overtime. Dead-heat rule applies (game must be official for action)
• 'Winning margin' - includes overtime. A market offered on a game to predict the winning team and the margin of victory (game must be official for action)
• 'Double result' (result at half-time, plus result at the end of the game, including overtime). A market offered on a game to predict the 'result' at half time, and the result of the game, including overtime. (game must be official for action)
• 'Team with highest scoring quarter' - excludes overtime (game must be official for action)
• 'Highest scoring half' - includes overtime. (game must be official for action)
• 'Team totals' - includes overtime (game must be official for action)
• Which team will score last in the game? (game must be official for action)
• Which team will record more assists / points / rebounds / blocks / etc in the game? (game must be official for action and both players must play if it's an individual match-up)
• Over / Under points / rebounds / blocks / assists, etc. by player (player must play for action and game must be official)
• Total 3 point FG by both teams combined (game must be official for action)
• Team to score first (official once a team has scored)
• 'Race to x amount of points' – (wagers have action once one team has scored said amount of points)
Wagering is available on the performance of a named player in a variety of achievements e.g. points, rebounds, assists, blocks, free throws. Push rules apply
Relevant players must be 'dressed', and see court-time, for wagers to have action. Overtime counts for any player props, unless specified otherwise.
Handicaps may be used, and are applied to each player's actual score to determine the result. Push rules apply
Game must be official for quantitative player match-ups to have action.
For named props (eg player to score first, to commit first foul, to make first 3 pointer, etc) wagers are valid once the achievement has been made.
Double-double / Triple-double
Double-double, player must record 10 or more in two of the five statistical categories (see below).
Triple-double, player must record 10 or more in three of the five statistical categories (see below):
• Blocked shots
'Regular season wins / match-ups
'To win division' - team must complete at least 80 regular season games for wagers to have action. NBA tie break rules apply.
'To win conference'- team must complete at least 80 regular season games for wagers to have action.
Outright, conference & regional wagering
All wagers stand regardless of team relocation, team name change or season length and will be graded once the designated period of time is completed.
The fight is in play once both players answer the bell for the first round.
All wagers will have action regardless of changes to number of rounds to be fought.
If the wagering offer on a match includes the draw as a third option and the match ends in a draw, wagers on the draw will be paid, while wagers on either fighter will be lost. If the wagering offer includes only the two boxers, with the draw not offered, and the match ends in a draw, wagers on either fighter will be refunded.
The decision that is declared the night of the fight will be considered final and used when grading wagers. Wagers will not be re-graded if the decision is overturned at a later point in time.
Wagers which nominate to win on points will only be deemed winners if the full number of rounds are completed.
Should a contest be postponed, wagers will stand for thirty days, inclusive of the original date for the contest. Stakes may be refunded before the rearranged contest by mutual consent.
If either fighter is replaced with another fighter all wagers will be void and stakes returned.
Where a boxer fails to answer the bell for the next round, his opponent will be deemed to have won the contest in the previous round.
‘How will the fight be won’ wagers
Prices may be offered for each fighter to win by KO or Decision and for the fight to be a draw. KO includes TKO and disqualification. Decision includes TD (Technical Decision). Draw includes Technical Draw. All such wagers will have action regardless of any change to number of rounds to be fought.
‘Number of rounds’ wagers
Prices may be offered for the fight to go more or less than a specified number of rounds. If the scheduled length of the match is changed, all prior wagers on the number of rounds the bout will last will be void.
Any other eventualities
Las Vegas Rules will be applied for any eventuality not addressed above.
Outright (event, race or tour)
Wagering is all-in compete or not.
The podium presentation will determine settlement of wagers and will not be affected by any subsequent disqualification.
Matchups Outdoor (e.g. road race, time trial)
The winner in any match-up is the rider with the higher official standing, provided one or both riders completes the event.
In the event of a match-up tie (same Official Time and Placing) or in the event of neither rider in a match-up completing the event, the result will be a push.
Matchups Indoor (e.g. madison, points race, pursuit, sprint & keirin)
The winner in any match-up is the individual or team with the higher official standing provided one or both individuals or teams completes the race.
In the event of a tie in any match-up, or if both riders or teams in any match-up fail to complete the event, the result will be a push.
Wagers on Entertainment markets are all-in run or not.
Wagering is singles-only.
6.7 Football (e.g. NFL and NCAA)
At least 55 minutes of play must elapse for wagers to have action.
