Types of bets


GENERAL
  1. All bets are regular time only unless otherwise stated in the betting Line or current Rules.
  2. For some sports, betting may switch to the Live stage up to 15 minutes before the scheduled start time. Bets placed after this point are considered Live bets and will be marked with a Live icon in the Bet Slip and Bet History. Such bets will be settled according to the Live Betting Rules.
  3. The Company reserves the right to cancel Bets if:
    • Bet registration was based on incorrect information or as a result of technical errors;
    • An abandoned Match was not resumed within 48 hours after its beginning (except for the Bets made for the Events that took place during the Match);
    • The Match is cancelled or its official beginning time is postponed by over 48 hours
    • The match is not finished within 48 hours after its official beginning and/or is declared void.
Specifics of Accepting Football Bets
  1. Bets on football matches are accepted for scheduled regular time - 90 minutes (2 halves of 45 minutes each) and additional (compensated) time, unless the Line provides otherwise. This time does not include extra time or penalty shootout.
  2. Additional time added to the first half is counted as the 45th minute of the match. Additional time added to the second half is counted as the 90th minute of the match. In matches of a different format (instead of 2 halves of 45 minutes each including additional time), the Company is not obliged to inform the users about the number of periods and/or the duration of each period, and is not responsible if the user is not aware of the format of the match prior to placing a bet. If a change of format has resulted in the offering of incorrect odds, the Company retains the right to cancel such bets with the odds 1.0.
  3. In non-standard unforeseen situations, the Company shall reserve the right to cancel registered Bets.
  4. For friendly Matches, the schedule is adopted before the beginning of the tournament. It is recommended to obtain the information about the schedule from independent information sources.
  5. Bets on friendly and youth matches can be settled based on the official match result announced by the referee even if the full regular time (90 minutes) was not played.
  6. In Lines, unless agreed otherwise, the local team is located on the left, and the visiting team is on the right. If a Match is played on a neutral pitch or if the local team is not determined, for convenience in Lines the first announced team (the team on the left) is taken as the local team, and the team on the right is taken as the visiting team.
  7. Where a Match takes place on a pitch other than the announced one, all Bets for such Match can be canceled.
  8. Bets on statistical indicators may be calculated within 1 hour after the end of the Match.
  9. In Bets on The Highest by Championship Results for the World and European Football Championships, the priority is on the stage that the teams reached.
  10. The Bets on the Team to Score More Goals and on the Team to Score (Concede) Most (Least) Goals for the World and European Football Championships are calculated with regard to extra time, without penalty shootouts. If there is an equal number of scored/conceded goals, the Bets are returned.
  11. The Bets on football matches marked with "extra time" are calculated without taking into account penalty shootouts. The Bets on post-match penalty kicks are accepted separately (penalty shootout).
  12. When accepting and calculating Bets on yellow and red cards, only the cards given within the normal time (90 minutes) of the Match will count, where a yellow card will be taken as one card, and a red card will be taken as two yellow cards. A repeated yellow card will count as one red card, i.e. one participant may have a total of maximum three cards for a Match.
  13. When accepting and calculating Bets on the number of cards expressed in points, only the cards given within the normal time (90 minutes) of the Match will count, with 10 points charged for a yellow card, and 25 points for a red card. A second yellow card will count as one red card, i.e. one participant may have a total of maximum 35 points per Match.
  14. Yellow and red cards given to the field players and the goalkeeper after the final whistle, and the cards shown to persons other than the players (substituted players, trainers, substitutes' bench players not playing) will not be taken into account when calculating the Bets.
  15. The number of yellow and red cards, corner kicks, and goal post hits is determined by video broadcasting. If the broadcasting is interrupted or is not made, the results for the number of yellow and red cards or corner kicks will be taken from official information sources. All other statistical indicators (offsides, fouls, substitutions, etc.) are taken only from official information sources. A substitution made on the 46th minute according to an official source shall for calculation purposes be deemed made during half time. A corner kick shot again shall for calculation purposes count as one.
