These Sport Rules outline the general principles, definitions, and settlement guidelines applicable to sports betting markets. They explain how sporting events are conducted, how key match situations are interpreted for betting purposes, and how wagers are settled under standard, exceptional, and technical circumstances. These rules are designed to ensure clarity, transparency, and consistent application across all supported sports.
Football Rules
Football is played between two teams of eleven players. The objective is to score by sending the ball into the opponent’s goal. With the exception of the goalkeeper inside their own penalty area, players are not allowed to handle the ball. Outfield players may control the ball using their feet, head, chest, or other legal body parts.
A standard match consists of two halves of 45 minutes. The referee may add stoppage time at the end of each half to compensate for interruptions (injuries, substitutions, VAR checks, time-wasting, and other delays). In certain competitions, if a winner must be decided and the score is level at full time, extra time and/or a penalty shootout may apply depending on tournament rules.
Teams, Line-ups, and Minimum Players
Each team starts with one goalkeeper and ten outfield players. Players who are not in the starting line-up are listed as substitutes. A match cannot start or continue if a team has fewer than seven players on the field.
Formations describe how outfield players are positioned (defenders, midfielders, forwards). The goalkeeper is not typically included when formations are named.
Kit and Equipment
Teams must wear clearly distinguishable kits. The goalkeeper’s kit must be different from outfield players on both teams. Standard equipment includes a shirt, shorts, socks, and football boots. Players may not wear dangerous accessories such as rings, bracelets, necklaces, earrings, or similar items.
Additional equipment may be used for safety or weather conditions where permitted (e.g., gloves in cold weather, protective headgear, or sports glasses).
Match Duration and Time Definitions
- Regular time: two halves of 45 minutes, plus stoppage time added by the referee.
- Half-time: typically a 15-minute break between halves.
- Full time: the end of regular time (including stoppage time).
- Extra time: two additional periods of 15 minutes each, used in some competitions when a winner is required.
- Penalty shootout: used to decide a winner if a match remains level after extra time (competition rules apply).
If a competition uses non-standard match lengths (e.g., youth or friendly formats), bets are still settled according to the rules and market description provided. Lack of information about exact minutes does not automatically void a bet.
Pitch and Field Setup
A football pitch is rectangular and divided by a halfway line. Penalty areas are marked in front of each goal. Corner flags are placed at the four corners. Technical areas near the touchline are reserved for substitutes and staff, and coaches are typically expected to remain within that area except where match regulations allow otherwise.
Match Officials
The match is controlled by the referee, who has final authority on all decisions. Assistant referees support the referee, and a fourth official may be appointed to manage substitutions and indicate added time. In some competitions, additional assistants and video review officials may also be present.
VAR (Video Assistant Referee)
Where implemented, VAR supports the referee by reviewing specific incidents, typically including goals, penalty decisions, red-card incidents, and cases of mistaken identity. VAR checks may delay restarts while a review is completed. The final decision remains with the referee.
Goals and Scoring
A goal is scored when the whole of the ball crosses the goal line between the posts and under the crossbar, provided no infringement has occurred. The team with more goals at the end of the match (as defined by the relevant market: regular time, including extra time, etc.) is the winner.
Common goal types
- Open play goal: scored from normal play
- Free-kick goal: scored directly from a free kick (a deflection that does not materially change the direction may still be treated as a direct free-kick goal)
- Header: scored using the head
- Own goal: when a defending player puts the ball into their own net; credited as an own goal
Kick-off and Restarts
Each half starts with a kick-off. After a goal, play restarts with a kick-off by the team that conceded. The team that kicks off the first half does not kick off the second half (the other team does). Similar rules apply in extra time.
A kick-off must follow the correct procedure; if taken incorrectly, it may be retaken as directed by the referee.
Goalkeeper Handling Rules
The goalkeeper may handle the ball only within their own penalty area. In general, the goalkeeper is not permitted to pick up the ball if it is deliberately kicked to them by a teammate (back-pass rule), though competition rules and the exact method of the pass can affect how this is judged by the referee.