Games must take place on their originally scheduled date in order to have action. Any game moved forwards or backwards in date will have all wagers voided made for the originally scheduled date.
Overtime counts for all wagers unless otherwise specified.
For wagering purposes, the winner of a game will be determined by the Official result at the end of the game including any period of overtime played. This excludes any post-game disputes by either team.
Wagers on 2–way line straights resulting in a tie will be a push.
Abandoned or postponed matches
Abandoned or postponed matches are void except for wagers that have already been determined at the time of abandonment or postponement.
College football overtime
Overtime continues until the score is no longer tied and each team has had an equal number of possessions. All wagers on the side and total include overtime scoring.
1st half wagers
The 1st half must be completed for wagers to have action.
2nd half wagers
The 2nd half is considered official for wagering purposes if the game goes 55 minutes or longer.
Second half wagering includes all overtime scoring.
The relevant quarter must be completed for wagers to have action.
The 4th quarter excludes overtime.
Any special game prop wagers offered are accepted as straight / single wagers only.
Overtime counts for all prop wagers unless specifically stated otherwise. For example, overtime does not count for highest scoring quarter of the game, and half with more points
In the event of an abandoned game all wagers are a push unless a result is already determined through the course of play that has taken place. For player prop markets the player(s) in question must play in the game for wagers to have action
The period of play necessary for wagers to have action may vary from prop to prop.
Football Props include:
• Team to score 1st (is official once one team has scored)
• Team to score last (game must be official by rule to have action)
• Score in 1st x minutes (game must go at least the designated amount of minutes)
• 1st score will be (is official once there is a score)
• Longest / shortest td / fg / or scoring play (game must be official by rule to have action)
• Half with most points game must be official to have action)
• Team to have 1st punt (is official once a punt is made)
• Team to receive opening kick (is official once kickoff is received)
• Team to receive 1st penalty (is official once 1st penalty is committed)
• Total sacks (game must be official to have action)
• Score in last 2 min of 1st half (first half must be completed)
• Teams score be odd or even (game must be official for action)
• First sack (is official once a sack is recorded)
• First into red zone (is official once a team enters the red zone)
• Total field goals over / under (game must be official for action)
• Highest scoring quarter (game must be official for action: dead heat rules apply)
• Winning margin (game must be official for action)
• Most passing yards (game must be official for action and all contestants must play)• Most receiving yards (game must be official for action and all contestants must play)
• Total completions / receptions (game must be official for action and contestants must play)
• First pass will be complete / incomplete (must have 1 pass attempted for specific contestant to have action)
• Team to score 3 unanswered times (game must be official for action PATs and 2pt conversions are excluded)
• First scoring play (is official once a score is made)
• Team Totals (game must be official to have action)
• Which team will have the most 1st downs in game? (game must be official for action)
The following additional game props will require at least 55 minutes of game play for wagers to have action and include overtime if played (regardless of whether or not the prop has gone over or under the number quoted before 55 minutes has been played):
• Total plays
• Total offensive yards
• Total first downs
• Total rushing yards
• Total rushing attempts
• Total passing yards (gross)
• Total pass attempts
• Total pass completions
• Total sacks, total turnovers
• Total penalties
• Total punts
• Total field goals made
• Total to score longest touchdown
• Total to score longest field goal.
Double result. Correctly forecast both the result of the game at half time and the result of the game at the end of the 2nd half (i.e. 1st and 2nd half winners combined together). At least 55 minutes of game play must have elapsed for wagers to have action. Overtime does not count.
Overtime counts for all player wagers unless specifically stated otherwise.
Player props / performances are action if the player competes in one down. Player match-ups are action if both players compete in one down.
Wagering is available on the performance of a named player in a variety of achievements e.g. pass yards, rush yards, receptions, tackles & assists.
Individual players performances are matched for wagering purposes in a player match-up. Handicaps may be used, and are applied to each players actual score to determine the result.
Push rules apply. Where a pair of players from each team is put in a match-up, wagers are valid once one player from both pairings competes in one down.
First touchdown wagers
The field refers to any player not specifically listed. Players must be active (compete in 1 down) for wagers to have action. If the selected contestant does not take the field, he will be listed as a ‘scratch’ and push rule applies.
At least 55 minutes of game play must have elapsed for wagers to have action, unless a touchdown has already been scored at the time the game was suspended.
NFL divisional winners are determined by games won during regular season (NFL tiebreak rules apply).
All futures are graded at the end of the designated period.