  16. Corner kicks awarded but not made shall not be taken into account in calculating Bets.
  17. Own goals (for example, in the Next Goal Scorer Bet) shall not count.
  18. All players who take (took) part in the Match from its beginning or from the previous goal shall be deemed Match participants.
  19. All players taking part in the Match are included in the lists. If for any reason a goal is scored by a player not included in the list, the bets on the players included in the list shall remain in effect.
  20. This specifics of Accepting Football Bets form part of the Client Agreement. The original text of this rules is in English. Any language translations will be based on the original English text. The original English version will prevail, including in case of any conflicts between the original English text and an another language text of these rules.
  21. Entering into the Client Agreement, you agree at the same time with these specifics of Accepting Football Bets at the Company Website (including by mobile apps).
Hockey betting specifics
  1. Unless otherwise specified in the market, all bets will be settled based on the result at the end of the game’s regular time (3 x 20 minute periods). Overtime and a shootout series can be counted only in bets on the winner of the game & the total of the game when moving on to the next round or a different league, the winner of the competition, etc.
  2. In the event that the game is interrupted or postponed and doesn’t resume within 48 hours, all non-calculated bets will be canceled.
Basketball betting specifics
  1. Unless otherwise stated in the market, all bets are settled based on the result at the end of the game’s regular time. Overtime assigned based on the sum of the results of two matches is counted only in the bets on the winner for the game when moving on to the next round or a different league, the winner of the competition, etc. In the case where a match ended in a draw, all bets on the winner of the match are considered to be void.
  2. In the event that the match is interrupted or postponed and doesn’t resume within 48 hours, all non-calculated bets will be canceled.
Tennis betting specifics
  1. If a match is interrupted due to a player’s refusal or disqualification, prematch bets on the match winner remain valid if the 1st set was played or the 1st point was scored, i.e. the winner is considered to be the player who has passed to the next round (won the tournament). If it’s live betting, live bets on the match winner will be void (settled at odds of 1.0). All bets on the match that cannot be settled are cancelled (returned with the odds of 1.0), except for the cases when the results of the bet were already determined at the moment of the match interruption.
  2. If the refusal (disqualification) occurred before the beginning of the match, all bets on the match are cancelled with the odds 1.0.
  3. In the event that the format of a match has changed (the number of sets played), bets on the result of the match remain valid if the first set was fully played. Other markets will be void, unless the results of a bet are already unambiguously determined. In such cases, all bets remain valid.
  4. Bets remain valid in the following cases:
    • change of the court surface;
    • change of venue;
    • replacement of a closed court with an outdoor court.
  5. If the start of the match is delayed or the match is postponed for any reason, all bets remain valid until the end of the match or until the end of the tournament.
  6. A super tie-break is considered as a one-game set. This is accounted for in the calculation of bets on total games.
Volleyball betting specifics
  1. Bets on playing for points. Bets are available during the game and are calculated based on the official result of the game. If, by the decision of the referees, the results of one or several plays are canceled, the bets on these plays are calculated based on the result after the replay. Bets on the points not played out by the end of the game are canceled.
  2. In the event that the game is interrupted or postponed and doesn’t resume within 48 hours, all non-calculated bets will be canceled.
Rugby Union + League + Sevens
  1. All markets (except halftime, first half markets, overtime and penalty shoot out) are considered for regular time only.
  2. If a match is interrupted but resumes within 48 hours of the initial kick-off, all unsettled bets will stand and be settled based on the final result (a bet may be voided before this 48-hour period expires by mutual agreement between the client and Betmaster); otherwise, all unsettled bets will be considered void.
  3. Regular 80 Minutes: Markets are based on the result at the end of a scheduled 80 minutes play unless otherwise stated. This includes any added injury or stoppage time but does not include extra-time, time allocated for a penalty shootout or sudden death.
