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Rules & Glossary

General

How old do I have to be to place a wager?

No one under the age of 18 is allowed to place wagers.

What are your hours of operation?

24 hours a day, 7 days a week. Call center 7am Pacific time, until the last halftime of the last US West Coast game (Hawaii included).

What about Privacy and Security?

Player's privacy and security is of the utmost importance. Player's personal information is protected. See Privacy Policy in-full.

Technical

Can I get technical help?

If you are having any technical problems, questions or concerns, please give us a call. Our clerks and supervisors are trained to address each and every issue.

Limits and Wagering

What is the minimum wager by internet or phone?

Minimum of $5 via internet, or $25 by phone.

What is a maximum wager?

The maximum bet size for an event is shown in the current line and is determined by BetCheetah.com for each event specifically, as well as for each type of bet, and is subject to change without prior notice of any kind.

BetCheetah.com retains the right to limit the minimum and maximum amount of the bet on individual events, to decline or cancel repeated bets for one and the same result, or on a practically the same combination of results from one participant of a bet and/or a group of participants of a bet, as well as to introduce or cancel all limitations of any kind for any participant of a bet and/or a group of participants of a bet without additional notice and any explanation of the reason for such limitations.

What sports can I wager on?

Any sport that we offer, all markets. Includes professional and college football, basketball, baseball, hockey, and horse racing. Professional Golf, NASCAR, Indy Car, Formula 1 and Motor Bike racing are also available. A full complement of e-sports, sims, and live wagering are also provided. All markets are displayed on mobile, tablet, computer and within our call center.

What kind of wagers do you have?

Parlays, round robins, teasers, super teasers, if-bets, straights, totals, buy points, props and futures.

What if there is a discrepancy with a wager?

Every transaction is digitally recorded. In the event of a discrepancy, digital playback of your conversation/transaction is available. The Operations Manager will decide if an adjustment is necessary. This decision is final.

How long does it take to reconcile a game once it is over, and when will the money appear in the customer's Account?

Games are reconciled upon conclusion, and Accounts are updated typically 5 minutes after the game has ended.

When does the wager week end?

Sunday night upon conclusion of final contests.

Taxes

Are my winnings reported to any government agency?

Determined by the regulatory practices of the region from which wagers are made.

Do I have to pay taxes on my winnings?

Taxes on winnings depend on the jurisdiction of your residence. Details of players net proceeds or losses are not provided.

Across the Board: A method of wagering on a horse to win, place and show.

Action: A baseball wager where no pitcher is specified. Also refers to the number of wagers being placed on a certain event.

ATS (Against the Spread): A method of referring to the result of an event that takes the point spread into Account. Also, the act of taking points rather than wagering with the spread, or "laying" points.

Bad Beat: A wager that loses unexpectedly. Football General Rules.

Beard: A friend or acquaintance used to place wagers, to conceal the true identity of the real wagerer. Book: An establishment that accepts wagers on the outcome of sporting events.

Buck: $100 (as in a "buck" wager).

Buy Points: An additional price to receive half a point or more in his/her favor on a point spread game. Canadian Line: A combination point spread and moneyline in hockey.

Chalk: The favored team, athlete or horse.

Chalk Player: Someone who usually only plays the favored teams, rarely wagering on the underdogs. Also known as a "chalkeater."

Circled Game: A game where the limits are lowered, or wagering options are restricted, usually due to injuries.

Cover: To beat the point spread by the required number of points. When you win, you have "covered the spread."

Dead Heat: When two or more horses finish in a tie.

Dime: $1,000.

Dime Line: A line where the juice is 10 percent.

Dog: Short for "underdog."

Dog Player: A wagerer who mostly plays the underdog.

Dollar: $100.

Double Action: An "if-bet" that is processed when the precedent wager wins, ties or cancels.

Double Bet: A wager for twice the size of one's usual wager; also known as "double pop" or "doubling up."

Edge: A person's advantage when it comes to sports wagering.

Even Money: A wager on which neither side lays any odds or vigorish.

Exotic: Any wager other than a straight bet or parlay, also called a prop or proposition.

Exposure: The maximum amount of money a sportsbook stands to lose on a game.

Favorite: The team expected to win an event. The quoted odds reflect the extent to which the choice is favored.

Fifty Cents: $50.

Final Four: The remaining four teams in the NCAA basketball tournament.

First Half Bet: A wager placed only on the first half of the game.

Futures: Wagers placed on an event or outcome taking place sometime in the future (e.g. wagering during the season on the Super Bowl winner.)

Getting Down: Making a wager.

Grand Salami: The grand total of goals scored in all the hockey games of the day. It can be wagered to go over/under.

Half-A-Dollar: $50

Half Time Bet: A wager placed only on the second half of the game.

Handicapper: One who studies and rates sporting events.

Handicapping: The attempt to predict the outcome of sporting events. Usually involves research.

Handle: The total amount of money wagered on an event or group of events.

Hedging: Placing wagers on the opposite side in order to cut losses or guarantee a minimum amount of winnings.

Hook: A half-point.

Hot Game: A game that is drawing a lot of "action" on one side from knowledgeable handicappers.

Juice: Commission earned by the office.

Laying the Points: Wagering on the favorite by giving up points.

Laying the Price: Wagering on the favorite by laying money odds.

Layoff: Money wagered by an office, with another office, to reduce liability.

Limit: The maximum amount an office will allow to be wagered before changing the odds and/or the points.

Lines: Another word for odds.

Linemaker: The person who establishes the original and subsequent wagering lines. Also known as "oddsmaker."

Listed Pitchers: A baseball wager which will be placed only if both pitchers scheduled to start a game actually start. If they don't, the wager is can- celled.

Lock: An easy winner.

Longshot: A team, athlete or horse perceived to be unlikely to win.

Middle: To win both sides of the same contest. Wagering on the underdog at one-point spread, and the favorite at a different point spread, to win both sides.

Moneyline: A wager where no point spread is involved.

Move the Line: A player pays an additional price to receive half a point or more in his/her favor on a point spread game.

Nickel: $500.

Nickel Line: A sports wagering line where the juice is five percent.

No Action: A wager in which no money is lost or won.

Off the Board: A game that offers no "action."

Outlaw Line: The earliest line in wagering. A limited overnight line.

Over/Under: A wager on whether the combined total of the points/goals scored by two teams exceeds, or be less than, a specified number.

Parlay: A wager on two or more teams, or outcomes, where the original stake and winnings are reinvested on the next wager. All selections must be correct for the parlay to win. In the event of a "push" or a game cancellation, the parlay reverts to the next lower number (e.g. a 4-team parlay becomes a 3-team parlay).

Pick 'em: A game where neither team is favored.

Point Spread: The handicap that the favorite gives to the underdog for wagering purposes.

Press: To wager a larger amount than usual.

Prop (Proposition): A special wager offered on unique and various topics.

Price: The odds or point spread.

Puckline: Odds of a goal spread in hockey instead of using a Canadian Line, where both a goal spread and moneyline are played. Puppy: The underdog.

Push: When a contest ends with no winner or loser for wagering purposes.

Round Robin: A series of 3 or more teams in 2-team parlays.

Run Down: All the lines for a specific date, sport, time, etc.

Runline: In baseball, a spread used instead of the moneyline.

Sharp: A sophisticated or professional wagerer.

Sides: The two teams or athletes playing: the underdog and the favorite.

Single Action: An "if-bet" that's processed only if the first wager wins.

Spread: An abbreviated form of "point spread."

Square: A novice when it comes to sports wagering.

Steam: When a line starts to move rapidly.

Store: A sports wagering establishment.

Straight Bet: A wager on just one team, athlete or horse.

Taking the Points: Wagering the underdog.

Taking the Price: Wagering the underdog and accepting money odds.

Teaser: A wager on 2 or more teams where the line is adjusted. Like a parlay, all selections must be correct for the teaser to win. Ticket: A sports wager.

Tie: A wager in which no money is lost or won because the teams' scores were equal to the number of points in the given line. Total: The combined number of runs, points, or goals scored by both teams during a game, including overtime (see over/under). Totals: A proposition in which the wagerer speculates that the total score in a game will be more or less than the line posted. Tout: Someone who sells his/her expertise on sports wagering.

Under: A wager in which total points scored by 2 teams will be under a certain figure.

Underdog: The team perceived to be most likely to lose. Also known as the "dog" for short.

Value: Getting the best odds on a wagering proposition; the highest possible edge.

Vigorish: Commission on a losing wager; also known as "juice" or "vig" for short.

Wiseguy: A well-informed or knowledgeable handicapper or wagerer.

The rules, regulations, and payoffs herein are established to protect the client and the site and are subject to change without prior written notice.

All wagers placed by clients are subject to the following rules:

  1. Any and all bets placed in an attempt, in any way, to defraud the website will be deemed void and the account eliminated.
  2. Any and all bets made or contracted by any professional gambler deemed “SHARP,” or member, associate representing or placing bets for the sharp player, employee, or associate of a professional sports wagering group, who has not previously identified themselves to management, shall be voided. The balances in such accounts held and not paid by the site. This is at the sole discretion of the site.
    • THE SITE DOES NOT ACCEPT SHARP ACTION IN ANY FORM, at its sole discretion.
  3. THE WEBSITE DOES NOT ACCEPT ANY SYNDICATED BETS.
    • DEFINITION OF A SYNDICATE: a group of individuals, or organizations, combined to promote a common interest in a contest.
    • The site has access to accounts, portals, sources, and data that are utilized in any/all decisions.
    • The site has sole discretion of what constitutes a syndicate and will act accordingly at its sole discretion.
  1. THE WEBSITE WILL NOT PAY THE WAGERS OF SYNDICATES, ROBOTS, GROUPS, OR ANY/ALL PREDATORY MECHANISMS AT ITS SOLE DISCRETION.
    • The site accepts wagers from individual clients and recreational players only, at the site’s sole discretion.
    • Acceptance of these terms upon the establishment of the account is deemed to be understood by the client in full, requires any identification of such definitions herein before the first and any wager thereafter, and will be declined upon discovery at the site’s sole discretion.
  2. The site does not cancel wagers placed by the client except in matters of extreme prejudice, at its sole discretion.
  3. The site will not accept wagers on events posted with obvious or egregious line errors, also known as “BAD LINES.”
    • Management also reserves the right to cancel any wager on an obviously erroneous line, whether due to software or human error.
    • It is the acceptance of the client that bad lines happen on occasion and will not be paid at the sole discretion of the site.
    • PAST POST WAGERS, and attempts by the client at such, will be deleted.
    • Any event wagered after it has started but erroneously kept on the board by the site will be deleted at the site’s sole discretion.
  4. The site has access to any/all IPs upon client log-in and wagering. This includes telephone call location and recording.
    • If multiple IPs are found to be wagering on a client’s account, outside the reasonable expectation and discovery of multiple, recognized sources such as the individual’s cell phone/computer/tablet, the account will be eliminated and no payouts will be made.
    • This is universally understood by the client, upon acceptance of the account and upon first login, THAT NO PAYOUTS WILL BE MADE if there exists evidence of collusion, in any form, by individuals and/or technical and/or predatory advances.
  5. Check all wagers carefully, a printout is recommended but at the sole discretion of the client.
  6. The site is not responsible for missing or duplicate wagers, wagers not placed due to technical or user error, etc.
  7. Any and all transactions on the account that include the client’s account number and password upon login, will stand and be deemed binding by the site and client.
  8. Online wagers are time-stamped with a ticket # in any/all instances. 
  9. The site will not pay claims for missing wagers or those claimed by the client to have disappeared, not shown, human error, etc, at the sole discretion of the site.
  10. The site is not responsible, nor will it be held liable for losses or declared wins alleged to have resulted from the inability of the client to connect to the site for whatever reason. This includes client WiFi, 3rd party applications utilized by the site, and transmissions of any kind.
  11. The site reserves the right to add, delete or change house wagering rules and payoffs at any time and at its sole discretion.
  12. The rules of the aforementioned site and contained herein conform to Nevada Gaming Rules, which serve as the default for any rules, wagers, and payouts not otherwise stated.
  13. If an event or market offered by the site is not specifically covered herein, such event rules will be posted in the form of banners, account messages, etc.

Account Holder Responsibility

  1. All clients must be 18 years of age.
  2. It is the client's sole responsibility to determine whether the site services are permitted under the laws of his/her jurisdiction.
  3. The site reserves the right to terminate any client account at any time upon violation(s) of Account Holder Responsibility.
  4. All client accounts are private and confidential by the site.
  5. The client is responsible for maintaining the secrecy and privacy of the account, inclusive of account number and password.
  6. The site is not responsible for client disclosure of password(s), whether by phone or online, and/or account number to other parties under any circumstances.
  7. In no way will the site accept a declaration that a password was stolen or utilized mistakenly by any/all sources.
  8. It is the client’s responsibility to know home and away teams. Home teams are listed at the bottom of each rotation unless otherwise specified by the site.
    • The amount per wager and number of wagers is determined by the balance in the account and/or the amount presented in the pull-down boxes.
    • Clients of the site or prohibited from risking more funds than are available on the account, in any/all forms, including extended credit.
    • Maximum credit, maximum account per wager, and settle figure are provided to the client upon inception of the account.
  9. It is the responsibility of the client to know the exact line they’ve wagered on and the exact payout of their registered ticket number INCLUSIVE OF HORSES and all 3rd party applications.
  10. All pending wagers are locked for the client upon issuing the ticket number and viewable on the account online or available to the client by phone via Customer Service and/or Management.
  11. Account balances must be verified by the client upon each login and/or phone contact with the site. Balances are deemed correct and binding thereafter.

