Football
Football Rules
Full Time and Periods
All match markets are based on the result at the end of a scheduled 90 minutes play (also "Full Time" or "Regular Time") unless otherwise stated. This includes any added injury or stoppage time but does not include extra time, time allocated for a penalty shootout or golden goal. The exemptions to this rule are in relation to friendly matches where all match markets will be settled based on the final result when the game finishes regardless of whether the full 90 mins is played.
If the statutory time for a football match differs from 90 minutes, stated rules will apply. For example, an 80 minute match also includes injury time and added time, but not extra time or penalty shoot-outs, unless otherwise stated.
Matches where statutory time is less than 45 minutes or more than 120 minutes will be considered void. In case of unusual time periods (e.g. 3 periods of 30 minutes each), bets will stand as long as the total statutory time of the match is between 45 minutes and 120 minutes.
Betting markets can also be offered for specific periods of a match:
Matches Abandonments/Postponements
In the event of a match abandoned before the completion of 90 minutes play all markets will be declared void except for those tickets that have been placed in-play and the outcome of which has already been determined at the time of abandonment.
An unplayed or postponed match will be treated as void unless the governing body announce that the fixture will be played within the next 48 hours. In such cases tickets will carry over. If no rescheduled date is announced tickets will be void.
Matches Not Played as Listed
If a match venue is changed then tickets already placed will stand providing the home team is still designated as playing at home. If the home and away team for a listed match are reversed then tickets placed based on the original listing will be void. For matches played at a neutral venue (whether indicated or not), all tickets will stand irrespective of which team is listed as the home team.
A match played prior to the denoted kick-off time may be included in a ticket provided that the ticket was placed before the revised kick-off time.
If an official fixture list contains different team details to those provided by us then all tickets will be void, e.g. team name specifics such as Reserves, age group specifics such as U18, gender specifics such as Women, etc. In all other cases tickets stand, including instances we list a team name without specifying the term 'XI' in the name.
Settlement and cancellation rules
If the market remains open when the following events have already taken place: goals, red or yellow-red cards and penalties, we reserve the right to void betting.
If the market was opened with a missing or incorrect red card, we reserve the right to void betting.
If odds were offered with an incorrect match time (more than 5 minutes), we reserve the right to void betting.
If a wrong score is entered, all markets will be cancelled for the time when the incorrect score was displayed.
If a match is interrupted or postponed and is not continued within 48 hours after initial kick-off date betting will be void (see above).
If the team names or category are displayed incorrectly, we reserve the right to void betting.
In case of any score or card/corner/penalty related changes, we reserve the right to void betting on any video assistant referee (VAR) situation.
Football Markets
1X2 / Match Winner
Predict the outcome of the match.
Example: If the final result of Tottenham v Arsenal is 1-2, the winning outcome is selection "2" or "Away" as Arsenal won the match.
Draw No Bet
Predict the winner of the match. if the match finishes with a draw you will get your stake refunded.
Example: If the final result of Tottenham v Arsenal was 1-2, you will win if your selection was "Away" as Arsenal, the away team, won.
Double Chance
As with the 1X2 market but each selection covers two potential outcomes of the match. Your bet will win if either of the two outcomes occur.
Example: If the final result of Tottenham v Arsenal was 1-2, you win if you either bet on "X2" or on "12" as both selections contain the actual outcome "2".
Over/Under
Predict if the number of goals will be higher (over) or lower (under) than the given total. Can also be offered for total goals scored by only the Home or only the Away team and/or total goals scored in only the first half of the match.
Example: If the final result of Tottenham v Arsenal was 1-2 the winning selection for the 2.5 line would be "Over" because 3 goals were scored and 3 is more than 2.5.
3-Way Handicap
Predict which team will win the match after the handicap is applied, i.e. added to the number of goals the selected team has scored.
2-Way Handicap
Predict which team will win the match after the handicap is applied, i.e. added to the number of goals the selected team has scored.
Example: If the final result of Tottenham v Arsenal was 1-1, you win if you bet on "Tottenham (+0.5)", as the score after applying the handicap is "1.5-1".