  4. Rugby Sevens - Regular 14 / 20 Minutes: Markets are based on the result at the end of a scheduled 14 / 20 minutes play unless otherwise stated. This includes any added injury or stoppage time but does not include extra-time, time allocated for a penalty shootout or sudden death.
  5. If the market remains open when the following events have already taken place: score changes or red cards, we reserve the right to void betting.
  6. If the market was opened with a missing or incorrect red card, we reserve the right to void betting.
  7. If odds were offered with an incorrect match time (more than 2 minutes), we reserve the right to void betting.
  8. If a match is interrupted or postponed and is not continued within 48h after the initial kick-off date betting will be void.
  9. If the team names or category are displayed incorrectly, we reserve the right to void betting.
Cricket betting specifics
  1. A bet is made on the full game and is valid until the game finishes, which may be played over more than one day.
  2. If matches are affected by poor weather conditions, bets will be settled according to the official result.
  3. If the competition rules determine the winner by a coin toss or drawing of lots, then all undecided markets are considered void, unless the results of a bet are already unambiguously determined.
Outright bet
An outright bet is a bet placed on the outcome of an entire league or competition as opposed to a single bet on an individual game or event. Players can make an outright bet before the competition begins but markets are often open whilst the competition is taking place. Outright bets will be settled based on the final outcome of an entire competition.
Dead heat
A dead heat in betting is when two or more competitors or teams finish level at the end of an event with no tie option being available. In the event of a dead heat the stake money on a selection is divided by the number of runners or competitors involved in the dead heat. The full odds are then paid proportionately to the divided stake, with the remainder of the stake money being treated as a losing stake.


Types of bets
Outcome
The bet refers to one of three possible outcomes of the Match: local team wins, score draw, visiting team wins.
Total
A Bet on the total sum of goals scored in a match. It is required to guess the sum of goals to be scored during the Match: above or below a definite number. There are two types of totals: integers and 0.5 multiples.
In the case of “Total Above 2.0”, the gain is paid if the sum of goals scored during the Match is at least 3. If there was 1 goal or the teams scored no goals by the end of regular time, this is a loss. If the teams ended 1:1, 2:0 or 0:2, the bet will be returned with a odds of 1.0.
0.5 multiple bets refer to a bigger or smaller number and can only have two possible outcomes: win or loss. “Total Above 2.5” wins if the sum of goals scored during the Match is at least 3. Conversely, “Total Below 2.5” wins if the sum of goals scored during the Match is up to 2.
Asian Total
A bet on the sum of goals in a match with an increment of 0.25 split into two. For example, if you bet €100 on Asian Total Over 3.25, you in fact have two bets – €50 on Total Over 3.0 and €50 on Total Over 3.5. For both parts of your bet to win, the sum of goals in the match must be 4 or more. If 3 goals are scored, one half of your bet is returned with a odds of 1, while the other is lost. If the sum of goals is up to 2, the whole bet is lost.
European Handicap
A bet on a team’s win with regard to positive or negative integral handicap. Your bet wins only if your selected team wins. If the match ends in a draw or your selection loses, your bet counts as lost. For example, if you bet on the local team with a +1 handicap, and the match ends at 1:2, the result is a score draw of 2:2 and your bet loses.
Asian Handicap
A bet on a team’s win with a positive or negative handicap with an increment of 0.25 split into two. For example, if you bet €100 on victory of the home team with an Asian handicap of 1.25, the bet will be split into two – €50 with a +1.0 handicap and €50 with a +1.5 handicap. If the match ends at 2:2, the whole bet wins. If the score is 1:2, half of your bet will be returned with a odds of 1.0, while the other half will lose. If the final result is 0:2, both halves of your bet will lose.
Draw No Bet
A bet on the victory of one of the teams. If the game ends in a draw, the bet is returned with a odds of 1.0.
Favorite Over Remaining Time
A bet on the favorite of the match in the time remaining starting from bet acceptance. Goals scored before the bet is accepted are not taken into account.