All rules, regulations, minimums, maximums, and wagering payout prices, etc listed are subject to change without prior notice, at the sole discretion of the site, for all markets contained herein.

Wagering By Phone

  1. Each client is required to identify himself by his/her account number and password on each call to the site in order to access any information.
  2. All clients are to confirm their wagers with the operator at the end of the call using their account number and password. It's the responsibility of the client to listen to the read-back from the operator before confirming the wager. If, for some reason, the call is dropped before the process is completed, the wager will be voided (not booked) without exception.
  3. After the telephone wager is made, the respective clerk will then repeat the information back to the player; this is called a "read back". During that conversation, if the wagers and amounts are correct, the client will state, "That is correct,” and will repeat the assigned account number and password. Without a read-back wagers are not booked.
  4. No wagers can be canceled once the client confirms wager(s), and the call is concluded. The only manner in which a client can cancel a wager is to wager on the opposite side of the contest in which he/she initially wagered.This at the sole discretion and execution of the client.The site is not responsible for such execution.
  5. All phone calls are recorded by the site and held for disputes for a period of 7 days. In the event of a dispute on a wager or any issue, all parties agree to be bound by the recording.
  6. All wagering disputes shall be resolved by the read-back from the recorded call and shall be ruled final.

Wagering Online

  1. In-game wagers, live wagering, etc. are placed by the client via online access only.
  2. General sports wagering rules apply to "all-in" game bets.
  3. The site is not responsible in any way for dropped client connections via WiFi, telephone, dropped wagering during the Bet Slip process, etc.The site will not accept or honor wagers that are claimed to have been paced by the client but are not time-stamped and given a ticket number.
  4. Wagers attempted after an outcome has been determined will be voided at the site’s sole discretion.This includes errors in the rare instance that a line remains on the board by the site after a contest has begun.The site reserves the right, at it’s sole discretion, that such wagers will be voided.
  5. There is a ticket number for all wagers. The ticket number is binding to all parties and is the only evidence used to settle disputes. No claims will be investigated without a ticket number.

In-Game Wagering

  1. In-Game wagering (live wagering) is defined as lines provided. Still, the site and/or 3rd party applications that allow the opportunity to wager after a contest has begun, and the pre-game lines are off the board.
  2. As with pre-game wagering, balances are verified by the client upon each log-in before live wagering. When the balance is verified and accepted, it is agreed that all previous transactions are correct and there are no further claims.
  3. Claims or disputes must be settled prior to further wagering.This is of particular importance for live wagering due to the frequency of lines provided.
  4. Limits and odds for live wagering may have different values from pre-game wagering at the site’s sole discretion.
  5. All wagers are logged and backed up regularly. In all cases of dispute, both the site and client agree that the backup shall be the final authority, be it time stamped and ticket by the site and/or 3rd party application.
  6. Claims must be lodged within three days from the date the accepted and ticketed wager.
    1. No claims will be honored after this three-day period. Clients are responsible for verifying the accuracy of all account transactions.
  7. Wagers placed on live betting include the score of the full match/event/game unless otherwise specified.This includes 3rd party applications.
  8. All pre-game wagering rules contained herein apply to all wagers both in-house and 3rd party applications at the site’s sole discretion.
  9. There are no In-House live lines provided for Added, Circled, or Extra Games unless otherwise specified by the site at the site’s sole discretion.
  10. MLB In-Game Wagering:
    1. Live Lines are offered in between innings and other stoppages in play at the site’s sole discretion and this of 3rd party applications.
    2. The game must go the 9 full innings or 8 1/2 innings if the home team is ahead and has won the contest to have action.
    3. The grading of wagers by 3rd party applications is at their sole discretion and that of the site.
  11. NHL Hockey In-Game Wagering:
    1. In-House Live Lines will be offered during intermission breaks and other stoppages in play at the site’s sole discretion, and this of 3rd party applications provided by the site.
  12. Tennis In-Game Wagering:
    1. The match must be final for action.
    2. Player withdrawals and/or disqualification constitute no action on the contest regardless of the reason(s), current games or sets in the match, etc.This at the site’s sole discretion.
    3. Only Money Lines will be dealt for In-House live wagers on tennis; those provided by a 3rd party application are at their sole discretion for times, odds and payouts.
    4. Grand Slam Tennis Events:
      1. In-House lines will be offered starting in Quarterfinals all through the Finals. (If earlier rounds have line lines, they will be in-house selected matches.)
  • TP/WTA (Other Tournaments): Will have Live Betting once reach the Finals.
  1. Soccer In-Game Wagering:
  • 90 Minutes must be played for action.
  • Leagues herein are subject to change by the site including league(s) and line(s) addition/subtraction and 3rd party apps at their sole discretion.
  • Mexico: Live Lines provided for the Final/Championship (Selected In-House matches through the regular season).
  • Copa MX: Live Line provided for Final/Championship (Selected In-House matches through the tournament).
  • Liga Ascenso (Mexico): Live Lines are provided for the Final/Championship.
  • Copa Libertadores: Live Lines provided for the Final/Championship (Selected In-House matches throughout the tournament).
  • Copa Sudamericana: Live Lines provided for the Final/Championship.
  • MLS: Live Lines provided for Final/Championship. (Selected In-House matches throughout the tournament).
  • UEFA Champions League: Live Lines provided for Quarterfinals through the Final/Championship (Selected In-House matches throughout the tournament).
  • UEFA CUP: Live Lines provided for the Quarterfinals through the Final/Championship (Selected In-House matches throughout the tournament).
  • EURO CUP: Live Lines provided for the Quarterfinals through the Final/Championship (Selected In-House matches throughout the tournament).
  • FIFA QUALIFIERS: In-House selected at it’s sole discretion..
  • FIFA WORLD CUP: Live Lines provided for 2nd Round through the Final/Championship (Selected In-House matches throughout the tournament).
  1. Basketball and Football In-Game Wagering:
    1. In-house Live Lines are frequently offered during commercial breaks and other stoppages in play.A line generated at what time of a contest, odds, and limits are at the site's sole discretion and may vary from any/all contests.

Wagering Rules

  1. All wagers are in U.S. dollars.
  2. Maximum payouts for any parlay is $50,000.
  3. All wagering payoffs are calculated on the odds in effect at the time of the wager.
  4. The winner of a wager is determined by the official result of the game or event.
  5. The winner of an event, or game, will be determined on the date the event is concluded.
  6. There will be no refunds; changing of plays or switching teams after an official wager has been placed.
  7. The site reserves the right to delete, refuse or limit any wager, whether a win, loss or draw at its sole discretion.
  8. If there is evidence of a line error, past posted play or exceeding the dollar amount of the wagering limits, egregious offenders will be held responsible and the wagers voided and not paid
    • Accounts will be suspended and/or eliminated for repeat attempts of the above, at the site’s sole discretion.
    • Conversely, an agent or site personnel who is alerted by a client of a bad line or other posting error(s) will often be rewarded with free play, by said authorities for such, at their sole discretion.
  1. Dates and kick-off time of events shown are for guidance only and as provided to the site by the respective entities that carry them.
    • Wagers are accepted up to the advertised kick-off time.
  1. If for any reason a wager is inadvertently accepted after an event has started “past post,” the selection(s) will be voided, at the site’s sole discretion.
  1. For all Totals wagering, each market, any overtime, that is universally defined as extra competition in order to determine a winner, results are counted in the final score.“Overtime counts."
  1. With regard to suspended games, protested games, or overturned decisions, the site follows Las Vegas gaming rules for wagering purposes.
    • Otherwise the site does not recognize suspended games, protests or overturned decisions for wagering purposes.
  1. For postponed and/or rescheduled, or there is a change of venue, the event will automatically constitute “no-action," and all monies for that event will be refunded (unless sport specific rules state otherwise).
    • Exception: Wagers on NASCAR, Tennis and Golf events remain active for up to 1 week after the scheduled start date.
    • All parlays/exotics will be recalculated excluding that leg of the parlay, using payout charts for that sport/wagering option.
    • Individual tennis matches have "no-action" if the match is not fully completed due to withdrawal/incapacity or disqualification.
      1. If a match is rescheduled due to scheduling and weather problems, bad light etc., then all wagers will have "action" and all wagers will stand.
  1. It is prohibited to parlay the same team with both the point spread and the money line.
  2. Multiple wagers are not accepted where the outcome of one part of the wager contributes to the outcome of another (correlated plays).
  3. The site reserves the right to take away any bonus, any time, without explanation.
  4. All futures wagers are accepted as "all-in", Run or Not Run, Entered or Not Entered.
  5. Stakes are lost on a future wager if a selection does not take part.
  6. In the event of a tie where three or more competitors are offered in one wagering option, the payout will be divided by the number of players/competitors tied.
  7. Dead Heat Rule
    • In the event of a dead heat (a tie) in a future wager, stakes will be divided by the number of selections (who tied) by the stake settled at full odds.
    • If the tie was a wagering option, then the dead heat rule does not apply.
    • The Dead Heat Rule only applies to future wagers that don't have a tie listed as a wagering option.
      1. Example: If there is a 3-way tie for the top scorer in a football game, winnings are calculated by taking the stake, dividing it by three, and multiplying that amount by the odds on the confirmed wager.

STRAIGHT WAGERS

  1. Straight wagers are made by the client when choosing a team and the point spread.
  2. The cost of the wager is 10/11 or $110 to win $100.

Example:

Toronto Raptors +6

Chicago Bulls -6

    • If the straight wager is on the Bulls -6, then the Bulls must win by more than 6 points for the wager to win.
    • If the straight wager is on the Raptors +6, then the Raptors cannot lose by more than 5 points for the wager to win.
    • If the game lands on 6 points then the wager is a "push" and will result in “no-action"

PARLAY WAGERS

  1. A parlay is a single wager that links together anywhere from 2 to 6 individual plays.
  2. Parlays can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two.
  3. For the parlay to be a winning wager, every one of its individual plays must win.
  4. If any of the individual plays is not a winner, then the entire parlay wager is a loss.
  5. If one of the individual plays is a "push," then the parlay reverts to the next amount of teams.
    1. For example, a 3-play parlay would become a 2-play parlay; a 2-play parlay would become a straight wager, with corresponding reductions of the payoff.
  6. All four major sports can be parlayed (football, basketball, baseball, and hockey), and any other events made available by the site at its sole discretion.
  7. Money lines that differ from -110 affect the payout of the parlay.
    1. The higher the negative money line, the lower the payout of the parlay.
    2. The higher the positive money line, the higher the payout.

MAX PARLAY PAYOUT IS $50,000 unless otherwise stated by the site, at its sole discretion.

Parlay Payoffs

Number of Teams

Payoffs

2 teams =5 to win

13

3 teams = 1 to win

6

4 teams =1 to win

10

5 teams = 1 to win

20

6 teams =1 to win

40

TEASER WAGERS

  1. A teaser can only be played in football and basketball.
  2. The teaser is 1 wager consisting of 2 or more sides/totals, in which the client is allowed to adjust the point spread in their favor.
  3. If there is ANY loss in a teaser, the entire teaser results in a loss.
  4. If the teaser contains a push, "no-action," or tie, the teaser will revert to the next amount of teams, paying the odds of the new teaser.
    1. In the case of a 2-team teaser, if there is a push, "no-action," or tie, the wager will be refunded.
    2. EXCEPT in ALL Sweetheart Teasers and Special Teasers. Any Push/Tie in a Sweetheart Teaser and Special Teaser is a LOSS.This is industry standard and no exceptions will be made.
      1. It is the responsibility of the client to know this rule.
  5. Any cancellation or postponed game in Sweetheart Teasers and Special Teasers is a NO Wager.

Teasers Payoffs

Football

6 points

6.5 points

7 points

Basketball

4 points

4.5 points

5 points

2 teams

11 to win 10

6 to win 5

13 to win 10

3 teams

5 to win 9

5 to win 8

2 to win 3

4 teams

1 to win 3

2 to win 5

1 to win 2

5 teams

2 to win 9

1 to win 4

2 to win 7

6 teams

1 to win 6

2 to win 11

1 to win 5

Sweetheart Teasers & Special Teasers

Football

10 points

3 Selections

2 Totals Max *

13 to win 10

Football

13 points

4 Selections

2 Totals Max *

14 to win 10

Basketball

8 pointstd

3 Sides

No Totals *

13 to win 10

* Any tie is a loss

IF-BET WAGERS

  1. If-bets are wagers on more than one game and based on the result of the 1st wager.
  2. There are 2 types of if-wagers:
    1. "If Win Only"
    2. "If Win/Ties" or canceled.

If-Win Only

Example:

Dallas Cowboys -5 $110 to win $100

Carolina Panthers +4 $110 to win $100

  • If the Cowboys lose, the wager is a loss -$110.
  • if the Cowboys win +$100 the wager continues to the Panthers wager.
  • if the Panthers win, the wager is a $200 winner.
  • if the Panthers lose, the wager is a $10 loss.
  • If the Cowboys win by exactly 5, then there will be" no-action" on the Panthers and the 110 will be refunded.
    • In this case there will be "action" on the second part of the wager if Dallas wins by 5 or more points.

If Win/Ties or canceled

Example:

Dallas Cowboys -5 $110 to win $100

Carolina Panthers +4 $110 to win $100

  • In this case there will be "action" on the second part of the wager if Dallas wins by 5 or more points.

REVERSE WAGERS

  1. A Reverse wager connects two contestants in two separate If-Bets.
  2. The first If-bet would connect contestant A to contestant B, the second If-bet would connect contestant B to contestant A.
  3. Reverses are If-Bets where the client selects If-Win only, or If-Win/Ties or canceled.