A two team teaser with a tie and a win or is considered a push and your stake is refunded. A tie and a loser is considered a loss.
Games with a handicap spread of 14 points or greater cannot be parlayed with the game total, nor can they be teased with the game total.
A player is deemed to have played once he / she has teed off. In the event of a player withdrawing after having teed off, wagers will be lost on: outright, group, match or 18-hole wagering.
Should a tournament be shortened, or otherwise affected due to weather conditions the official result will be used when grading all wagers, including tournament outrights, matchups, 2- and 3-balls and group wagers, regardless of the number of rounds played. However should there be no further play after a wager is struck that wager will be void. In the event of a postponed event all wagers stand.
In the event of a tie the stake money on a selection is divided by the number of golfers involved in the tie. The full odds are then paid to the divided stake with the remainder of the wagered amount being lost.
Tournament outright wagers
Wagers placed prior to the Monday immediately preceding an event are All-in compete or not and non-players are losers. Wagers placed from the Monday of that week’s events are non-player no wager.
When more than one player shares the same lowest score in a tournament and there is no playoff, wagers are graded by the normal dead-heat rules.
In the event of a play-off the result of the playoff will determine the winner of the tournament. No matter how many players contend the play-off, such a playoff has the sole purpose of deciding the winner of the tournament and the relative finishing positions of unsuccessful contestants is not affected for outright, match or group wagers which are graded as detailed below.
For example, after 72 holes the leader board looks like this:
Players 3, 4 and 5 tie for third place and Player 6 is a loser. The 3 players tying for third place will be deemed to have dead-heated for third with 2 / 3 wagered amount lost and 1 / 3 wagered amount graded at full odds.
The winner will be the player with the highest placing at the end of the tournament.
If one player misses the cut, the other player is deemed the winner. If both players miss the cut, the lowest score after the cut has been made will determine settlement.
In the event of a listed player being withdrawn prior to the first round then that match is void.
If a player is disqualified or withdraws after starting, either prior to the completion of two rounds or after both players have made the cut, the other player is deemed the winner. If a player is disqualified during either the 3rd or 4th rounds, when the other player in the match wager has already missed the cut, the disqualified player is deemed the winner.
If the 2 players shoot the same score there is a push.
Both players (or all players in the three ball or group) must tee off for bets to stand.
Where no tie option is offered, the push rule applies.
Playoff holes are excluded.
The winner is the player with the lowest score.
A price is offered for each player to be the lowest scorer of the three over the eighteen holes.
Push rules apply.
Should a player in the 3-ball not tee-off all wagers in that 3-ball are void. However should a player retire during the round he will be deemed to have played.
In the event of a 3-ball being re-arranged all wagers in that 3-ball will stand as per original pairings.
Push rules apply.
Should a player in the 2-ball not tee-off all wagers in that 2-ball are void. However should a player retire during the round he will be deemed to have played and to be the loser.
If the round which is the object of the 2-ball wagering is abandoned, wagers on 2-balls for that round are void.
6.9 Ice Hockey
American (e.g. NHL)
Action and grading
Overtime is included.
All games must start on the scheduled date for wagers to have action.
All games must go at least 55 minutes of play for wagers to have action.
A favorite is indicated by a minus handicap and the underdog by a plus. At the end of the game the relevant handicap is added to (for the underdog), or subtracted from ( for the favourite), the selected team’s score to determine the puck line result
When scores are level after accounting for the handicap a push results. Stakes on straight wagers are returned, and in parlays / multiples the selection is treated as a non-runner, and the wager will be graded on the remaining selections.
The game total result is the total at the end of the match, including overtime.
Push result - when the combined scores of both teams equal the totals line, a push results. Stakes on straight wagers are returned, and in parlays / multiples the selection is treated as a non-runner, and the wager will be graded on the remaining selections.
For grading purposes overtime counts.
The relevant period must be completed for wagers to have action. The 3rd period excludes overtime.
Handicaps are applied for each team to win the period. Push rules apply.
The combined total goals scored by both teams in the relevant period. Push rules apply.
The relevant period must be completed for the following wagering markets to have action. Overtime is not included for the 3rd period:
• Team to score first in period
• Team to score last in period
• Game saves – period
• Team goals - period
For example, here are some of the props typically offered:
• Highest scoring period - excludes overtime. Push rule applies.
• Winning margin - includes overtime. A market offered on a game to predict the winning team and the margin of victory.
• Correct score - includes overtime.
• Will there be a power play goal?