Both Teams To Score (BTTS)
Predict whether both teams will score at least one goal or not.
Example: If the final result of Tottenham v Arsenal was 1-2, the winning selection would be "Yes" because both teams scored at least one goal.
Clean Sheet Home/Away
Predict whether the stated team (Home or Away) will not concede a goal.
Example: If the final result of Tottenham v Arsenal was 1-2, you win if you bet on "No" in the "Clean Sheet Home" market, because Tottenham couldn't keep a clean sheet as Arsenal scored 2 goals against them. You would also win with a bet on "No" in the "Clean Sheet Away" market.
Correct score
Predict the correct final score. Scores are always given in the Home-Away format, i.e. 0-1 means that the Away Team scored one goal.
When this market is offered for a specific period (e.g. second half or extra time), only goals scored in that specific period are considered, i.e. it is assumed that the score at the beginning of the period is 0-0.
Example: If the final result of Tottenham v Arsenal was 0-1, the winning selection would be 0-1.
Half Time/Full Time
Predict the outcome of the first half and then the full time result.
Example: If the first half result of Tottenham v Arsenal was 1-1 and the final result was 1-2, the winning selection would be "X/2" as the result at half time was a "Draw" ("X") but the full time result was an Arsenal win so "Away" ("2").
Team to score (4-way)
Predict which of the teams, if any, will score.
Example: If the final result of Tottenham v Arsenal was 1-2, the winning selection would be "Both" as both teams scored at least one goal.
1X2 & Over/Under Goals
Predict the result of the match as well as if the number of goals will be higher (over) or lower (under) than the given total.
Example: If the final result of Tottenham v Arsenal was 1-2, the winning selection would be "2 / Over 2.5", as Arsenal won the game and in total, more than 2.5 goals were scored.
1X2 & Both Team To Score (BTTS)
Predict the winner in regular time and whether both teams will score.
Example: If the final result of Tottenham v Arsenal was 1-2, the winning selection would be "2 & Yes", as Arsenal won the game and both teams scored.
Double Chance & Over/Under Goals
Predict the match result combining two of the three possible outcomes and whether the total number of goals scored in regular time are over/under a given line.
Example: If the final result of Tottenham v Arsenal was 2-2, the winning selections would be "1X/Over 2.5" and "X2/Over 2.5", as it is a win or draw for Tottenham and win or draw for Arsenal and in total, more than 2.5 goals were scored.
Double Chance & Both Team To Score (BTTS)
Predict the match result combining two of the three possible outcomes and whether both teams will score.
Example: If the final result of Tottenham v Arsenal was 2-2, the winning selections would be "1X/Yes" and "X2/Yes", as it is a win or draw for Tottenham and win or draw for Arsenal and both teams scored.
Over/Under Goals & Both Team To Score (BTTS)
Predict if the number of goals in the match will be higher (over) or lower (under) than the given total and whether both teams will score.
Example: If the final result of Tottenham v Arsenal was 2-1, winning selections would include "Over 2.5/Yes" and "Under 3.5/Yes."
Winner Rest of The Match
Predict the result for the rest of the match. This effectively resets the match to 0-0 and you are betting which team will score more goals from this point until full time.
Example: If 60 minutes into the match the result of Tottenham v Arsenal is 1-2, and your selection is Arsenal to win, So if the match remains 1-2 then the winning selection would be draw. If the match finishes 2-2 then the winning selection would be Tottenham. If the match finished 1-3 then the winning selection would be Arsenal.
Odd/Even
Predict if there will be an odd or even number of goals scored.
Example: If the final result of Tottenham v Arsenal was 1-2, the winning selection would be "Odd" as there were 3 goals scored in total and this is an odd number.
First Team to Score
Predict which team will score the first goal or if there will be no goals scored at all.
Example: If the final result of Tottenham v Arsenal was 1-2 and Tottenham scored the first goal to take a 1-0 lead, the winning selection would be "Home".
Next Team to Score
Predict which team will score the next goal or if there will be no more goals scored.
Example: If the current score of Tottenham v Arsenal is 0-1 and Tottenham then scored the second goal to make the score 1-1, the winning selection would be "Home".