Example:

$100 Action Reverse with the New England Patriots -9, and the Denver Broncos +6:

Part A: New England Patriots -9 risking $110 to win $100, If that play wins or "pushes," then there will be "action" on the Denver Broncos +6, risking $110 to win $100. If the New England Patriots don't cover the -9 spread, then there will be "no-action" on the Denver Broncos +6.

AND

Part B: Denver Broncos +3 risking $110 to win $100, if that play wins or "pushes," then there will be "action" on the New England Patriots -9 risking $110 to win $100. If the Broncos don't cover the +6 spread, then there will be "no-action" on the Patriots -9.

The total risk amount is $220, but the player has a possibility of winning up to $400.

  1. A reverse is a series of if-bets going both forward and in "reverse" order.
  2. Each team included in the Reverse will pair with another team to form two if-bets, one with that team first and another with that team as the second team in the IF.
  3. Each wager in the reverse is an individual straight wager for the full amount of the reverse. Note: Each wager is for the same amount.

ACTION POINTS WAGERS

  1. Action Points are available for football and basketball.
  2. Action Points are for the client who not only can predict which team will win the game, but by how many points.
  3. The Action Point wager is capped from 1 point to a maximum of 10 points, and the wager risked cannot exceed your available balance.
  4. On this type of wager, the risk is $110 for every $100 wagered.

Example:

Atlanta Hawks 191

Houston Rockets -5

    • $100 a point on the Houston Rockets with a cap of 10 points. Houston must win by at least 5 points, and for every point over the point spread of 5 that they win by, the client wins $100 with a chance of winning between $100 and $1,000.
    • If Houston wins by 9 points, the net winnings would be $400.
    • On the other hand, if Houston fails to cover the point spread, the risk is $110 for every point that they fall short.
    • The client can also use totals either over or under, or the underdog in the game, getting 5 points.
    • Action Points can only be placed through the call center.

MONEY LINE WAGERS

  1. Football and basketball are set to money lines (odds), as well as the point spread (in most cases).

Example:

Orlando Magic -280

Houston Rockets +240

    • Wagers on Orlando -280 lays $280 to win $100.
    • Wagers on Houston +240 lays $100 to win $240.
    • The line values are determined based on the point spread.
    • When wagering money lines, the wager is on a team to win the game outright.

ROUND ROBIN WAGERS

  1. Round Robins are wagers in which 3 to 10 teams, or totals, are combined into a single play.
  2. All possible combinations of Parlays are chosen by the client.
  3. Any pick that can be parlayed may be placed in a Round Robin.
  4. Round Robins are turned into Parlays; therefore, the same rules apply as in a regular Parlay:
    1. If one of the teams loses, all parlay combinations with that team are a loss.
    2. If 1 team pushes, all combinations with that team turn into the lower Parlay, or Straight bets, risking the same amount of the Parlay.
    3. Points may be bought on picks in a Round Robin, as long as the Round Robin is broken into only 2 or 3 team combinations.
    4. Whatever the client risks on the Round Robin must be applied to each of the 2 Parlay combinations.

Example:

$50 Round Robin in combinations of 3 by 2's

New York Knicks +7 -110

Houston Rockets +8 -110

Cleveland/Denver Over 188 -110

1st Parlay

2nd Parlay

3rd Parlay

Knicks +7

Knicks +7

Houston +8

Houston +8

Cleveland / Denver Over 188

Cleveland / Denver Over 188

Risk $50 / Win $130

Risk $50 / Win $130

Risk $50 / Win $130

  1. A 3 team Round Robin for $50 has 3 possible 2 team Parlay combinations, so the maximum risk would be $150; each parlay would win $130, so the maximum win would be $390.

AMERICAN FOOTBALL RULES

Official Game Times

  1. Games must officially complete 55 minutes of play for action and grading.
  2. Games concluded in under 55 minutes, for whatever reason, constitute "no-action" or "Push/Cancel" and all monies and/or credit refunded.
  3. Parlay wagers are reduced accordingly.
  4. Wagers on 1st and 2nd halves, and on all quarters, are considered "action" upon completion of the period in question/in play and completed.
  5. Wagers on spread, money line, and/or totals for the whole game, and all wagers on second halves, always include overtime.
  6. Wagers for the 4th quarter do not include overtime.
  7. Games must be played on scheduled date and site unless otherwise specified. A change in schedule and/or site constitutes “no-action.”
  8. Wagering on the game point spread, money line, or total (over/under) includes any overtime scoring.
  9. Half-time (2nd Half) wagering includes any overtime scores. Fourth Quarter wagering does NOT include overtime scores.
  10. 3-6 team regular teasers NO BET when a game is canceled.
  11. 2nd halves must be fully completed for wager to have action.
  12. Las Vegas rules apply for any interpretation not covered herein, at the site’s sole discretion.
  13. NFL rules and regulations apply to CFL unless otherwise stated, at the site’s sole discretion.
  14. College Football (CFB) Season Total Wins Rules:
    • Bowls Games and Conference Championship Games are NOT used towards team’s season wins total.
    • Regular Season Games ONLY.
    • Teams must play every scheduled regular season game for action.
  15. NFL Season Total Wins Rules:
    • Games that are forfeited are counted as losses for the forfeiting teams and wins for the
    • Teams must have 17 results (wins, losses, or ties) for wagers to have action.
      • Special Case Note — If by any chance a team has a canceled/postponed game throughout the season and is made up later on a different date and a different matchup than the originally scheduled matchup, said game will not count towards regular season total wins for that team. This is at the site’s sole discretion.

Example:

  • Damar Hamlin’s MNF collapse on January 3rd, 2023, that resulted in the remainder of the game being canceled (as a decision by the players and coaches of The Bills and The Bengals.
  • As a result, the NFL proceeded to reschedule the teams against different opponents without option to reschedule said teams in the regular season.

NFL Props Wagering

  1. NFL Propositions are graded using results listed at NFL.COM.
  2. NCAA Propositions are graded using results listed at COM
  3. For all American Football Propositions involving passing statistics for a QB, that QB must have one pass attempt for action.
  4. For all American Football Propositions involving rushing attempts/yards for a QB, that QB must play for action.
  5. If the QB plays but has no rushing attempts, then yards for first attempt will be graded as zero yards (under is winner), and under will be declared winner of any Proposition regarding the QB’s rushing yards.
  6. For all American Football Propositions involving receiving yards on first reception or longest reception for a specific player, that player must play for action.
  7. If the player officially competes but does not have a catch, his first reception yards and longest reception proposition will be graded as zero yards (under is the winner).
  8. For American Football Propositions involving rushing attempts/yards for an RB, that RB must play for action.
  9. If the RB officially completes but has no rushing attempts, then yards for first attempt and longest rush propositions will be graded as zero yards, and under will be declared winner of all rushing yardage propositions.
  10. If there is a score at exactly the 7:30,7:00,6:30,6:00,5:30..or 2:00 (etc.) minute mark, then the related propositions on whether there will be a score within that time frame of the game, half, or quarter will be graded yes (the score will count as graded).
  11. For longest or shortest successful field goal of game propositions, if there are no successful field goals, then those propositions have no action.
  12. For the Prop will-either-team-score 2, 3, 4, or 5 unanswered times propositions, extra points and two-point conversions do not count in the graded wager.
  13. For over/under of longest TD in game, if there are no TDs in the game, then these propositions have no action.
  14. All Props rules above/contained herein are at the site’s sole discretion.

NFL-Score First in The Game

  1. First team to score in the game. If a team scores and the game is canceled or postponed afterward, all wagers stand regardless of how many minutes have been played.

NFL-Score Last in The Game

  1. Must be an official game (55 minutes of play). If the game goes into overtime, the team that scores last will be the winner.

NFL-Score in The First 7½ Minutes

  1. 7½ minutes must be played. If the game is canceled or postponed after 7½ minutes of play all wagers stand.

NFL-Total 1st Half Points Vs. Total 2nd Half Points

  1. Must be an official game (55 minutes of play) and includes overtime.

NFL-First Scoring Play (Touchdown Or FG/safety)

  1. If a team scores and the game is canceled or postponed afterward, all wagers stand regardless of how many minutes have been played.

Unanswered Scores

  1. Extra points or two-point conversions do NOT count.

Player Props

  1. All players must take the field and play for "action." Results are based on the official stats from the game.
  2. A kicker who does not participate, due to a shutout, but is suited up and available is considered to have played.

Buying Points

  1. Players can buy points to their advantage. Points can be bought on the side or on the total. Each half-point costs an additional 10 cents to the dollar. Players can buy a total of two full points on any side or total.

Buying Points ON or OFF the point spread of three (3) NFL Teams

  1. When purchasing a ½ point "on" or "off" of the point spread of three (+/- 3) in the NFL, the lay/risk is an additional 20 cents to the dollar and will risk $130.00 USD to win $100.00.

Buying Points ON or OFF the point spread of three (3) NCAA College Football

  1. When purchasing a ½ point "on" or "off" of the point spread of three (+/-3) teams in college football, the lay/risk is an additional 15 cents to the dollar and will risk $125.00 USD to win $100.00.

NFL Regular Season Player vs. Player Matchups

  1. NFL regular season player vs player matchup propositions will not include the playoffs.
  2. Both players must play in week one of the regular season for wagers to have action.
  3. Passing for a touchdown is not considered scoring a touchdown.

NFL Futures

  1. 1-For AFC or NFC Championship Winner futures, the champion of the respective conference will be the team that reaches the Super Bowl from that conference.

NCAA Football Conference Championship Futures Rules:

  1. If the conference has an official championship game, the winner of the championship game is deemed to have won that conference.
  2. This is NOT to be confused as the “regular season champion.”
    • It is the client’s sole responsibility to know the difference and the site deems this official in the posting of the rules above and herein.
  3. If the conference has co-champions, the first team picked by the BCS is graded as a winner, and all other teams are losers.
  4. For divisional odds within conferences, the team participating in the conference championship game will be considered to have won that division.
  5. For all Props rules above and/or contained herein follow established Vegas/Industry Standard Rules and are at the site’s sole discretion.

Wagering on Football

Straight Wager

  1. This type of wager is made when players choose a team and the point spread.
  2. The cost of the wager is 10/11 or $110 to win $100.

Example:

Green Bay Packers -7

Denver Broncos +7

  • If the straight wager is on the Packers -7 then the Packers must win by 8 or more points for it to be a winner.
  • If the straight wager is on the Broncos +7 then the Broncos cannot lose by more than 6 points for it to be a winner. • If the game lands on 7 points, then the game is a "push" and will result in "no-action."

Totals (Over/Under)

  1. This type of wager is on the combined score (total) of a game, over/under the posted line.
  2. If a wager is placed UNDER 38, the combined total score of both teams must be UNDER 38 points.
  3. For all totals wagering, each market, any overtime, that is universally defined as extra competition to determine a winner, results are counted in the final score.

Example:

Baltimore Ravens v. Atlanta Falcons TOTAL IS 38

  • If a wager is placed for OVER 38, the combined total score of both teams must go OVER 38 points.
  • If the combined total score falls on 38 points, the wager is a "push" and there is "no-action."
  • Overtime counts for wagers placed for the game and for the 2nd half.
  • Overtime does not count for 4th quarter wagers.

Money Line

  1. This type of wager stipulates which team is going to win, based on odds, regardless of the point spread.

Example:

Green Bay Packers -280

Denver Broncos +240

  • If the wager is on Green Bay -280, $280 is risked to win $100.
  • If the wager is on Denver +240, $100 is risked to win $240.

Parlay

  1. A parlay is a single wager that links together anywhere from 2 to 6 individual plays.
  2. Parlays can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two.
  3. For parlays to be winning wagers, every one of its individual plays must win. If any of the individual plays is not a winner, then the entire parlay wager is a loss.
  4. If one of the individual plays is a "push," then the parlay reverts to the next number of teams.
  5. For example, a 3-play parlay would become a 2-play parlay; a 2-play parlay would become a straight wager, with corresponding reductions of the payoff.
  6. All four major sports can be parlayed (football, basketball, baseball, and hockey.) Money lines that differ from -110 affect the payout of the parlay.
  7. The higher the negative money line, the lower the payout of the parlay. The higher the positive money line, the higher the payout.

MAX PARLAY PAYOUT IS $50,000 unless otherwise indicated by the site.