Next Goal
A bet that the next goal will be scored by the local team, by the visiting team or that there will be no more goals in the match.
Double Outcome
A bet that the match will end in a win of the local team or in a draw, or in a win of the visiting team or in a draw, or in a win of the local team or the visiting team.
Correct Score
A bet on the correct score that the teams will have at the end of the regular time or its half (e.g. the 1st half, 1st set etc).
Exact Amount of Local Team Goals
A bet on the correct sum of goals that the local team will score in the match.
Exact Away Goals
A bet on the exact sum of goals that the visiting team will score in the match.
Home Goals
A bet on the sum of goals or under/over betting. For instance, it is possible to bet that the local team shall score 2, more than 2 or less than 2 goals.
Goals Scored by the Visiting Team
A bet on the number of away goals or under/over betting. For example, you can bet that the visiting team will score 2, over 2, or under 2 goals.
To Score/Not to Score
A bet whether both teams will or will not score during regular time. The bet loses if neither team scores and wins if the match ends with scoring.
Outcome and Goals
A bet on the winner specifying the sum of goals that will be scored in the match or over/under. For instance, you can bet that the local team would win with the sum of goals scored during regular time equaling 3, more than 3 or less than 3.
Exact Amount of Goals
A bet on sum of goals that will be scored in the match by both teams.
Odd or Even
A bet on the odd or even sum of goals scored by both teams in the match. A whitewash at the end of regular time is deemed an equivalent of even score.
Efficient Half
A bet that more goals will be scored in the first half, second half, or equally in both halves.
First to Score
A bet on the team to play the ball from the midfield.
Outcome After First Half
A bet on the team to score more goals or on a draw in the first half.
First Half Total
A bet on the sum of goals scored in the first half. You can bet on the exact sum of goals to be scored over the half by both teams, or a greater/smaller number.
First Half Asian Total
A bet on the sum of goals in the first half with an increment of 0.25 split into two. For example, if you bet €100 on Asian Total Over 3.25, you in essence have two bets – €50 on Total Over 3.0 and €50 on Total Over 3.5. For both parts of your bet to win, the sum of goals in the first half must be 4 or more. If 3 goals are scored in the first half, one half of your bet is returned with a odds of 1, while the other is lost. If the match ends with 2 goals or less, the whole bet loses.
First Half Asian Handicap
A bet on the first half outcome with a positive or negative handicap with an increment of 0.25 split into two. For example, if you bet €100 on the leadership of the home team with an Asian handicap of 1.25, the bet will be split into two – €50 with a +1.0 handicap and €50 with a +1.5 handicap. If the first half ends at 2:2, the whole bet wins. If the score is 1:2, half of your bet will be returned with a odds of 1.0, and the other half will win. If the result is 0:2, both halves of the bet will lose.
Which team wins the rest of the First Half
A bet on the leader of the first half in the time remaining starting from bet acceptance. Goals scored by teams before the bet is accepted do not count.
First Half Next Goal
A bet on the team to score the next goal in the first half or on no more goals in the first half.
First Half Correct Score
A bet on the correct score in the first half.
First Half Home Goals
A bet on the correct sum of goals that the local team will score in the first half.
First Half Away Goals
A bet on the exact sum of goals that the visiting team will score in the first half.
First Half Sum of Goals
A bet on the correct sum of goals that both teams will score in the first half.
Second Half Outcome
A bet on the team to score more goals in the second half or on equal goals.
Second Half Sum of Goals
A bet on the total sum of goals that the teams will score in the second half. There is also an option of over/under betting.
Extra Time Outcome
A bet on the team to score more goals in extra time or on equal goals.
Extra Time Sum of Goals
A bet on the total sum of goals that the teams will score in extra time. There is also an option of over/under betting.
Which team wins the rest in Overtime
A bet on the team to score more goals in the remaining extra time starting from bet acceptance. Goals scored in extra time before the bet is accepted are not taken into account.