Substitutions
Substitutions are governed by the competition rules. Many competitions allow a set number of substitutions during regular time, with additional substitutions possible in extra time. Once a player is substituted, they typically cannot return to the field (unless the competition rules specifically allow rolling substitutions).
Substitutions take place when play is stopped and are managed by the referee and/or fourth official.
Corner Kicks
A corner kick is awarded when the ball goes over the goal line without a goal being scored and was last touched by a defending player. The kick is taken from the corner arc nearest to where the ball crossed the line.
For betting purposes, where applicable, corner timing is usually recorded when the corner is taken, not when it is awarded.
Free Kicks, Fouls, and Offside
Free kicks are awarded after infringements such as fouls, offside offences, handball, dangerous play, simulation, or goalkeeper handling offences (including certain back-pass situations). The referee determines whether the free kick is direct or indirect based on the laws of the game and competition rules.
Extra Time, Play-offs, and Penalties
In knockout formats, if a winner must be decided and the aggregate score is level, extra time and penalties may be used according to competition rules. The “away goals” rule is not applied in competitions that have abolished it. A penalty shootout format (ABAB or ABBA) depends on tournament regulations.
Shots (Statistics Definitions)
- Shot: a clear attempt to score (own goals do not count as shots).
- Shot on target: would enter the goal if not saved/blocked by the goalkeeper or last defender in the goal area.
- Shot off target: misses the goal entirely or hits the woodwork without entering.
- Blocked shot: a shot prevented from reaching the goal area by an outfield player (not the goalkeeper).
- Shot on woodwork: hits the post or crossbar; includes deflections that still result in contact with the woodwork.
Goal Kicks and Goalkeeper Saves
A goal kick is awarded when the ball crosses the goal line after last touching an attacking player and no goal is scored. A goalkeeper save is credited when a shot on target is prevented from becoming a goal.
Cards (Betting Rules)
For card-related markets, the customer must predict the number of cards shown within the time period stated in the market (e.g., full match, specific half, etc.).
How cards are counted:
- A direct red card is counted as two (2) cards (equivalent to two yellows).
- A second yellow card that results in a red card is counted as one (1) card in total card count.
- Example: Yellow + Yellow/Red = 2 cards.
- A player can receive up to three (3) cards in a match (e.g., yellow + second yellow leading to red + additional card is not applicable under standard rules; the limit statement applies to counting conventions used for markets).
Bench cards:
- Cards shown to substitutes or staff on the bench do not count for card markets unless the market description explicitly states otherwise.
When match events are recorded
All match events used for settlement (goals, throw-ins, cards, corners, etc.) are recorded when they occur during the match, not after the match ends or at half-time.
Examples:
- A card shown after full time (post-match) is not included in match totals.
- A card shown to a bench player is not included in match totals.
- Exception: if a card is shown during half-time to an on-field player, it is typically treated as a card in the second half for match totals.
Important note for corners and similar events:
If a corner (or similar event) is awarded but not taken, it is not counted.
Card Points
Some markets are settled using “card points” instead of card count.
Points allocation:
- Yellow card = 10 points
- Red card = 25 points
- Maximum card points per player during a match = 35 points
Yellow Cards
A yellow card is used by the referee to caution a player for misconduct or repeated infringements. Common examples include unsporting behaviour, dissent, delaying restarts, deliberate handball (where applicable), simulation, and other cautionable offences.
Key principles:
- A player may receive two yellow cards in a match.
- A second yellow results in a red card and dismissal.
- For statistical/market purposes, a second yellow that becomes a red may be treated as a combined yellow/red outcome rather than “two separate yellows,” depending on the market definitions.
Bench and staff:
- Team officials may also be cautioned. Unless otherwise stated, these do not count toward match card totals in betting markets.
Timing:
- Cards shown during breaks (half-time, extra-time breaks) or immediately after the match typically do not count toward match totals, unless the market rules specify inclusion.