Number of Teams

Payoffs

2 teams =

5 to win 13

3 teams =

1 to win 6

4 teams =

1 to win 10

5 teams =

1 to win 20

6 teams =

1 to win 40

   

Teasers

  1. A teaser can only be played in football and basketball.
  2. The teaser is 1 wager consisting of 2 or more sides/totals in which the customer is allowed to adjust the point spread in your favor.
  3. If there is ANY loss in a teaser, the entire teaser results in a loss.
  4. Otherwise, if the teaser contains a "push," "no-action," or tie, the teaser will revert to the next number of teams, paying the odds of the new teaser.
  5. In the case of a two-team teaser, if there is a "push", "no-action," or tie, the wager will be refunded.
  6. EXCEPT in ALL Sweetheart Teasers & Special Teasers. Any "push/tie" in a Sweetheart Teaser & Special Teaser is a LOSS.
  7. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

Teaser Payoffs

Football

6 points

6.5 points

7 points

2 teams

11 to win 10

6 to win 5

13 to win 10

3 teams

5 to win 9

5 to win 8

2 to win 3

4 teams

1 to win 3

2 to win 5

1 to win 2

5 teams

2 to win 9

1 to win 4

2 to win 7

6 teams

1 to win 6

2 to win 11

1 to win 5

  1. Sweetheart Teasers Payoffs

Any "push/tie" in a Sweetheart Teaser & Special Teasers is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

Football

10 points

3 Selections

2 Totals Max *

13 to win 10

Football

13 points

4 Selections

2 Totals Max *

14 to win 10 

*Any tie Is a Loss

Buying Points

Points

Lay

½ points

-120

1 point

-130

1½ points

-140

2 points

-150

BASKETBALL RULES

Official Game Times

  1. Wagers are considered official after 43 minutes of play (NBA).
  2. 35 minutes of play (NCAA).
  3. For international games, if the official time of play is not conducted, the wager on the team is treated as "no-action," and a parlay wager will be reduced accordingly.
  4. The game must be played on the scheduled date and site.
  5. If a game is suspended after the minimum amount of time has been played, as stated above/herein and not resumed the SAME day, the score when the game is halted will determine the betting/graded results.
  6. All wagers on the game and 2nd half include overtime.
  7. Wagers on the 4th quarter do not include overtime.
  8. Games must be played on the scheduled date to have action, at the site’s sole discretion.
  9. Las Vegas/Industry standard rules apply for any specifics not mentioned above/herein.
  10. NCAA Basketball is graded using ncaa.com.
  11. NBA is graded using nba.com.
  12. For wagers on quarters and halves, the minimum time is considered to be the duration of the period.
    • If the entire game is not completed, wagers on quarters and halves will have action and be graded accordingly if the relevant period was completed.

Basketball Proposition Rules

  1. Las Vegas/industry standard rules apply herein and for those not specified at the site’s sole discretion.
  2. For props wagers, unless stated otherwise, the second half includes overtime.
  3. NBA teams must complete and be made league official for all 82 games for season win props to have action.
  4. A proposition concerning an individual's total points, rebounds, assists, blocked shots, or any other similar statistic (or combination of these statistics), the specific player must play in the game for action.
  5. Any proposition which refers to a 3-point shot refers to a shot made/attempted behind the 3-point arc, not “and one” plays.

NBA All-Star Props

  1. For All-Star Game props for a specific player, that player is only required to play in the All-Star Game for action and that prop to be graded, unless otherwise specified that the player must start.

All-Star Dunk Contest Rule

  1. Action and grading are determined if and only if the player attempts at least one (1) dunk.
  2. In head-to-head matchups, both players must attempt at least one dunk for any wager to have action.

Point Contest(s)

  1. In a head-to-head matchup, both players must attempt at least one (1) shot for action and grading.
  2. In a head-to-head matchup, if the players are tied for the most points, the wager is graded a push and all monies are refunded and/or credited.
  3. For points in the All-Star Game on a specific player, that player must attempt at least one shot.

NBA Futures

  1. For wagers on teams to win their Conference (Eastern and/or Western), the winner is determined by those teams that reach the NBA Finals representing said conference.
  2. For wagers on NBA Most Valuable Player (MVP), if the league names co-MVPs, wagers are paid at full odds.
  3. If there is yes/no wagering offered by the site for MVP, and a player is named Co-MVP, then the “yes” selection will be graded as the winner at full odds.

NCAA Tournament (March Madness) Props

  1. Only games played during/after the round of 64 are counted for the prop(s).
  2. Play-in games are not counted in any way shape or form.

Team Totals and Special Spreads

  1. Games must be completed within 5 minutes of their officially sanctioned league duration.

Player Props

  1. All players must take the court and play for “action."
  2. Results are based on the official stats from the game sanctioned by their respective leagues, at the site’s sole discretion.

Straight Wager

  1. Wagers placed when choosing a team and the point spread.
  2. The cost of the wager is 10/11 or $110 to win $100.

Example:

Toronto Raptors +6

Chicago Bulls -6

  • If the straight wager is on the Bulls -6 then the Bulls must win by 6 or more points for the wager to win.
  • If the game lands on 6 points, then the game is a "push" and will result in "no-action."
  • If the straight wager is on the Raptors +6 then the Raptors cannot lose by more than 6 points for the wager to win.

Totals (Over/Under)

  1. Wagers placed on the combined scores (total) of a game — that is over or under the posted line.
  2. The cost of the wager is 10/11

Example:

Dallas Mavericks vs.

Indiana Pacers Total is 178

  • If a wager is placed for UNDER 178, the combined total score of both teams must fall UNDER 178 points.
  • If a wager is placed for OVER 178, the combined total score of both teams must go OVER 178 points.
  • If the combined total score falls on 178 points the wager is a "push" and there is “no-action."
  • Overtime counts for wagers placed for the game and for the 2nd half.
  • Overtime does not count for 4th quarter wagers.

Money Line

  1. This type of wager is an odds wager on which team will win inclusive of odds.

Example:

Orlando Magic -280

Houston Rockets +240

  • If the wager is on Orlando -280 the client lays $280 to win $100.
  • If the wager is on Houston +240 the client lays $100 to win $240.

Parlay

  1. A parlay is a single wager that links together anywhere from 2 to 6 individual plays.
  2. A parlay can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two.
  3. For parlays to be winning wagers, every one of its individual plays must win.
  4. If any of the individual plays is not a winner, then the entire parlay wager is a loss.
  5. If one of the individual plays is a "push," then the parlay reverts to the next number of teams.
    • For example, a 3-team parlay would become a 2-team parlay; a 2-team parlay would become a straight bet, with corresponding reductions of the payoff.
  6. All four major sports can be parlayed (football, basketball, baseball, and hockey). Money lines that differ from -110 affect the payout of the parlay. The higher the negative money line, the lower the payout of the parlay. The higher the positive money line, the higher the payout.

MAX PARLAY PAYOUT IS $50,000

Number of Teams

Payoffs

2 teams =

5 to win 13

3 teams =

1 to win 6

4 teams =

1 to win 10

5 teams =

1 to win 20

6 teams =

1 to win 40

Teasers

  1. A teaser can only be played in football and basketball.
  2. The teaser is 1 wager consisting of 2 or more sides/totals in which the customer is allowed to adjust the point spread in your favor.
  3. If there is ANY loss in a teaser, the entire teaser results in a loss. Otherwise, if the teaser contains a "push", "no-action," or tie, the teaser will revert to the next number of teams, paying the odds of the new teaser.
  4. In the case of a two-team teaser, if there is a "push," "no-action," or tie, the wager will be refunded.
    • EXCEPT in ALL Sweetheart Teasers & Special Teasers. Any "push/tie" in a Sweetheart Teaser & Special Teaser is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

Teasers Payoffs

Basketball

4 points

4.5 points

5 points

2 teams =

11 to win 10

6 to win 5

13 to win 10

3 teams =

5 to win 9

5 to win 8

2 to win 3

4 teams =

1 to win 3

2 to win 5

1 to win 2

5 teams =

2 to win 9

1 to win 4

2 to win 7

6 teams =

1 to win 6

2 to win 11

1 to win 5

  1. Sweetheart Teasers Payoffs

Any "push/tie" in a Sweetheart Teaser & Special Teasers is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

Basketball 8 points

3 sides

no totals *

13 to win 10 

  1. *Any tie Is a Loss

Buying Points

Points

Lay

½ points

-120

1 point

-130

1½ points

-140

2 points

-150

Buying Points

Points

Lay

½ points

-120

1 point

-130

1½ points

-140

2 points

-150

BASEBALL RULES

Official Game Times

  1. Payout odds are based upon a Money Line and/or a Run Line.
  2. Official results at MLB.COM
  3. Winners and Losers are official after 5 innings of play unless the home team is leading after 4½ innings, or 5 innings if the visiting team is winning.
  4. If a game is called or suspended, the score after the last full inning determines the winner.
  5. If the home team scores to tie - or takes the lead in the bottom half of the inning and the inning is not completed, the team scores to tie - or takes the lead in the bottom half of the inning and the inning is not completed, the score at the time the game is called determines the winner.
  6. When wagering on total runs (over/under), Run Lines, and alternate Run Lines the game must go 9 full innings or 8½ if the home team is ahead to have “Action”.
  7. If a game is called or suspended in extra innings, the score will be determined after the last full inning in which case the score would be a tie.
  8. All wagers on Money Lines will be graded as a push, and wagers on Totals, Run Lines, and Alternate Run Lines will have “Action” accordingly.
  9. Games do NOT carry over to the following day.
  10. Protests or overturned decisions do not count for wagering purposes.
  11. Games not played on the date specified are considered "No Action" and reduce the parlay to the next lowest number of plays.
  12. In the case of 7-inning double headers (as introduced in the shortened 2020 MLB season) the game must complete 7 innings, or 6 1/2 innings if the home team is leading
  13. Money Lines will only have Action if the game plays 5 full innings or 4½ if the home team is winning.
  14. Run Lines or Propositions will constitute a "No Action" wager, and all money will be credited accordingly.
  15. For 7-inning double headers, Money Lines will only have Action if the game plays 5 full innings or 4½ if the home team is winning.
  16. All wagers on totals, run-lines, and alternate run-lines are always Listed Pitchers.
  17. When wagering on 1st 5 innings All 5 innings must be completed for "Action." Money will be refunded if the home team ties the game, and it is then suspended. Events will not carry over to the following day (unless otherwise specified.)
  18. During the MLB Playoffs, all wagers will have "Action" until the game is played to completion, regardless of their duration or the day on which they end.
  19. Tiebreaker games will be counter in determining Division Championships, even if the two tied teams are assured of participating in the Postseason.
  20. If a Division Championship tiebreaker game is necessary, the head-to-head record between the tied teams will determine home-field advantage.
  21. If the head-to-head record is tied, then the division record will be the next tiebreaker.
  22. In the event of a tie for the Division Championship or a Wild Card spot, a one-game playoff will break the tie.
  23. If three or four teams are tied for first place in a division at the end of the regular season, and the two non-division winners would NOT be Wild Card teams, a playoff will be played among those teams.

Baseball Futures

  1. All wagers on odds to win will be graded when a winner is crowned in that category.
  2. If there is no eventual winner, all wagers will be “No Action.”
  3. Teams must play at least 160 games for wagers, on its season wins, to have “Action.”
  4. For grading purposes, no extra tiebreaker games for Wildcard or Division will count towards the season win total.
  5. All bets are “Action” regardless of name changes, team relocations, or change of home venues.
  6. Wagers are for the current season that is next to be played, only.
  7. Las Vegas/industry standard rules apply above, and/or herein, at the site’s sole discretion.
  8. For baseball Player vs. Player season props, if either or both players start the season on the disabled list, not on the active roster, or are sent to the minors, wagers will have “No Action.”
  9. Regular season props, the team must play 160 regular season games for wagers to have Action.
  10. All wagers on odds to win will be graded when a winner is crowned in that category. If there is no eventual winner all wagers will be “No Action.”
  11. The team must play at least 160 games for wagers on its season wins to have “Action.”
  12. For grading purposes, no extra tiebreaker games for wildcard or division will count toward the season win total.
  13. All bets are “Action” regardless of name changes, team relocations, or change of home venues.
  14. Wagers are for the current and/or the following season only.

Baseball Series Price Rules

  1. Wagers on Baseball Series are based on the first three games played of each series, and/or a different length as scheduled by the league that applies.
  2. The majority of games won by either team determines the grade of a Series bet.
    1. In a 3-game series, for instance, at least two of the first three Series games must be played for wagers to have “Action.”
    2. If only one of the first three games is postponed or canceled, Series wagers stand as written.
    3. If two of the first three games are postponed or canceled, all wagers on that Series will be graded as “No Action,” and the monies refunded, be it a credit account or post-up.
    4. A called game will count toward a Series wager provided it is officially declared a regulation game (see Baseball Rules).
    5. All wagers will have “Action”, regardless of the starting pitchers, for a Series wager.

NOTE: Makeup games that were postponed or canceled from a previous Series between the same teams are not graded for (they do not count) for the current Series.

Minor League Baseball/Mexican Baseball

  1. No Listed pitchers, all bets are “Action” regardless of who pitches for each team. The 8 1/2 innings rule applies, just as in MLB.
  2. In the event of a Mercy Rule being called, all bets will stand on the score at the time the game is called.
  3. For doubleheaders: The 6 1/2 inning Rule will apply as described herein for MLB.

Little League World Series

  1. Any game ending early as a result of a Mercy Rule will have “Action” on all wagers in the Little League World Series.
  2. There is no guarantee that the team listed on the bottom of our fixtures and/or banners is the home team for the Little League World Series games.
  3. Money Line Wagers will have “Action” in all official games (4 innings or 3½ innings if the home team is ahead).
  4. In order for wagers on Totals and Run Lines to have “Action”, the game must go 6 innings (5½ innings if home team ahead), except for Mercy Rule games (see Rule #1).

World Baseball Classic Rules

  1. All Spread, Money Line, and Total wagers will have “Action” in games stopped early due to the Mercy Rule.
  2. All bets taken on a suspended game (one that started), will have “Action” for 72 hours from the start time, as long as the WBC governing body recognizes an eventual winner. Money line wagers will only have “Action” as long as the game goes at least 4.5 innings. Spread and total wagers will only have “Action” if the game goes at least 8.5 innings (except in mercy rule games, see rule above).
  3. All wagers on a postponed game will not have “Action.”
  4. Once the postponed game is rescheduled, the standard wagering rules apply as described herein.