To Qualify
Predict which team will qualify to the next stage of the tournament. In case of a final match (e.g. World Cup Final) this market represents winning the trophy.
Example: If in the second leg, the final result of Germany v England is 1-1 but Germany advances to the next round due to the result of the first leg, the winning selection is "Home" as Germany is the team that advances to the next round.
Team win both halves home
Predict whether the home team will win the first half and win the second half as well or not.
Team win both halves away
Predict whether the away team will win the first half and win the second half as well or not.
Team win either half home
Predict whether the home team will win either the first half or win the second half, or not.
Team win either half away
Predict whether the home away will win either the first half or win the second half, or not.
Highest scoring half
Predict which half will have the most goals or whether each half will have the same number of goals.
Winning margin
Predict which team will win the match and by how many goals.
Exact goals
Predict the exact number of goals scored during the match.
Penalty shootout winner
Predict which team will win the penalty shootout.
Booking 1x2
Predict the team to receive the most bookings in the match (yellow card = 1, red card = 2, the second yellow card for a player which leads to a red is not considered).
Total Bookings
Predict whether the total number of bookings in the match will be greater (over) or fewer (under) than the line displayed (yellow card = 1, red card = 2, the second yellow card for a player which leads to a red is not considered).
Sending Off?
Predict whether there will be a red card to a player on the pitch.
Booking 1x2 First Half
Predict the team to receive the most bookings in the defined half (yellow card = 1, red card = 2, the second yellow card for a player which leads to a red is not considered).
Total Bookings First Half
Predict whether the total number of bookings in the defined half will be greater (over) or fewer (under) than the line displayed (yellow card = 1, red card = 2, the second yellow card for a player which leads to a red is not considered).
Over/Under Home Team Bookings
Predict whether the total number of bookings given for Home team in the regular time is over/under a given line. Yellow Card = 1 booking, Red Card = 2 bookings. The second yellow card for a player which leads to a red card is not considered.
Over/Under Away Team Bookings
Predict whether the total number of bookings given for Away team in the regular time is over/under a given line. Yellow Card = 1 booking, Red Card = 2 bookings. The second yellow card for a player which leads to a red card is not considered.
Exact Bookings
Predict the exact number of bookings given at regular time. Yellow Card = 1 booking, Red Card = 2 bookings. The second yellow card for a player which leads to a red card is not considered.
Exact Bookings Home Team
Predict the exact number of bookings given to Home team in regular time. Yellow Card = 1 booking, Red Card = 2 bookings. The second yellow card for a player which leads to a red card is not considered.
Exact Bookings Away Team
Predict the exact number of bookings given to Away team in regular time. Yellow Card = 1 booking, Red Card = 2 bookings. The second yellow card for a player which leads to a red card is not considered.
Anytime Goalscorer
Predict whether one of the listed players will score during regular time. Own goals do not count.
Last Goalscorer
Predict whether one of the listed players will score the last goal during regular time. Own goals do not count.
Next Goalscorer (Xth Goalscorer)
Predict whether one of the listed players will score the next goal (Xth goal) during regular time. Own goals do not count.
Goalscorer Markets
Own goals are not considered for the settlement purposes of Goalscorer markets.
Any player who took part in the match since kick off or the previous goal will be considered as a runner for settlement purposes.
Any player who is currently playing will be listed but should any player not listed score a goal, all bets on listed players stand.
Goalscorer markets will be settled based upon our official source and cannot be disputed.
Player Assists (incl. Extra Time)
A final contribution (pass, shot or any other touch of the ball) made by a player leading to the receiving teammate scoring a goal.
An assist may not be counted if the attempt is deflected via an opposition player and the recipient was unlikely to have received the ball without the deflection.
Assists are not given for own goals, penalties, goals scored directly from corners or goals scored directly from direct free kicks.
Player Goals (incl. Extra Time)
The number of goals scored by a player in the opposition net.
A goal may not be counted if the attempt is off-target and deflected into the net via an opposition player (own goal).
Player Total Shots (incl. Extra Time)
Any clear attempt by a player to score a goal (on target, off target or blocked).