Red Cards
A red card is the most severe sanction and results in dismissal of the player from the field. A red card may be shown:
- Directly, for serious offences (violent conduct, serious foul play, spitting, etc.), or
- As a result of a second yellow card.
For markets:
- A direct red is counted as two cards.
- A second yellow leading to red is counted as one card in total card count (unless the market states a different method).
Managers and staff:
- A manager/coach can be dismissed. Such sanctions do not count toward match totals unless the market description explicitly includes them.
Friendly match specifics:
- Some friendly matches may allow a dismissed player to be replaced (depending on prior agreement). This does not change card settlement unless the market rules specify otherwise.
Green Cards
A “green card” may be applied in certain local or amateur competitions as a fair-play initiative. Where such a scheme exists, green cards are awarded based on conduct criteria defined by the organizers.
Green card schemes are not standard across professional competitions. If a market refers to green cards, it will be settled according to the official match records and the specific market description.
Match Abandonments and Postponements
A match is considered abandoned, suspended, or postponed if it does not start or is not completed as scheduled.
General Rule
Unless otherwise stated in the market description, a match must be played and completed within 24 hours of its originally scheduled start time for bets to remain valid.
- If the match is not completed within 24 hours, all unsettled bets will be void.
- If it is known in advance that the match will not take place within the next 24 hours, all bets are automatically void.
Interrupted Matches
If a match is interrupted after it has started:
- Already settled markets remain settled.
- Markets whose outcome has already been determined at the moment of interruption are settled accordingly.
- Example: If a match is stopped at a score of 1–0, bets on Over 0.5 Goals are settled as won.
- Markets that cannot be determined due to interruption are void.
Technical results (e.g. 3–0 awarded win) are not taken into account for betting settlement unless explicitly stated in the market rules.
Sport-Specific Exceptions
- Tennis and similar individual competitions: Bets remain valid until the participant advancing to the next round is officially determined.
- Baseball: In case of postponement or abandonment, all bets are void unless already settled.
Pre-Match Betting Rules
Pre-match betting refers to wagers placed before the official start of the event.
- Bets remain valid even if the match format changes, provided the standard playing time is respected.
- Matches with a total statutory playing time shorter than 45 minutes or longer than 120 minutes are considered void, unless otherwise stated.
Live Betting Rules
Live betting allows wagers to be placed after an event has started. Odds change dynamically based on match developments.
General Principles
- Live bets are settled according to regular time, unless the market description explicitly includes extra time.
- Visual data (scoreboards, clocks, statistics) displayed during live streams are informational only and not guaranteed to be accurate.
Match Format Changes
If the match format changes and this was not indicated in advance:
- All affected bets are settled with odds 1.00, except markets already settled.
If the match consists of two halves and the length of a half is changed:
- Bets remain valid and are settled normally,
- Exception: If any half is shorter than 30 minutes and this was not stated in advance, affected bets are settled at 1.00.
Outright Markets
Outright markets are considered All In Run Or Not.
- If the selected team or player does not participate, the bet is settled as lost.
Dead Heat Rule
If multiple selections share the same final position. The odds are divided equally among the winners:
- 2 winners → odds × 0.5
- 3 winners → odds × 0.33
- etc.
Live Bet Accuracy Disclaimer
All live match data is provided for guidance only. The Company does not accept responsibility for inaccuracies in live streams, clocks, or statistics.
Asian Handicap (AH)
Asian Handicap is a betting market that removes the possibility of a draw by applying a virtual advantage or disadvantage to one of the teams before the match starts.
Handicap values may be whole numbers (0, ±1, ±2), half numbers (±0.5), or quarter numbers (±0.25, ±0.75, etc.).
Whole & Half Asian Handicap
- 0 (Draw No Bet):
If the selected team wins, the bet wins.
If the match ends in a draw, the bet is refunded.
If the team loses, the bet loses. - ±0.5 Handicap:
No draw is possible.