International Baseball

  1. For all games, the result and grade is official after 5 innings of play, unless the home team is leading after 4.5 innings.
  2. If a game is called or suspended, the winner is determined by the score after the last full inning unless the home team scores to tie or takes the lead in the bottom half of the inning, in which case the winner is determined by the score at the time the game is called.
  3. Monies will be refunded if the home team ties the game and it is then suspended.
  4. When wagering on Total runs (over/under) the game must go 9 innings (8.5 if the home team is ahead) to have “Action.”
  5. If a game is called, suspended, or declared a tie in extra innings, the score will be determined after the last full inning unless the home team scores to tie, or takes the lead in the bottom half of the inning, in which case the score is determined at the time the game is called and the official winner is declared by the governing league.
  6. Events will not carry over to the following day unless otherwise specified and at the site’s sole discretion.
  7. For games previously scheduled for seven innings, the second game of a double header for instance, when wagering on Total runs (over/under), Run Lines (handicap), or Alternate Run Lines (alternate handicap), the game must go 7 innings (6.5 if the home team is ahead) to have “Action.”
  8. If a game is called or suspended in extra innings, the score will be determined after the last full inning unless the home team scores to tie or takes the lead in the bottom half of the inning, in which case the score is determined at the time the game is called.

Softball

  1. Games ending early as a result of the Mercy Rule, as described above and/or herein, will have “Action” on all wagers (unless otherwise noted).
  2. Games are considered official after 5 full innings of play where/when the teams play seven innings in an official game, as mandated by the governing body and/or league of the contest.
  3. Games do NOT carry over to the following day.

College Baseball

  1. Games are considered official after 5 full innings of play.
  2. Games do NOT carry over to the following day.
  3. Games ending early as a result of the Mercy Rule will have “Action” on all wagers (unless otherwise noted).
  4. If a game is suspended or canceled due to any reason after 5 full innings of play, the game goes back to the last complete inning, unless the home team scores to tie or takes the lead in the bottom half of the inning.
  5. In that case, the winner is then determined by the score at the time the game is called.

Pitcher Selection

  1. Baseball wagers will be accepted in the following manner:

"Action"

  1. Wagers on baseball for which the pitcher is not predetermined.
  2. Team against team, regardless of the starting pitcher.
  3. "Action" bets will be computed by the opening price with the new pitcher.
  4. A pitcher is deemed a starting pitcher after throwing one pitch.

Overnight Baseball

  1. Due to scheduling changes, an overnight game may become part of a doubleheader.
  2. When this occurs, all overnight bets are "Action" if the originally listed pitchers start and compete in either game.

One Specified Pitcher

  1. A wager on or against a specified pitcher, regardless of the other starting pitcher.

Both Specified Pitchers (Listed)

  1. If starting pitchers are not exactly as “Listed” on the wagering display board and/or the client’s ticket, the wager will be deemed "No Action."

Note:

If there is a pitching change prior to the game, money odds may be adjusted. If one scheduled pitcher starts against any unscheduled pitcher, "Action" wagers will be computed by the opening price with the new pitcher. A pitcher is deemed a starting pitcher after throwing one pitch.

Baseball Matchups

  1. Wagers on team vs team home runs and total runs hits and errors must go 9 innings / 8½ if home team is winning.
  2. Team to score first - no time limits and Listed pitchers must start.
  3. Will there be a run scored in first inning - must go one full inning (unless a run is already scored) and Listed pitchers must start.
  4. Player vs Player Total Bases -- the selected Player must be in the official starting line-up):
    • Single = 1 base
    • Double = 2 bases
    • Triple = 3 bases
    • Home run = 4 bases
      1. Listed pitchers must start
      2. The game must be fully completed for “Action”
  1. Strikeouts by pitchers -- Listed pitchers must start the game to be official for “Action.”
  2. Total runs 4½ innings - listed pitchers must start.
  3. The game must go 4½ innings even if Total is already over.
  4. All matchups are listed pitchers except individual strikeouts.
  5. Both players and pitchers must start in Player-to-Player matchups.

Money Lines

  1. Wagering on baseball is conducted by risking more money than the win amount on favorites (Mets in the case below) or risking less to win more on underdogs (Reds in case below).

Example:

Mets - 140

Reds + 120

If wagers are placed on the Mets -140 the customer lays $140 to win $100.

If wagers are placed on the Reds +120 the customer lays $100 to win $120.

Totals Over/Under

  1. There is a standard 20 cent line.

Example:

Mets 7 over -120

7 under even money

If the customer takes the Mets over 7 runs they lay $120 to win $100. If the customer takes the Reds under 7 they lay $100 to win $100 (even money). The team doesn't matter. The customer is only wagering on the total runs of the game

Run Line Wagering

  1. A baseball Run Line bet is a combination of the point spread and the money line. The team wagered on must win by the point spread while the amount wagered is determined by the money line odds.

Example:

Braves -1 1/2 +130

Pirates +1 1/2 -150

If wagers are placed on the Braves they must win by 2 or more runs. The customer lays $100 to win $130.

If wagers are placed on the Pirates they could not lose by 2 or more runs. The customer lays $150 to win $100.

MLB - Series

  1. Wagers on series are based on the FIRST 3 GAMES PLAYED of each series. Neither team can play another opponent between scheduled games. If one of the first 3 games gets postponed, all wagers stand ("Action"). If less than 3 games are played, the team with the advantage is the winner of the series.
  2. All wagers are based on "Action." (no listed pitchers)

MLB - First Halves

  1. Wagers are based on the score in the first 5 FULL INNINGS. If after the first 5 full innings, the game is not completed, all wagers on the first half will still stand.
  2. All wagers are based on listed pitchers.

MLB - Second Halves

  1. Wagers are based on the score from the top of the 6th inning till the end of the game. Must be a complete game (i.e. 9 innings, or 8½ innings if the home team is ahead). Wagers include extra innings.
  2. All wagers are "Action," regardless of pitcher.

MLB - Total Hits Runs and Errors

  1. Has to be a full game - 9 innings to have "Action" (8½ if the home team is ahead).
  2. All wagers are based on listed pitchers.

MLB - Team to Score First

  1. First team to score in the game, If there is a result and the game is canceled or postponed all wagers stand regardless of how many innings are played.

MLB - Team to Score Last

  1. Has to be an official game. All wagers are based on listed pitchers.

MLB - Will There Be a Run Scored in The First Inning

  1. If a run gets scored in the first inning and the game is canceled or postponed all wagers stand. If the first inning is complete no run is scored, and the game is canceled or postponed all wagers stand.
  2. All wagers are based on listed pitchers.

MLB - Strikeouts by Team

  1. In case the game gets suspended before 5 full innings are played, all wagers on Strikeouts by the team will be canceled. If a match is shortened before completion, but after 5 innings, then the strikeouts are only recorded to the last full innings e.g., if a match is called after 7.5 innings, all strikeouts will be recorded only after 7 full innings.

MLB - Most Total Bases

  1. The players listed on the matchups must be on the starting lineup for "Action," if not wagers will be canceled.

MLB - Baseball Team Total

  1. Has to be a full 9 innings to have "Action." (8½ if the home team is ahead).
  2. All wagers are based on listed pitchers.

MLB - 1st At Bat Most Total Bases

  1. Walk or HBP is not valid toward wager.

MLB - 2 1/2 Run Lines/Alternative Run Lines and Team to Have More Home Runs

  1. All bets are based on listed pitchers. The game must go at least 8 1/2 innings if the home team is winning, otherwise, the match must be fully completed.
  2. All wagers are based on listed pitchers.

GOLF RULES

  1. A wager placed by a client on the winner of a Stroke Play golf event will be determined by the player (golfer) with the lowest score at the at the completion of the event, as solely determined by the governing body of that event.
    • Examples would include the PGA, LPGA, European Tour, World Tour, and LIV Tour.
    • This applies to all other tours and events at the site’s sole discretion, in keeping with any event rules and industry standards, and applies to all golf rules herein.
  2. A golfer is deemed to have officially played once he/she has teed off to begin the event and/or round.
  3. If a golfer does not tee off to start an event, the wager is No Action involving that player (golfer).
  4. If the start of an event is delayed, or if play is suspended during a round, all wagers stand, provided play resumes.
  5. If an event does not go the specified number of holes (typically 72), the event is considered official for wagering purposes when the governing body, of that particular event, declares the official winner.
  6. If an event is reduced to less than the scheduled number of rounds, all wagers placed after the last shot of the previous round completed will be void, No Action.
  7. Disqualification of a golfer before teeing off to start the event, for individual wagers on that golfer, are No Action.
  8. In a shortened event, if the same number of holes are completed by all golfers, the lowest score, as of the completion of those holes, is graded as the winner.
  9. In Head-To-Head Matchups, both golfers must tee off for Action.
  10. If a golfer withdraws, or is disqualified during an event, the opposing golfer is graded as the winner of the Matchup.
  11. This does not apply if the opposing golfer has missed the cut, in which case the disqualified golfer wins the Matchup.
  12. If both golfers miss the cut, the lowest score of the golfer after the cut is graded as the winner.

Golf Matchup Wagering

  1. The winner of a Match, which consists of a stipulated round or number of holes (unless otherwise decreed by a particular governing body of the event), is won by the golfer, or team, who is leading by a number of holes, greater than the sum of holes remaining to be played.
    • The governing body of the event may, for the purpose of settling a tie, extend the stipulated round to as many holes as are required for a match to be won.
      • A golfer with the most completed holes (including a playoff) is the winner of the M
      • If same number of holes are completed in a shortened event or match, the lower score is the winner.
      • If one player misses the cut in a Matchup, the other player is deemed the winner, provided he/she makes the cut.
      • If both players miss the cut, the lowest score at the established cut will determine the winner.
      • If a player is disqualified during either the 3rd or 4th rounds, when the other player in the Match has already missed the cut, the disqualified player is graded as the winner.
      • When wagering on 4th Round Matchups - playoff holes do NOT count.

Winner of Hole; Reckoning of Holes

  1. In Match Play, a tournament, event, etc., is played hole by hole.
  • Except as otherwise provided in the rules of a specific, and stated, event, (for instance The Ryder Cup), a hole is won by the golfer who Holes his/her ball in fewer strokes than the opponent.
  • In a Handicap Match the lower net score wins the hole.
  • The Reckoning of Holes is kept in these terms:
    • Number of Holes Up, or Holes Down or All Even, and with number of holes To Play.
    • A Halved Hole is when each golfer holes out in the same number of strokes.
    • Dormie is when a golfer is up, or down, with as many holes remaining to be played.
  • The Winner of a stipulated round or match, unless otherwise decreed by the governing body of the event, is won by the golfer who is leading by the number of holes greater than the sum of holes remaining to be played.
    1. The governing body may, for the purpose of settling a tie, extend the stipulated round, as many holes as are required for a match to be won by a competing golfer.

Golf Odds Wagering

  1. For Odds wagers on golfer(s) to win an event, the "Field" includes all players not offered by specific
  2. If a player (golfer) is disqualified, or withdraws after starting, either prior to, or the completion of two rounds (typically 36 holes), or after both players have made the cut, the other player(s) is deemed the winner.
  3. If the tournament ends in a tie, and no playoff occurs, Odds wagers on the winner will be split between the number of player(s) tied for the lead.
  4. Except as otherwise provided in the rules of a specific, and stated, event.

Golf Finishing Position Wagering

  1. In the event of a tie for a wager(s) placed on a golfer’s Finishing Position in an event, the tied position will count, and wagers graded as such, including the Dead Heat Rule herein.

Dead Heat Rule — Pre-Game, Pre-Event

  1. In the event of a tie where 3 or more competitors are offered as a wagering option, the Dead Heat Rule applies.
  2. Two Way Matchups, as a separate wagering option and market, do not apply.
  3. Applicable to Round Leaders (such as 1st round, 2nd round, etc.) and Event Top Finishing Futures (such as Top 5, Top 10, etc.).
  4. The Dead Heat Rule also applies to finishing in an exact tie for places such as 5th, 10th, 20th, etc.

Example:

  • A wager placed of $100 on a player at +300 to reach a Top 5 finish in the tournament, and he/she finishes 5th, but tied with two other players (golfers).
  • In this case, the Dead Heat Rule will result in the following payout:
    • ADDStake + Win amount (100+300) = 400
    • This result is DIVIDED by the number of players tied (3), giving you 400/3 = 133.33
    • The second result SUBTRACTSthe stake amount (100), resulting in 133.33 - 100 = 33.33
    • The payout, therefore, for this wager is $33.33.

Dead Heat Rule — EZL (3rd Party Live Wagering)

  1. 3rd party applications hosted by the site, such as EZL, Props Builder, etc, have their own grading formulas, and the site is not responsible for such formulas.
  2. The site does not override the rules and grading of all 3rd party menu options.

Posted Dead Heat rules for EZL

  1. DEAD HEAT RULE FOR MARKETS WHERE A TIE OPTION IS NOT OFFERED and there are 3 or more options.
  2. A golfer is deemed to have officially played once he or she has teed off.
  3. In the event of a player withdrawing after having teed off, wagers on that player will are graded as a loss.
  4. This includes wager-types where the golfer is included in the wager.
  5. If the start of a tournament is delayed or if play is suspended during any round, all wagers are Action if play resumes and/or a winner is declared by its governing body.
  6. This includes all wager types provided by the application(s).
  7. Two Way Matchups and markets do NOT apply.
  • A Dead Heat on EZL:
    • Two or more participants finish the event in a tied position at its conclusion
    • Any wagers on these participants are settled according to EZL Dead Heat rules, unless a TIE option is available.
    • If three participants tie for first position in an event, all wagers placed on any of the three participants are graded as winners at a third of the stake at the full odds quoted.