Game must go at least 55 minutes for the following wagering markets to have action, unless a team has already scored at the time the game is suspended. Overtime is included:
• Time of first score
• Team to score first
• First goalscorer - includes overtime. Prices are offered on selected games for the first player to score a goal in the game. Odds are quoted for the field as Any other player
Game must go at least 55 minutes for the following wagering markets to have action, unless a team has already scored 3 goals at the time the game is suspended. Overtime is included:
• Race to 3 goals.
Game must go at least 55 minutes for the following wagering markets to have action. Overtime is included:
• Team scoring first wins the game
• Team to score last
• Game saves
• Team goals
• Team saves
• Team shots on goal
• Total shots on goal
Player matchups / performances
Relevant players must be dressed, and see ice-time, for wagers to have action. Overtime counts for any player props, unless specified otherwise.
IIHF World championships
All matches played in this event will be graded on the score at the end of regulation time and exclude any overtime.
The settlement of matchup wagers will be based on the standings in the final table.
World Cup Hockey
2-way puck line, 2-way total and 2-way money line include overtime if played.
In the event of a game being decided by penalties the team progressing / lifting the trophy will be deemed the winner by one goal for wagering purposes, and one goal will be added to the game total for wagering purposes.
3-way puck line, 3-way total and 3-way money line do not include overtime.
All other markets will be subject to NHL rules.
The full 20 minutes must be played in the relevant period. Overtime does not count for 3rd period wagering.
Next Goal Scored includes overtime. In the case of a penalty shootout the market will be graded as a push.
Regular season points / match-ups. A team must complete at least 80 regular season games for wagers to have action.
Outright wagering. Prices are offered on teams or players to be the outright winners of a given tournament or competition.
Outright, Conference & Divisional wagering. All wagers stand regardless of team relocation, team name change or season length.
6.10 Motor Racing
American Racing (eg Nascar / Cart / Irl)
To win race outright
The race must be run within one week of the scheduled time for there to be action.
The Official governing body’s winner of the race shall be the winner of the race for wagering purposes; this includes all races which are halted prematurely for any reason. If changes are subsequently made due to appeals relating to the original finishing order the original results will still be deemed as the official results for resulting purposes. Appeals and administrative penalties are not applicable for wagering purposes.
Any drivers who do not qualify for the race will be deemed no action
The Field includes any driver who is not listed
In a case where the starting driver is replaced during the race with another driver from the same team, the position the new driver finishes in will be awarded to the original driver. For Example: Driver A starts the race, but due to injury is replaced after 30 laps by a replacement driver, Driver B, who then finishes the race and places 2nd. In the race standings and for wagering purposes, driver A would be credited with a 2nd place finish. This holds for wagering on to win outright and / or match-ups.
When wagering on a match-up, both drivers involved must start the race (cross the start / finish line) otherwise the wager is no action and stake is refunded.
All match-ups will be graded as per the Official result.
If one driver fails to complete the race, the other driver will be declared the winner.
Where both drivers fail to complete the race, the number of full laps completed will determine the result. If both drivers fail to complete on the same lap, the official placing as assigned by the controlling authority will determine the result.
If any driver is replaced before the start of the race, all match-ups will be void. Example: Driver A qualifies in 1st place but due to injury is replaced by Driver B (all wagers void).
Qualifying match-ups are graded based on qualifying times (not the starting line-up). If two or more drivers have the exact equal qualifying time, to the thousandth of a second, then the matchup will be graded as a push. The starting position in this instance is not relevant for wagering purposes.
Qualifying match-ups are deemed to have action as soon as the driver starts the qualifying lap and the timer begins. If a driver has started the qualifying lap, but does not post a time because of mechanical failure, accident, etc. the wager will still be graded as action.
If the driver fails to start the match for any reason, then the wager will be graded as no action, and stake refunded.
If a driver starts a qualifying session, but fails to post a time, then the driver will be deemed to have no time, which is the slowest time possible. If two drivers are matched up against each other, and neither posts a time, the matchup will be graded as a push.
In the event of qualifying not being completed, all qualifying wagers will be no action
All race propositions will be graded if the race is run to at least half of the scheduled laps with the exception of "average speed for the race." Average speed will only be paid out if the race is run to the full scheduled number of laps. If the race is halted prior to the scheduled number of laps, then the average speed contest will be graded as no action, and the wagers will be refunded.
Race group wagering
The winner is the driver achieving the highest placing at the time of the podium presentation. If all drivers in the group fail to be classified, the driver completing the most laps will be deemed the winner. If all drivers in the group fail to be classified and two or more drivers retired on the same lap, the push rule applies.