The selected team must win (−0.5) or must not lose (+0.5). - ±1, ±2 Handicap:
The result is adjusted by the handicap value before settlement.
Double Asian Handicap (Quarter Handicaps)
A Double Asian Handicap is used when the handicap value is a multiple of 0.25 but not 0.5, for example:
- −0.25 / +0.25
- −0.75 / +0.75
- −1.25 / +1.25
Such a bet is automatically split into two equal parts, each settled separately using the nearest standard handicaps.
Settlement Logic
Let:
- C = total stake
- k = odds
Each half of the bet equals C / 2.
Possible outcomes:
1. Both halves win
Payout = C × k
2. One half wins, one half is refunded
Payout = ((k + 1) / 2) × C
3. One half is refunded, one half loses
Payout = 0.5 × C
4. Both halves lose
Payout = 0
These settlement values are also used when calculating accumulator (parlay) odds.
Asian Totals (Over / Under)
Asian Total bets work similarly to Asian Handicaps but apply to the total number of goals rather than teams.
Double Total Bets
If the total value is a multiple of 0.25 (e.g. 2.25, 2.75, 3.25), the bet is split into two equal parts:
- Over 2.25 → Over 2.0 & Over 2.5
- Under 2.75 → Under 2.5 & Under 3.0
Each half is settled independently and combined into a final result.
Example (Over 2.25)
If exactly 2 goals are scored:
- Over 2.0 → refunded
- Over 2.5 → lost
Final settlement: 50% refund
General Asian Market Rules
- Asian Handicap and Asian Total markets are settled based on regular time only, unless otherwise stated.
- Extra time and penalty shootouts are not included, unless explicitly specified.
- If a match is abandoned or voided, Asian markets are settled according to the general abandonment rules.
Market Positions
Each betting market includes predefined options. The most common symbols and their meanings are listed below.
1 / 2 / X
- 1 — Home team wins the selected market.
- 2 — Away team wins the selected market.
- X — Draw outcome.
Double Chance
- 1X — Home team wins or draws.
- 2X — Away team wins or draws.
- 12 — Either team wins (draw loses).
Yes / No
- Yes — The specified event occurs.
- No — The specified event does not occur.
Over / Under
- Over — The event total exceeds the specified value.
- Under — The event total is below the specified value.
Odd / Even
- Odd — The number of events is odd.
- Even — The number of events is even.
Draw No Bet
- 1 (0) — Home team wins; draw refunds; loss loses.
- 2 (0) — Away team wins; draw refunds; loss loses.
Handicap Markets
- 1 (−0.5) — Home team must win.
- 2 (+0.5) — Away team must not lose.
None
Indicates that no team or player will produce the specified outcome in the market.
Half-Time / Full-Time
Combined market predicting outcomes at half-time and full-time.
- Example: 1/1, X/1, 2/2
Bet Builder
Bet Builder allows players to create a custom bet by combining multiple markets from a single sporting event.
Bet Builder Rules
- Maximum of 10 selections from the same sport.
- If any selection loses, the entire Bet Builder bet loses.
- If any selection is void, the entire Bet Builder bet is void.
- Bet Builder bets are not eligible for:
- Cash Out
- Edit Bet
- All selections must be winning for the Bet Builder bet to win.
FreeBet
A FreeBet is a promotional stake provided by the Company.
- FreeBets can be used only on sports betting markets.
- If a FreeBet wins, the player receives only the net winnings (stake is not returned).
- If the odds are 1.00, the FreeBet payout is 0.
Cash Out
The Cash Out feature allows a bet to be settled before the event finishes.
Cash Out Conditions
- Available for pre-match, live, and virtual sports, unless otherwise stated.
- Available only while all selections in the bet are active.
- Not available for:
- System bets
- Bet Builder bets
- FreeBet bets
- Bets using the Replace function
The Cash Out amount may change at any time.
The Company reserves the right to disable Cash Out at its discretion without prior notice.
Once Cash Out is used, the bet is settled immediately and cannot be reopened.