Example:

  • A wager on a 3-ball matchup at the 2022 Players Championship in Round 1:
  • Will Zalatoris +110
  • Harold Varner +210
  • Charley Hoffman +270
  • Zalatoris and Varner tied.
  • A $20 wager on Zalatoris would lose 1⁄2 of the stake which is $10 of the wager because of the 2 way Dead Heat.
  • The remaining $10 is graded a win at +110, paying $11, resulting $1 in profit for the given wager.
  • A golfer is deemed to have officially played once he or she has teed off.
  • In the event of a player withdrawing after having teed off, wagers on that player will are graded as a loss.
  • This includes wager-types where said golfer is included in the wager.

TENNIS RULES

  1. The site accepts wagers on all major tennis events using Straight Money Lines.

Example:

Iga Swiatek -140 risks $140 to win $100.

Aryna Sabalenka +120 risks $100 to win $120.

  1. The site also provides, at its sole discretion, tennis wagers on individual matches and/or sets.
    • This is inclusive of what 3rd party applications provide, at their sole discretion, such as in-game and/or live lines.
    • The site is not responsible in any way for what content/markets any 3rd party application makes available during any match.
  2. Wagers are complete and graded upon the governing body’s declaration of the winner (without the player's withdrawal, incapacity, or disqualification, for wagers to stand).
  3. If a match is rescheduled due to weather problems, bad light, etc. then all wagers will have "Action" and all wagers will stand.
  4. All tennis future wagers are placed as "all-in" unless otherwise stated.
  5. If a player withdraws before participating, then all wagers on that player are settled as a loss.
  6. If the start of a match is delayed or if play during the match is suspended, all pending wagers will remain valid for 48 hours.

If the postponement lasts more than 48 hours, all wagers will be canceled, and the money and/or credit refunded.

HOCKEY RULES

Official Game Times

  1. NHL, NCAA and all sanctioned alternative North American and/or international contests become official "Action" after 55 minutes of play.
  2. Goals scored during overtime are included for wagers on the game but are not included on wagers for the 3rd period.
  3. If a game requires a shoot-out to determine the winner, 1 goal will be awarded to the winner for the final score (regardless of how many goals are scored in the shoot-out).
  4. This will be recognized for the total (goals) scored as well, for that wager selection by the client.
  5. The game must be played on the scheduled date and site.

NHL Wagering Periods

  1. The full 20 minutes of the period must be played to have "Action."

NHL Overtime Line

  1. Wagers on NHL overtime lines are for the complete overtime, regardless of how many overtime periods are played.
  2. This includes shoot-outs, if required to determine the winner.

NHL 3-Way and European Ice Hockey (Draw Line Quote)

  1. NHL 3-Way and European Ice Hockey are settled without overtime (60 minutes of play) for the main quote (Away/Home/Draw).
  2. This option does NOT include overtime or a shootout.

Line Types

  1. 3 different types of lines for Hockey are offered:
    1. The Canadian Line
    2. 3-Way Option
    3. Straight Money Lines

Hockey Wagering | Canadian Line

  1. The Canadian Line is a combination of a goal and a Money Line.
  2. The Money Line is a 20-cent line for straight wagers.

Example:

Boston Bruins +1 1/2 -140

L.A. Kings -1 1/2 +120

  • If wagering on the Kings, the client would give up a goal and a half and would risk $100 to win $120.
  • The Kings must win by at least 2 goals.
  • If wagering on the Bruins, the client would get a goal and a half but would risk $140 to win $100.

Hockey Wagering | Money Line

  1. All Money Line options are prices to win the game outright, according to NHL rules.

Example:

Boston Bruins +110

L.A. Kings -130

  • If the Bruins are wagered upon to win the game, wagering $100 would win $110.
  • If the wager is on the Kings to win, a risk of $130 wins $100.

Hockey Wagering | Totals Over/Under

  1. As well favorites on sides, there are favorites on totals.
  2. In the example below, the total of 5 goals (over) is the favorite, in which case the client lays $130 to win $100.
  3. If the wager is under 5 goals, the client risks $100 to win $110.
  4. If there is no Money Line indicated, the total has a "flat" line, or -110, whether wagering over or under. The customer lays $110 to win $100 either way.
  5. When the wager is on total (goals), and the score falls on the number (in this case 5), it will be a Push"No Action."

Example:

Bruins +1 1/2 -140 5 OVER -130

Kings -1 1/2 +120

BOXING RULES

Boxing Lines on All Major Title Fights & Contests Offered

  1. Straight Money Line wagers on each fighter and Proposition wagers on the length of the fight are offered.

Example:

Pacquiao -280 risks $280 to win $100.

De La Hoya +190 risks $100 to win $190.

Over 4 1/2 rounds +150 risks $100 to win $150.

Under 4 1/2 rounds -170 risks $170 to win $100

  1. Prop Example: 4 1/2 rounds = 4 full rounds + 90 seconds of the 5th round.
  2. When the bell sounds to begin the 1st round, the bout is official for wagering purposes.
  3. The decision (by the governing body of the sanctioned fight) that is declared on the night of the fight will be considered final and said decision is applied when grading wagers.
  4. Wagers will not be re-graded if the decision is overturned at a later point in time.
  5. If the scheduled length of the fight is changed, all Prop wagers on the # of rounds will be graded as “No Action” and monies and/or credit refunded to client accounts.
  6. Typically, each round is 3 minutes. Half round is 90 seconds.
  7. An Over/Under (Total) listed on a fight represents the total number of completed rounds.
  8. The halfway point of a round is exactly one minute and thirty seconds into a three-minute round.
  9. Total Example: 9½ rounds would be one minute and thirty seconds of the 10th round.
  10. The halfway point of a two-minute round is at the one-minute mark.
  11. The halfway point of a five-minute round is at the two minutes and thirty second’s mark.
  12. For wagering purposes, a disqualification of a boxer during the fight will be graded as a KO for his opponent, and the time of stoppage will count as the time for Total rounds wagers.
  13. If a match is postponed, and rescheduled to occur within 30 days, all wagers will stand. If more than 30 days, bets will be “No Action.”
  14. In the event of a draw (not uncommon in boxing), wagers on the fight itself will be refunded, if and only if a DRAW option is not available.
  15. If a line is offered by the site for a DRAW, all wagers on either boxer to win, are graded as a loss.
  16. In the event that either fighter does not make the required weight, but the fight is officially held and a winner is determined by that sanctioning body when the bell sounds for the first round, the bout is considered official.
  17. Any fight that is deemed "no contest" will have all wagers refunded “No Action.”
  18. For Round-By-Round wagering, if a boxer fails to answer the bell, the fight will be deemed to have ended in the previous round.
  19. If the scheduled number of rounds is changed, all "Pick-The-Round" wagers are refunded “No Action.”
  20. Wagering on a fighter to Win-By-Knockout means he/she can win by KO, TKO, or disqualification.
  21. For all situations, occurrences, and amendments not identified above or herein, Las Vegas Rules apply at the sole discretion of the site.
  22. For wagers on a fighter to Win-By-Decision, that wager is graded as a win whether the decision is announced at the end of the scheduled number of rounds, or if the fight ends prematurely (and goes to scorecards).

MOTOR RACING RULES

NASCAR

  1. There are two main ways to wager on NASCAR and other motorsports: the Outright Winner of the race, or the winner of a Match-Up.
  2. A driver must start for "Action."

Example:

(Straight Wager):

Kyle Busch 1/1 or 100 to win 100

Kevin Harvick 2/1 or 100 to win 200

Martin Truex 2/1 or 100 to win 200

Joey Logono 5/2 or 100 to win 250

Kyle Larson 7/5 or 100 to win 140

  1. The driver assigned to the car must start the race and complete at least one lap for “Action.”

NASCAR Propositions

  1. All NASCAR Propositions are graded if the race is run to its full scheduled number of laps.
  2. If the race is halted prior to the scheduled number of laps, all wagers will be canceled, monies and/or credit refunded and deemed “No Action.”

Motor Racing and Nascar Match-ups

  1. Both drivers must start for "Action."

Match-up EXAMPLE:

  1. Kyle Busch -140 risks $140 to win $100 vs. Martin Truex +120 risks $100 to win $120

Formula One Wagering

  1. Wagers on Formula One (F1), Motor, and Auto Races are decided on the podium position for the particular event.
  2. Any changes in position after the podium are not considered for grading purposes.
  3. If 2 drivers abandon the race after completing the same number of laps, the respective head-to-head is deemed void.
  4. Otherwise, the driver who completes the most laps will be deemed the winner, if both drivers fail to finish the race.

To Win the Race:

60% of the starting field must start the race for "Action." Top 3 (podium) finishes:

80% of the starting field must start for “Action."

THE FORMATION LAP IS NOT CONSIDERED PART OF THE RACE FOR WAGERING PURPOSES.

HORSE RACING WAGERING

  1. A time stamp will be placed on all wagers.
  2. Any manipulation of pool wagers will be canceled at the site’s sole discretion.
  3. The site books all wagers placed up until the official “Off T”
  4. Any tickets placed after the official "Off Time” will be voided, and the wager amount will be refunded regardless of the circumstances.
  5. All bet confirmations received by phone after the official off time will be invalid.
  6. Any horse wagers placed after the official start time will be graded as “No Action.”
  7. Payouts have house limits on exotics.
  8. Payouts are shown on a time-stamped wager ticket, and it is imperative that the client understands that the site offers different odds than on-site pari-mutuel payouts provided directly at the track. There are no exceptions. A client request or demand to be paid at track odds, where applicable, is not acceptable to the site under any circumstances.
  9. Tickets cannot be graded until the official results have been posted.
  10. Funds will typically be credited within 20 minutes after the race has been made official.
  11. When grading bets received by phone, a horse name takes preference over the program number.
  12. Example — a client says “Give me the #1 Mr.Smith 20/W,” they have wagered on Mr.Smith regardless of whether he is #1 or not. 

HORSE MATCHUPS WAGERING

  1. In matchups between two or more named horses, all horses must go for wagers to have “Action.”
  2. Matchups are determined by horse name. Any track coupling is irrelevant to determining the winner of a matchup.
  3. In matchups between one named horse and the Field, wagers will have “Action,” if and only if, the named horse starts.
  4. Scratches of horses in the Field will not affect the standing of the wager.
  5. The winner of a matchup will be determined by the highest-placed finisher involved in the matchup.
  6. If no horse finishes, the matchup will be graded “No A”
  7. equibase.com will be considered an official grading source.
  8. In Horse Matchups, any Horse that is subsequently disqualified is demoted to that position.
  9. For further thoroughbred limits and payouts please call the Horse Department listed on the site.
  10. Exotic wagers will only be paid in cases where the track offers this type of bet.
  11. If an exotic wager is placed on a race that does not offer it, the wager will be refunded.
  12. Any wager confirmed online or by phone, is considered final.
  13. In the event a wager is made with no track results, or payout information posted, the wager will be refunded.
  14. If a track cancels an exotic due to a reduced field or otherwise, all wagers will result in a refund only.
  15. In the event site data provides a wager type that was not available at the track, it will result in a refund only.
  16. Multi-race and multi-horse exotics – the site only pay the official winning combinations in multi-race and multi-horse exotics. In the event a ticket pays on "all" the client will receive a payout only if the correct combination is the result.
  • If a client wager results in the correct combination, a payout up to the cap amount of that exotic is paid.
  • The site does not offer Consolation payouts.
  • The site is not a pari-mutuel entity; therefore, it is not obligated to return money on a Consolation payout.
  • All scratches on multi-race exotics result in a refund ONLY, the client will NOT receive the post-time favorite as a Consolation.
  • Scratches on multi-race exotics — any scratches after the first leg of a multi-race ticket, that has been completed with a loss, will result in a losing wager-ticket.
  • Coupled Horses — horses that belong to one owner or under one trainer running in the same race are "Coupled" together.
  • When a client bets on one, the other is included; horse 1 and horse
  • Example — When one of the coupled horses wins, both horses win.
    • In the event of a scratch, there is “Action,” unless both coupled horse’s
  1. Example — The first race lost and the horse in the next race was scratched.
  2. Field Entry — When there are a large number of horses running in a race, several horses are grouped together as field horses.
  3. For payouts and refunds, the same rules as Coupled horses apply.
    • Any scratches occurring in the later legs, following a winning bet, results are refunded ONLY.

Fantasy General Rules

  1. For scoring purposes, the following websites will be used: www.nfl.com, www.nba.com, and www.mlb.com.
  2. In head-to-head matchups and group wagering, all players must play for "action." Otherwise, all bets will be refunded.
  3. All baseball matches must go a minimum of 5 full innings. After 5 innings, all stats are recorded from www.mlb.com
  4. All NFL matches must go 55 minutes for "action." NBA games must go 43 minutes for "action."
  5. All wagers will stand regardless of change of venue and date/time as long as the match affected is played within 7 days of the original schedule. NBA and MLB games which are not played on the scheduled date will be canceled. MLB pitching changes do not affect fantasy sports wagering, unless the changed pitchers are affected in matchups or groups.
  6. Season futures group-wagering is "all-in," meaning all wagers will stand regardless of players not competing.
  7. All points are accumulated for each player, or where specified for each position.
  8. In the event of a tie, tiebreakers will be used, see below for definitions.

MLB Wagering Points System

Batting

  1. (Specified batters do not accumulate pitching stats)
  2. Hits 1 Point
    Runs 2 Points
    Single 1 Point
    Double 2 Points
    Triple 4 Points
    Homerun 3 Points
    RBI 1 Point
    Stolen Base 1 Point
    Base On Balls 1 Point
    Strikeouts -2 Points
  3. Tiebreakers:

  4. Players with the most stats in these categories (in order) will decide the batter winner.

    Then: players with the least STRIKE OUTS.