Any non-runners lead to the cancellation of all wagers for that particular group
Formula one Racing
All wagers are graded on the official FIA classification at the time of the podium presentation, with subsequent disqualifications disregarded
All drivers who complete 90% of the race laps are deemed as classified finishers in line with the official FIA classification. However, all drivers are given a ranking and for the purpose of match and positional wagering this ranking shall apply.
In driver matchups, any driver who attempts to qualify for the race proper and fails to do so shall be deemed to have taken part, and finished last of the drivers taking part. If two or more drivers fail to qualify, their qualifying lap times will determine their placing in the race.
The start of the race is deemed to be the signal to start the warm up lap. All drivers are in play from this point on.
Constructors Championship and Drivers Championships
Wagers are all-in compete or not.
Wagers will be determined by the number of points accumulated immediately following the final Grand Prix of the season and will not be affected by any subsequent enquiries.
Each participant is priced to be the top driver over the Formula 1 season.
Where there is a tie for the World Drivers title, wagers shall be graded based on most races won, followed by most podium finishes.
For the purposes of match wagers, wagering without, and other derivative markets dead heat rules shall apply.
All drivers in place to start the warm up lap are deemed as runners. The podium positions will be used to determine 1st, 2nd and 3rd for wagering purposes.
From the formation of any race market, wagers are considered to be no-driver no wager.
Any wagers on drivers who fail to take part in the race for any reason other than non-qualification shall be deemed void.
For race match wagering the driver who finishes in the higher position is deemed the winner. In the event of both drivers failing to complete the race, match wagers will be graded on the official result.
Wagers stand once drivers partake in qualifying.
1st driver to retire
The first driver to retire will be deemed to be the first driver to leave the race.
Race group wagering
The winner is the driver achieving the highest placing at the time of the podium presentation. If all drivers in the group fail to be classified, the driver completing the most laps will be deemed the winner. If all drivers in the group fail to be classified and two or more drivers retired on the same lap, dead-heat rules apply.
Any non-runners lead to the cancellation of all wagers for that particular group.
The official result at the time of the podium presentation for the race applies.
All outright wagers shall stand irrespective of whether the rider competes.
Wagers will be determined by the number of points accumulated following the podium presentation of the final race of the season, and will not be affected by any subsequent enquiries.
Race outright wagers
All riders in place to start the warm up lap are deemed as starters.
The podium positions will be used to determine 1st 2nd and 3rd for wagering purposes and will not be affected by any subsequent enquiries.
In Superbikes races, riders who are in place to start the warm up lap in race one, are deemed runners for race two.
All wagers on politics are all-in run or not andsingles only.
Cumulative wagers accepted in error will be graded as singles with the stake apportioned.
Grading of all ‘to win election’ wagers will be based either on ‘most votes won’.
6.12 Rugby (Union & League)
Unless otherwise stated all wagers are graded on 80 minutes play.
If a match is abandoned wagers are void with the exception of First Try Scorer wagers which will stand if a try has been scored prior to abandonment.
Where the handicap is a whole number push rules apply.
If a match is postponed and is not played on the advertised day then all wagers on that match are void. If a venue is changed and / or opponents changed from the one which is advertised then all wagers on that match are void.
Any wager reduced by an abandoned, postponed or rearranged match will stand on the remaining selections.
‘90 Minutes’ (also known as regulation time or normal time)
All match odds are based on the result at the end of the scheduled 90 minutes play, unless otherwise stated. Wagers are graded on the score at the end of the scheduled 90 minutes including any added injury or stoppage time. This does not include extra time, time allocated for a penalty shoot out or golden goal.
Incorrect match times
Wagers will be accepted up until the advertised kick-off time. If a wager is inadvertently accepted which includes a match after its actual kick-off time, the match will be treated as a non-runner, but the remainder of any multi-team wager will stand.
An unplayed or postponed match will be void for grading purposes unless it is played within 24 hours.
If the venue of a match being switched to the opponents ground wagers on the match will be declared void.
For purposes of clarity, in the event of a match being played on a neutral ground the team displayed at the top will be regarded as the home side, and the team shown at the bottom as the away side.
Any match abandoned before completion of normal time (90 minutes) will be void.
All other markets on the game will be void unless their result is already graded.
For example,’ first player to score’ or ‘time of the first goal’ wagers will stand provided a goal has been scored at the time of abandonment. Wagers on last goal scorer will be void in the event of abandonment.