Shots going over or wide or saved by the goalkeeper are included.
Blocked shots by any players are included.
Shots that hit the frame are included.
Set-piece attempts (corners or free kicks) that have no clear intent to score a goal and do not directly result in a goal are not included.
Other attempts that have no clear intent to score a goal, such as a cross-cum-shot or flick-on, that do not directly result in a goal are not included.
Player Total Shots On Goal (incl. Extra Time)
An attempt by a player which directly results in a goal (regardless of clear intent to score a goal), or, a clear attempt by a player to score a goal that clearly would have went into the net if not for a goalkeeper save or a stop made by the last-man (with the goalkeeper clearly unable to save).
Shots that hit the frame and directly go into the net resulting in a goal are included.
Shots that hit the frame and do not directly go into the net are not included.
Blocked shots by any players not considered the last-man are not included.
Set-piece attempts (corners or free kicks) that have no clear intent to score a goal and do not directly result in a goal are not included.
Other attempts that have no clear intent to score a goal, such as a cross-cum-shot or flick-on, that do not directly result in a goal are not included.
A shot can be made with any part of the body as long as it is legal according to the rules of the game.
Player Total Passes (incl. Extra Time)
Attempted pass (successful or unsuccessful) with the clear intention of one player to find a teammate.
Open-play passes are included. Goal kicks, free kicks, or corners that are played as an attempted pass (played short) are included.
Crosses, throw-ins, and keeper throws are not included.
A pass can be made with any part of the body as long as it is legal according to the rules of the game.
Player Total Tackles (incl. Extra Time)
When a player connects with the ball in a ground challenge, successfully takes the ball away from the player in possession.
All outcomes of a successful tackle are included (player/teammate takes possession, the ball goes out of play or the ball goes to an opposition player).
Missed tackles (failed attempts), aerial duels, fouls, and pass interceptions are not included.
The tackled player must clearly be in possession of the ball before the tackle is made.
Player to be Carded (incl. Extra Time)
Predict if the selected player will be carded during the match (including extra time).
Corners Betting
Note all corners bets are settled on corners being taken. If a corner is awarded but not taken, this will not count as a corner for betting purposes. The time used is the exact time a corner is taken.
1x2 Corners
Predict the team with the most corners in the match (or defined period).
First Corner
Predict which team will take the first corner of the match or if no corners will be taken.
Next Corner
Predict which team will take the next corner of the match or if no more corners will be taken.
2-Way Handicap Corners
Predict the team with the most corners after the displayed handicap is applied in the match (or defined period).
Over/Under Corners
Predict whether the total number of corners will be greater (over) or fewer (under) than the line displayed in the match (or defined period).
Over/Under Corners - Team
Predict whether the total number of corners by the named team will be greater (over) or fewer (under) than the line displayed.
Interval Markets (Minute X-Minute Y)
Interval Markets are settled on the time defined by official sources only. Any other unofficial source, livescore or TV result will not be considered for settlement purposes.
Markets will be settled only on events occurring during the defined interval period, for example 00:00-09:59, 10:00-19:59. Any events that happen in previous or subsequent intervals are ignored.
For settlement purposes injury time belongs to the final interval of each half, for example, a corner taken in first half injury time will be settled as 40:00-49:59 or a goal scored in 92:16 will be settled as part of 80:00-90+
The time of a corner is based on when it is taken, not when it is awarded.
All results are inclusive of the time taken by any VAR decision.
Simulated Reality League (SRL) betting
The Simulated Reality League (SRL) is a virtual sport that consists of pre-match and live (in-play) betting options using artificial intelligence to simulate real-life scenarios.
Simulated Reality League matches should not be confused with real football matches e.g. Arsenal SRL v Liverpool SRL should not be confused with the real English Premier League match Arsenal v Liverpool. Simulated Reality League matches are marked as Simulated Reality League and the team names will finish with SRL, e.g. Arsenal SRL.
Livescores for Simulated Reality League matches can be followed using the Live Match Tracker and results can be checked at: https://sportcenter.sir.sportradar.com/simulated-reality
Updated on: 30/03/2025
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