    Then (if still tied): the player with the most HITS, Most RBI'S, Most RUNS, Most BB.

Pitching

  1. (Pitcher's stats are for pitching only, hitting/at-bats etc. are not included for pitchers)
  2. Innings pitched

    2 points (fractions count, i.e. 5.1 innings = 10.2 points)

    Innings pitched

    2 Points (Fractions count, ie 5.1 inn = 10.2 points)

    Hits -1 Point
    Runs -1 Point
    Strikeouts 1 Point
    Home run -1 Point
    Base on Balls -1 Point
    Saves 1 Point
    Blown Saves -1 Point
    Wins 1 Point
    Loss -1 Point
  3. Tie-breakers:

  4. Players with the most stats in these categories (in order) will decide the batter winner: 1. Player with the most INNINGS Pitched.

    Then (if still tied): 2. The pitcher with the most STRIKE OUTS, Least HITS, Least BB, Least RUNS.

    After the tie-breaker rule, if players are still tied: head-to-head bets will be refunded.

    In the event of a tie where 3 or more competitors are offered in one wagering option, the payout will be divided by the number of players tied.

    NFL POINTS SYSTEM (www.nfl.com stats used only) OFFENSIVE

    Passing Completions Made ¼ Point (ie 1 Point for every 4 Completions)
    Passing Yards (50 yards for 1 point, Partial 50 yards count as decimal)
    Passing Touchdown 6 Points
    Interceptions 2 Points
    Rushing Attempts ¼ Point (ie 1 Point for every 4 Attempts)
    Rushing Yards (20 Yards for 1 point, Partial 20 yards count as decimal)
    Rushing Touchdowns 6 Points
    Reception Yards (kickoff returns, and punt return yards included) 20 Yards for 1 point, Partial 20 yards count as decimal)
    Receptions Made 1 Point
    Reception Touchdowns 6 Points
    Return Touchdowns 6 Points
    2-Point Conversions 2 Points
    Fumbles Lost 2 Points
    Field Goals 0-39 Yards 3 Points
    Field Goals 40-49 Yards 4 Points
    Field Goals 50 + Yards 5 Points
    Point After Attempt Made 1 Point
  5. NFL POINTS SYSTEM (www.nfl.com stats used only) DEFENSIVE

  6. Opponents Offensive Fumble and Interception Returned for Touchdown 6 Points
    Fumble Recovery 2 Points
    Sack 1 Point
    Interception 2 Points
    Safety 6 Points
    Blocked Field Goal/Point After Attempt/Punt 2 Points
    0 Points Allowed (Credit 10 Points) +10
    1-6 Points Allowed (Credit 7 Points) +7
    7-13 Points Allowed (Credit 4 Points) +4
    7-13 Points Allowed (Credit 4 Points) +4
    14-20 Points Allowed (Credit 1 Points) +1
    21-27 Points Allowed (Credit 0 Points) +0
    28-34 Points Allowed (Deduct 1 Point) -1
    35+ Points Allowed (Deduct 4 Points) -4

SOCCER RULES

Official Game Times

  1. Unless otherwise specified, wagers on the outcome of a match will be decided in Regulation Time only.
  2. This includes two halves of play at 45 minutes and any time the referee adds on to compensate for injuries and other stoppages.
  3. 90 minutes of play plus injury time. Not including periods of extra time, golden goal, nor penalty shootouts.
  4. If a match is postponed and rescheduled, all wagers are void considered “No Action” and refunded.
  5. If a match is suspended before full time is reached, and not completed the same day, wagers on the outcome of the match are considered void and all stakes shall be returned “No Action.”
  6. Wagers on propositions that have not been decided shall also be voided “No Action” and stakes returned.
  7. Wagers on propositions that have been decided: Examples include, but are not limited to, first goal-scorer, if a goal has been scored, first half wagering, if the first half is complete; first card, if a player has been sent off or carded, the wager(s) will be settled and paid.
  8. Soccer kickoff dates and times displayed on the site are an indication only and not guaranteed, based on the respective leagues actual start times.
  9. If a match does not start as scheduled and does not start the same day (local time of the match site), then wagers on the match will have “No Action” and be refunded.
  10. If the site offers a draw as a third option on the listed match, and the match ends in a draw, wagers on the draw will be paid, while wagers on both teams will be lost.
  11. If a match is postponed and rescheduled, all wagers are void “No Action” and wagers refunded.
  12. If a match is abandoned before 90 minutes of play, then all wagers are void “No Action” and wagers refunded WITH THE EXCEPTION OF: wagers involving first goal-scorer and next goal-scorer, provided the first/next goal has been scored before the match is abandoned.

Wager Types & Rules

  1. Money Lines involving a Tie (Draw) - this wager type is listed on the soccer menu under the Money Line column and is sometimes referred to as a 3-way line because the client has three choices: Team A, Team B, or a Tie (Draw).
  2. Goal Line: Listed under the spread column in the soccer menu, a wager on the team to cover the spread in Regulation Time.
    1. Example 1 AC Milan -10 Sampdoria +10 -- if AC Milan wins by 2 or more goals in Regulation Time, the Milan wager wins and the and Sampdoria wager loses.
    2. If Milan wins only by one goal, ties the game, or loses in Regulation Time, Sampdoria wagers win.
    3. Example 2 AC Milan -1 Sampdoria +1 -- if AC Milan wins by 2 or more goals in Regulation Time, the Milan wager wins and Sampdoria wager loses.
    4. If Milan Ties or Loses, then Sampdoria bettors win their bets. If Milan wins exactly by one goal, all bettors receive a refund.
  3. Asian Handicap:
    1. The Asian handicap splits the wager in two parts.
      • Spread:
      • TEAM A -1.25 -110
      • TEAM B +1.25 -110
    2. A $10 wager on TEAM A -1.25, -110, the wager will split:
      • $5 on TEAM A -1-110 and $5 on TEAM A -1.5-110
      • a wager on TEAM B +1.25, -110, will win $5
      • TEAM B +1,-110, and $5 TEAM B +1.5,-110, the result on the final score will determine the wager win or loss, draw, or lose each part.
      • Total:
      • TEAM A o2.25, -110
      • TEAM B u2.25, -110
      • a $10 wager on the match total o2.25,-110, the wager will split:
      • $5 on o2,-110, and $5 o2.5,-110.
      • a wager on u2.25,-110, pays $5 on u2,-110, and $5 on u2.5,-110,
      • the result on the final score will determine win, draw, or lose for each part.
    3. The Line:
      • Spread:
      • TEAM A -0.25 = PK and -0.5
      • TEAM B +0.25 = PK and +0.5
  • TEAM A -0.75 = -0.5 and -1
  • TEAM B +0.75 = +0.5 and +1

Totals:

  • TEAM A -1.25 = -1 and -1.5
  • TEAM B +1.25 = +1 and +1.5
  • 25 = o2 and o2.5
  • 25 = u2 and u2.5
  • 75 = o2.5 and o3
  • 75 = u2.5 and u3\
  • 25 = o3 and o3.5
  • 25 = u3 and u3.5
  1. Wagers on the first half of a soccer match include 45 minutes of play plus any stoppage time added by the referee at the end of the first half.
  2. If the first half is not completed, wagers shall be void “No Action” and stakes returned.
  3. Wagers on the second half of a soccer match include 45 minutes of play plus any stoppage time added by the referee at the end of the second half.
  4. Extra periods, golden goals, and shootouts are not included in second half wagering.
  5. Goals scored in the first half do not count toward the second half wager.
  6. Over/Under: A match must reach full time for wagers on the total number of goals scored in the match to be graded as a win.
  7. PK Line Wagering: A wager on PK Lines, with odds to pick a winner on the game, with No Tie included.
  8. The Team must win in Regulation Time for the wager to be graded as win.
  9. In case of a Tie (Draw) in Regulation Time, all wagers are refunded “No Action”. Regulation Time must be fully completed for wagers to be valid or stand.
  10. Total Goals: This wager only includes goals scored in Regulation Time. Regulation Time must be fully completed for wagers on to be valid.
  11. Proposition Wagering: This wager is for regulation time only (90 minutes of play + stoppage time).
    1. This includes:
      1. Correct Score - correctly wagering on the final score of the game.
      2. First Goal Scorer - correctly wagering on who scores the first goal
  • This also applies to props such as red card, yellow card, corners, first substitute or others that may be added at the site’s sole discretion.
  1. Wagers on teams to qualify, or to advance, to the next round of a competition: Wagers are paid out on the referee's final whistle at the match's natural conclusion, whether the match is decided in regular time, extra time, or in a penalty shootout.
  2. Extra time and penalty shootouts are always included for wagering purposes.
    1. In a one-leg match all wagers have action once the match kicks off.
    2. If the referee abandons a one-leg match, for reasons including, but not limited to: Crowd disturbances, poor field conditions, or one team not having enough players to continue), wagers will be paid based on decisions of the relevant governing body.
    3. Wagers will stand while the governing body considers the circumstances of the abandonment, and determines what remedy is to be taken, including, but not limited to: Forfeiture, resumption of play at a later time, or a replay.
    4. If a team is disqualified before the match kicks off, all wagers are void “No Action”.
    5. If the rules prescribe a replay for a drawn match, all wagers stand for the replay.
    6. In a two-leg match, all wagers have action once the second leg kicks off, provided that the first leg has not been ruled a forfeit.
    7. If the first leg is ruled a forfeit, all bets on teams 'to qualify' or 'to advance' are void “No Action”.
    8. If the second leg is abandoned, all wagers remain valid and will be paid based on decisions of the relevant governing body.

Soccer Props

Player Propositions:

  1. A proposition wager if a player will score one or more goals, or will not score, in a specific match.
  2. This includes Regulation Time (plus Injury Time) only. Own goals do not count.
  3. Hat-Trick propositions concerning a specific match: For wagers to have Action the player must start the match (in the starting XI).
  4. Wagers on any player who does not start the match will be cancelled “No Action”.
  5. First and Last Player to Score propositions concerning a specific match: For wagers to have Action the player must take part in the match (in the starting XI or substituted in).
  6. Wagers on any player who does not take part in the match will be canceled “No Action”.
  7. First Player to Score propositions concerning a specific match: Wagers on players substituted in after the first goal is scored will be canceled “No Action”.
  8. Every effort will be made by the site to quote the First or Last Player to Score odds for all possible participants.
  9. However, if there is a goal scorer whose odds are not listed, all client wagers will still have Action (as long as the criteria above are met).

Bookings Propositions:

  1. For grading purposes, on total yellow cards shown in the game (by both teams), yellow cards count as 1 point and red cards are not included.
  2. Two yellow cards shown to the same player leading to an automatic red card will count as 2 points: 1 point for the 1st yellow card and 1 point for the red card.
  3. For grading purposes, yellow or red cards shown to any "non-player" (player on the bench, manager, coach, or other staff) do not count for Bookings Propositions.
  4. Yellow or red cards shown during periods of extra time are not included.
  5. Only yellow and red cards shown during Regulation Time, or any time the referee adds to compensate for injuries and other stoppages, are included.
  6. Yellow and red cards shown during the half-time break are counted for 2nd half and full-time Bookings Propositions.
  7. For grading purposes, on "will there be a red card shown in the game" only a red card shown on Regulation Time will count, red cards on extra time do not count.

Corner Kick Proposition:

  1. For grading purposes, Corner Kicks which happen in periods of extra time are not included.
  2. Only Corner Kicks which take place during Regulation Time, or any time the referee adds to compensate for injuries and other stoppages, are included.
  3. Any discipline (yellow card, red card, sending off, penalty) that occurs after the whistle, which ends Regulation Time, will not count toward related propositions for that match.

Goals Propositions:

  1. For Top Goal-Scorer, goals scored in 90 minutes of Regulation Time and extra-time count.
  2. Penalty shootout goals do not count. Dead-Heat rules apply.
  3. The team quoted is for reference purposes only.
  4. Wagers stand if a player is transferred to a different team (from that quoted by the participant).
  5. For Top Team Goal-Scorer goals scored in 90 minutes Regulation Time and extra-time count.
  6. Penalty shootout goals do not count. Dead-heat rules apply.
  7. Team quoted is for reference purposes only.
  8. Wagers still stand “Action,” if a player is transferred to a different team (from that quoted by the participant).
  9. For Top Club Goal-Scorer goals in 90 minutes and extra-time count.
  10. Goals scored in penalty shootouts do not count. Dead-Heat rules apply. If no club goal-scorer then all stakes are returned “No Action.”
  11. For Player Total Goals the player must take some part in the tournament for wagers to stand.
  12. Goals in 90 minutes and extra-time count. Goals scored in penalty shootouts do not count.
  13. Exact Score, Total number of Goals, Team Number of Goals, Both Teams to Score, Double Chance, and any Handicap Propositions: For grading purposes, only goals in Regulation Time, or any time the referee adds to compensate for injuries and other stoppages, are included.