Soccer handicaps (spreads)
All wagers are ‘90 minutes’ play only.
For the purpose of deciding results on the handicap / spread, a number of goals (or half-goals) is or subtracted from the total goals scored by the favourite team, except in the event of a ‘0’ or ‘draw no bet’ handicap.
0-ball Handicap (also known as ‘dnb’ or ‘draw-no-bet’)
In the event of a draw wagers on both teams are refunded (push).
½ ball Handicap
Team giving a ½ ball start (-0.5):
• Win by any score - All wagers on this selection are winners.
• Draw - All wagers on this selection are losers.
• Lose by any score - All wagers on this selection are losers.
Team receiving a ½ ball start (+0.5):
• Win by any score - All wagers on this selection are winners.
• Draw - All wagers on this selection are winners.
• Lose by any score - All wagers on this selection are losers
1-ball handicap line
Team giving a full ball start (-1):
• Win by 2 or more - All wagers on this selection are winners
• Win by exactly 1 - All wagers on this selection are void and refunded. (Push)
• Draw or lose - All wagers on this selection are losers.
Team receiving a full ball start (+1):
• Win by any score or draw - All wagers on this selection are winners.
• Lose by exactly 1 - All wagers on this selection are void and refunded. (Push).
• Lose by 2 or more - All wagers on this selection are losers.
Similar logic is applied to 2-Ball, 3-Ball Handicaps as apply to the 1-Ball Handicap
Totals (over / under a number goals) wagers
90 minutes play only.
A push is possible when the total is a whole number.
Total goals odd / even wagers
Any match resulting in a scoreless draw will be graded as an even number of goals.
Half time (first half) wagers
Wagers must predict the result at half time. Wagers will be void if the match is abandoned before half time.
Halftime / fulltime double wagers
Wagers must predict the result at half time and the end of normal time.
Extra time, golden goals and penalty shoot-outs do not count.
Correct score wagers
Wagers must predict the score at the end of normal time. Own goals count. Extra time and penalty shoot-outs do not count.
Own goals do not count and in the event of the first goal being an own goal, the next goalscorer will be deemed the first goalscorer.
Wagers on players taking no part in the match will be void.
For first goalscorer, players taking no part in the match before the first goal is scored will be void.
Every effort is made to quote all players for a team, however, if the first/last goal is scored by a player not quoted in the original list, that player will still count as the winner.
For last goalscorer bets, any player taking part in the match will be deemed action whether on the pitch at the time of the last goal or not.
This involves predicting whether a particular player will score a goal at any time during a match. Wagers do not include any Extra Time played.
If a match is abandoned before the final whistle, stakes will be refunded irrespective of whether the nominated player has scored or not.
Own goals do not count.
For anytime scorer bets, any player taking part in the match will be deemed action.
Time of First Goal
When referring to 45 minutes we refer to "half time". When we refer to 90 minutes we refer to "Full Time". This includes any added injury or stoppage time played but not extra time.
If a goal is scored at 27:00 for example this would be settled as 27th minute or before. If the goal is scored at 27:01 then this is the 28th minute and market would be settled as after 27th minute.
Wagers will be determined by the score at the end of normal time (90 minutes) and extra time is excluded.
Which Half will have More Goals
This wager refers to the first and second halves only; Extra Time is excluded.
Yellow and Red Cards
For betting purposes all “red” and “yellow” cards shown to any players count (either they are playing or sitting on the bench). Any cards shown to “non-playing” staff do NOT count.
If a player gets a second yellow card he will automatically get a red card but only the second yellow card will count for counting purposes.
Outright (e.g. to win tournament)
All outright wagers shall stand irrespective of whether the player competes.
If a match is officially started, yet not completed, the player declared the winner in the match is also the winner for wagering purposes. Also, all bets stand if the playing surface is changed, the location is changed or the court is changed in any way.
In the event of a change in the number of sets to be played, match wagers will stand, but set wagering will be void
In the event of a change of playing surface, venue, or outside to indoor court and vice versa, all wagers will stand.
Two full sets must be completed for action, if the game ends up by injury, disqualification or any other situation the matchup will be graded as a no action ( Action on odds stands).
Total games wagers
In the event of a match starting but not being completed due to either player’s incapacity or disqualification then all wagers on total games will be void, except when the total games played exceed the over games quote this will be deemed a winner. A tie break is considered as one game for grading purposes.