Ticket Editing Options
The Save feature allows players to store selected events and monitor odds without placing a bet immediately.
Delete Selection
Players may remove selections from a ticket before any event starts.
Rules:
- Each removed selection reduces the current stake by 10%.
- At least one selection must remain on the ticket.
- A selection cannot be re-added once removed.
- Removal is unavailable if the stake drops below 0.10 USDT.
Replace Selection
The Replace feature allows one selection to be replaced with another.
Conditions:
- Replace can be used once per ticket.
- Only one selection may be replaced.
- Replacement selections must have equal or higher combined odds.
- Replace is available only for pre-match events.
- Replace and Cash Out cannot be used together.
- Replacement cannot involve the same match.
Technical Errors and Invalid Bets
The Company reserves the right to cancel bets in cases of:
- Obvious odds errors
- Incorrect totals or handicaps
- System or technical malfunctions
- Incompatible market combinations
If an error results in unjustified winnings, the Company may reclaim the incorrect amount.
Bets placed by participants directly involved in an event (players, referees, coaches) may be voided.
Bets may also be voided if there is reasonable suspicion of match fixing or irregular betting activity.
Match Procedures and Game Flow
Before the start of a match, the standard formalities may include:
- Players and match officials entering the pitch
- Team line-ups
- Coin toss to determine kick-off and field sides
- National anthems or competition anthems (where applicable)
- Handshakes between teams and officials
- Final equipment and goal checks by referees
The match officially begins when the referee signals the kick-off.
Added Time (Stoppage Time)
Additional minutes may be added at the end of each half to compensate for interruptions, including:
- Injuries
- Substitutions
- VAR checks
- Disciplinary actions
- Delays caused by external factors
The amount of added time is determined solely by the referee and may be displayed by the fourth official where applicable.
Extra Time
Extra time is played only in competitions where a winner must be determined.
- Consists of two 15-minute halves
- Applied after regular time if the score is level
- Penalty shootouts may follow if the draw persists
Unless explicitly stated, extra time and penalties are not included in betting settlement.
Injury Breaks
If a player is injured:
- The referee may stop play and allow medical staff to enter the pitch
- Injured players may be required to leave the field before re-entering
- Bleeding players must leave the field until treatment is completed
Time lost due to injuries is typically added to stoppage time.
In case of serious injury, an ambulance may enter the field and the match may be delayed or suspended.
Drop Ball
A drop ball is used to restart play following a stoppage not caused by a rule infringement, including:
- External interference
- Equipment malfunction
- Accidental referee interference
Match Suspension and Abandonment Reasons
A match may be suspended or abandoned due to:
- Serious player or referee injury
- Power failure or floodlight outage
- Crowd disturbances
- Severe weather conditions
- Pyrotechnics affecting visibility
- Pitch invasions by spectators or animals
- Violent conduct making continuation impossible
Water Breaks
Water breaks may be implemented when weather conditions exceed 30°C, subject to referee approval.
Technical Loss
A technical loss (e.g. 0–3) may be awarded if:
- The home team fails to provide adequate match safety
- Required services (security, medical, emergency) are absent
- Severe disturbances prevent match continuation
Technical results are not used for betting settlement unless explicitly stated.
Fair Play
Fair Play refers to actions demonstrating sportsmanship and respect.
In rare cases where a goal results from a Fair Play situation (e.g. returning possession), such goals are treated as valid goals for betting purposes.
Ball Boys
In official competitions, ball attendants may be present to assist with quick restarts. Their involvement does not affect betting outcomes.
Transfer Window
Player transfers are permitted only during official transfer windows:
- Summer: typically June–August
- Winter: typically January
Violations of transfer regulations may result in disciplinary sanctions but do not affect betting settlement.
Final Provisions
The Company reserves the right to:
- Interpret and apply these rules at its discretion
- Void bets in cases of rule violations, manipulation, or technical errors
- Rely on official match data and records for settlement
In case of ambiguity, the Company’s interpretation shall prevail.