Head-to-Head Last Longer Propositions:

  1. The winner will be decided on who advances further in a tournament.
  2. In a Head-to-Head between two teams that reach the final, the winner of the final will be graded as the team to advance further.
  3. If two teams go out in the same round, or both in the group stage, then Head-to-Head proposition between these teams will be graded as “No Action,” regardless of the time or date of their respective games, or regardless of their standing in the group.
  4. In any match with a forfeit, all wagers will have “No Action,” regardless of how the governing body of that league scores it a forfeit.
  5. For proposition wagers on which team will score first, only goals in Regulation Time, or any added injury time, will count.
  6. If there are zero goals in regulation/injury time, then all wagers on this proposition will have “No Action” and be refunded.
  7. For proposition wagers on an early goal, either team must score before the total of minutes that are displayed.
  8. For example: If the total is 27 and a goal is scored from 00:01 to 27:00 YES is the winner, if the goal is scored from 27:01 to the end of regulation NO is the winner.
  9. For proposition wagers on late goal, either team must score after the total minutes that are displayed.
  10. For example: if the time is 74, if the goal is scored from 74:00 to the end of regulation time YES is the winner, if there is no score from 74:00 to the end of regulation time NO is the winner, no goals from extra time or penalty kicks will count.
  11. For halftime/full-time score propositions, only goals in Regulation Time or any added injury time will count. If match does not go full-time, then all wagers on this proposition will be refunded.
  12. For correct score propositions, only goals in Regulation Time, or any added injury time will count.
  13. If the score is 0-0 in Regulation Time, then no goals, or exact score of 0-0, will be declared the winner.
  14. A Clean Sheet will be defined as a team not allowing a goal in Regulation Time, or added injury time only.
  15. Any goals allowed in Extra Time or Penalty Shootouts will not be counted.
  16. For "will a team have a clean sheet and win" propositions, the team must have a clean sheet (as defined above) and be ahead at the end of Regulation Time or injury time.
  17. If the team is not ahead at the end of Regulation Time or injury time, then the related proposition will be graded NO.
  18. Any Discipline (yellow card, red card, sending off, penalty) that occurs after the whistle (that ends Regulation Time) will not count toward related propositions for that match.

CRICKET RULES

Single Match Wagering

  1. In the event of a tie, all wagers are “No Action” and refunded.
  2. If a match venue is changed, wagers placed on the original listing location are “No Action.”
  3. If a match is transferred to a reserve day, new bets will have to be placed.
  4. If a full match is abandoned (due to weather or any other reason) all wagers are “No Action” and are refunded.
  5. If a match is declared a "No Result," it is deemed abandoned, and all wagers relating to the result are “No Action,” and money refunded.
  6. If a match is shortened by the relevant and recognized governing body (due to weather or any other reason) but not abandoned, all wagers will stand, including in-running wagers.
  7. The results are determined by the relevant and recognized governing body under the competition rules (Duckworth/ Lewis).
  8. At least 1 ball must be delivered for wagers to stand, otherwise, all wagers are “No Action.”
  9. If a match is officially abandoned (e.g., due to dangerous pitching conditions), all wagers are “No Action.”
  10. For batting or bowling head-to-head wagering, both batsmen must reach the crease, or both bowlers must bowl on the ball for wagers to stand. Otherwise, all wagers are “No Action.”
  11. In one-day matches shortened by weather, the outcome is determined by the competitive rules of the applicable governing body.
  12. If the match is declared a “No Result,” all wagers are “No Action.”
  13. Wagering on Australian Domestic Cricket I based upon the most points awarded in the match.
  14. In knockout competitions (i.e., ICC Knockout and World Cup) "Bowl Offs" to determine the result of an individual match will not count. Tie or abandoned rules apply.
  15. In tournaments where a "Bowl Off" is required to determine the winner, the result of the "Bowl Off" will apply.
  16. Where no price is quoted for the tie, and the official competition rules do not determine a winner, then all wagers are “No Action.”

Series Wagering

  1. If a series is a draw and no draw option was offered, then all wagers are a push “No Action” and refunded.
  2. One-Day Series Betting
    • All scheduled matches must be played, otherwise, all single wagers are “No Action” and refunded.
  3. In a two-team, best-of-series, in the event of a tied series, where both teams are declared joint winners, all bets are “No Action.”
  4. Test Matches
    • At least one ball must be bowled for all wagers on the relevant match to stand. Unless the official result is an abandoned match, where all wagers are deemed void “No Action” and refunded.
  5. In case the match did not go at least 4 innings, all bets on the outcome for the over/under is “No Action.”
  6. In case the match did not go at least 4 innings, all wagers on the outcome for the winner of the match are settled based on the official announcement by the applicable governing body of said match.
  7. In the event of a tie, all wagers are “No Action.”
  8. In the event of a tie in two-way betting (i.e., Australia to win, and Australia not to win), all bets are “No Action” and money refunded.
  9. All scheduled matches must be played, otherwise, all single wagers are void and money refunded.
  10. If a three-way Money Line, with a draw as the third betting option, is offered, only those wagers on the draw are paid as winners.
  11. Wagers on either team or contestant to win, are graded as losses.
  12. If a test match is abandoned or disrupted by outside interference (riot, etc.) all bets on this match are void, “No Action.”

Handball/Floorball Wagering

  1. Results will be entered at the end of normal regulation play. Extra time will not count unless specified.

Athletics/Cycling Wagering

  1. In athletics events, wagering is "all-in." Refunds are not available for non-starters and wagers on those competitors will stand. Wager payouts are based on podium positions.

Rugby League/Union Australian Wagering Rules

  1. Wagering payouts are on official declared results. Where a draw option is offered, the wager is decided on the result at normal time, no extra time included.

Winter Sports/Olympics Wagering

  1. Upon postponement of any event (e.g., due to bad weather) all wagers have "action" until the event takes place. If the event is abandoned, all wagers are void.
  2. Unless stated, all wagers are treated as "all-in" and with no refunds for non-starters.
  3. All wagering payouts are on podium positions.
  4. All head-to-head and group-wagering options require all competitors to leave the start line for "action."

Elections/Political Wagering

  1. Paid upon the official results, at the time of swearing in.

Table Tennis Wagering

  1. Wagers are decided by the official results declared by the International Table Tennis Federation (ITTF.) In the event of a match starting, but not being fully completed (for any reason), all wagers are voided.

Bandy Wagering

  1. Bandy matches must go at least 80 minutes to be considered valid, otherwise all wagers are void.

Darts Wagering

  1. Both players must start, and the match must reach full completion for "action." Post-game disputes by either player that alter the final outcome of the match etc. will not be valid for wagering purposes.

Snooker Wagering

  1. Frame/Handicap wagering: Both players must start the match and the match must be fully completed for "action." Match wagering: The player progressing to the next round will be deemed the winner if players started the match up.

Other-Sports-Not-Covered Wagering

  1. Wagers will be decided on the official result declared by those particular sport's governing bodies.

Esports/SIM WAGERING ON TWITCH

  1. It is the acknowledgment of the wagerer that such information has been provided, and that it has not, nor will be, altered for any reason, including monetary adjustment and/or balance.
  2. Computer-generated sports that are graded by the outcome of either players (gamers) or computer simulations (SIMS)
  3. Every BetCheetah.com SIM game has its settings configured before each match.
  4. It is the responsibility of BetCheetah.com to provide settings information prior to the start of competition (where applicable), and that the settings remain intact (locked) throughout the play.
  5. All BetCheetah.com SIM matches are simulated live from official be BetCheetah.com channels on Twitch.
  6. Simulated game schedules are subject to change.
  7. BetCheetah.com reserves the right to cancel or postpone any game, pre-match, or during match due to technical difficulties and/or other reasons.
  8. All games will be available for viewing during the live streaming and as archived videos in their respective BetCheetah.com Twitch channels for at least 14 days from the start of the streaming or depend on the video archive policy by the streaming platform.
  9. For additional transparency, BetCheetah.com will allow some "pause the game" requests during live streams (via the Twitch chat). This will be made to provide the public confirmation that all BetCheetah.com sports games are indeed cast live. For each live stream, the mods will allow only a limited number of "pause the game" requests. However, "pause the game" requests are not allowed in the last 3 minutes of the game.
  10. Wagering results will be based on the scoring plays that resulted during gameplay. Games simulating regular seasons, blacktops, and/or tournaments, which will be specified in the corresponding league name (example: NBA 2K22 blacktops-SIM) will adhere to governing body rules and regulations.
  11. BetCheetah.com will make all simulations settings public and available upon request. Whenever possible, settings will also be broadcast at the start of each stream.
  12. Settings may allow up between a 1-point to a 3-point variation (up or down) from published gameplay customization. This applies to all settings that go up to 100 points, therefore, allowing for no more than a 1%-3% variation.
  13. All on/off and non-numerical settings must match our gameplay customization.
  14. All rankings for all games will be shown for at least 5 minutes on the screen before the start of any matchup.
  15. All rosters will feature line-ups according to the default game settings. Roster line-ups are dependent upon EA Sports.
  16. Regular game updates/downloads will be done at the start of the day for all games that will be streamed.
  17. All updates' content is dependent on EA Sports.

Wagering Rules:

  1. All BetCheetah.com SIMS games must finish completely for the bets to have "action".
  2. All BetCheetah.com match results are determined absolutely by random computer simulations.
  3. If for any reason the game and/or streaming goes offline, all bets will be graded as "no-action".
  4. If the game fails to autosave, then the progress up to that point will be lost and all bets will have "no-action."
  5. First half/quarter wagering: the first half/quarter must be completed for bets to have "action".
  6. Second half wagering: the bet description will show if the game has a second half for (FIFA) second half wagering does not include overtime (unless otherwise specified).

FIFA 22 Rules:

  1. All matches will set up real-time 10 mins as regulation time and plus the injury time per each half. All events will have a 3 way Money line (Visitor vs Home vs draw), Total odd, Goals odd as the same as a real soccer game. But the overtime will not be included (unless otherwise specified).
  2. All matchups use "Legendary" as the difficulty level.
  3. All games are set randomly for regular matchups. However, BetCheetah.com FIFA 22 tournaments created by BetCheetah.com schedule and specific matchups will be pre-determined in this case.
  4. Injuries are switched "ON" for all matches.
  5. Offsides are switched "ON" for all matches.
  6. Bookings are switched "ON" for all matches.
  7. Handball rule is in effect (except penalties) in all matches.
  8. Settings may allow 3-point variation (up or down) from our published gameplay customization. This applies to all settings that go up to 100 points therefore allowing for no more than a 3% variation.
  9. Advantage settings are "OFF".
  10. Live form is "ON".
  11. Competitor mode is "ON".
  12. Match conditions (Season, time of day, and weather) will show up in the description of the game. If it's not mentioned, it will be the same season of current in the Northern Hemisphere.
  13. Game speed on " normal ".
  14. Ball use "random".
  15. If another detail setting is not specifically mentioned, it will be the default. For example, the stadium, attributes, etc.
  16. For FIFA 22, the following settings are excluded from the previous rule and will not allow more than a 1-point variation (up or down): shot error, pass error, shot speed and goalkeeper ability. All on/off and non-numerical settings must match our gameplay.

CPU gameplay customization settings

  1. sprint speed 48
  2. acceleration 52
  3. shot error 75
  4. pass error 60
  5. shot speed 50
  6. pass speed 50
  7. injury Frequency 90
  8. injury severity 40
  9. goalkeeper ability 60
  10. positioning: making 72
  11. positioning: run frequency 40
  12. positioning: line height 50
  13. positioning: line length 50
  14. positioning: line width 50
  15. positioning: fullback positioning 45
  16. first touch control error 60

Madden NFL 22 Rules

  1. Each quarter will run for ten (10) minutes of regulation time.
  2. The default skill level is set at all Madden.
  3. All matches will consist of game, 1st halves, and 1st quarter action.
  4. Will have a spread, moneyline, and total.
  5. All BetCheetah.com GRID Madden NFL 22 matchups have the default game style set at simulation.
  6. Forecast for match will be determined on banner of every match clear/partly cloudy/rain/light rain/light snow/windy/overcast.

CPU Sliders

CPU Gameplay Customization - Player Sliders

  1. Injuries: 10
  2. Fatigue: 50
  3. Player speed parity scale: 50

CPU Skill - Passing

  1. QB accuracy: 50
  2. Pass blocking: 50
  3. WR catching: 50

CPU Skill - Rushing

  1. Run blocking: 50
  2. Fumbles: 50

CPU Skill- Pass Defense

  1. Reaction time: 50
  2. Interceptions: 50
  3. Pass coverage: 50

CPU Skill- Rush Defense

  1. Tackling: 50

CPU Skill - Special Teams

  1. FG power: 50
  2. FG accuracy: 50
  3. Punt power: 50
  4. Punt accuracy: 50
  5. Kickoff power: 50

CPU Skill - Penalties

  1. Offside: 50
  2. False start: 50
  3. Offensive holding: 50
  4. Facemask: 50
  5. Illegal block in the back: 50
  6. Roughing the passer: 50
  7. Defensive pass interference: 50
  8. Ineligible receiver downfield: 50
  9. Offensive pass interference: 50
  10. Kick catch interference: 50
  11. Intentional grounding: 50
  12. Roughing the kicker: 50
  13. Running into the kicker: 50

NBA 2K22 Rules:

  1. Blacktops matches will consist of 1 on 1 to 5 vs 5 with all-time or current players at full-court or half-court.
  2. Tradition blacktop will finish as the winner reach to 50 points, at least 2 points superior to the other team.
  3. In the case of short game Blacktop, it will be 30 points.
  4. The spread will grade when the winner wins by 2 points to finish the match.
  5. The total of tradition blacktop will be graded, when the first team score to 40 points or more, 80 points is the maximum of both teams' score.
  6. In the case of short game blacktop is the first-team score to 20 points or more and the 40 points is the maximum.
  7. Basketball SIM games use default setting of hall of fame.
  8. Matches will be on screen prior to the match so rankings are displayed for at least 5 minutes before the match.