Extra Time Next Goal
A bet on the team to score the next goal in extra time or that there will be no more goals.
Extra Time Asian Handicap
A bet on the extra time outcome with a positive or negative handicap with an increment of 0.25 split into two. For example, if you bet €100 on the leadership of the home team with an Asian handicap of 1.25, the bet will be split into two – €50 with a +1.0 handicap and €50 with a +1.5 handicap. If extra time ends at 2:2, the whole bet wins. If the score is 1:2, half of your bet will be returned with a odds of 1.0, and the other half will win. If the result is 0:2, both halves of the bet will lose.
Extra Time Correct Score
A bet on the exact sum of goals that the teams will score in extra time.
First Extra Time Half Asian Handicap
A bet on the extra time first half outcome with a positive or negative handicap with an increment of 0.25 split into two. For example, if you bet €100 on the leadership of the home team with an Asian handicap of 1.25, the bet will be split into two – €50 with a +1.0 handicap and €50 with a +1.5 handicap. If the first half of extra time ends at 2:2, the whole bet will win. If the score is 1:2, half of your bet will be returned with a odds of 1.0, and the other half will win. If the result is 0:2, both halves of the bet will lose.
Correct Score During First Extra Time Half
A bet on the correct score that the teams will have in the first half of extra time.
Extra Time First Half Outcome
A bet on the leader of the first half of extra time or on a draw.
Penalty Shootout Outcome
A bet on the team to score more goals in the penalty shootout.
Penalty Shootout Next to Score
A bet on the team to score the next goal in the penalty shootout.
Exact Time of Next Goal
A bet on the period of time when the next goal will be scored. There is the following range of intervals: 01–15, 16–30, 31–45, 46–60, 61–75, 76–90 minutes of the Match. You can bet on no more goals as well.
Reaching Next Fall
A bet on the team to pass to the next round.
To Win the Final
A bet on the team to win in the final round.
Third Place
A bet on the team to take the third place in the tournament.
Winning Option
A bet on the team and method in which the team wins the match. Bets are accepted for the victory of teams in regular time, extra time or penalty shootout.
Corner Total
A bet on the team to make more corner kicks in regular time.
Total Corner Kicks
A bet on the total number of corner kicks that the teams will make in regular time. There is also an option of over/under betting.
Corner Handicap
A bet on the team to make more corner kicks with regard to positive or negative handicap. Your bet wins only if your selected team wins. If the match ends in a draw or your selection loses, your bet counts as lost. For example, if you bet on the local team with a +1 handicap, and the match ends at 1:2 for corner kicks, the result is a score draw of 2:2 and your bet loses.
Home Corner Total In Ranges
A bet on the number of corner kicks that will be made by the local team. Bets are accepted in the ranges: 0–2, 3–4, 5–6, 7+.
Away Corner Total In Ranges
A bet on the number of corner kicks that will be made by the visiting team. Bets are accepted in the ranges: 0–2, 3–4, 5–6, 7+.
Home Corner Total
A bet on the correct or over/under number of corner kicks that will be made by the local team. A bet is accepted for numbers with an increment of 0.5.
Away Corner Total
A bet on the correct or over/under number of corner kicks that will be made by the visiting team. A bet is accepted for numbers with an increment of 0.5.
Corner Total In Ranges
A bet on the number of corner kicks that will be taken by the teams. The bet is accepted for: less than 9, 9–11, 12+.
Corner Odd or Even
A bet on the odd or even number of corner kicks that the teams will take in regular time.
First Half Corner Total
A bet on the team to make more corner kicks in the first half.
First Half Total Corner Kicks
A bet on the total number of corner kicks that the teams will make in the first half. A bet with an increment of 0.5 is accepted for the correct number or over/under.
First Half Corner Handicap
A bet on the team to make more corner kicks in the first half with regard to positive or negative handicap.
First Half Home Corners
A bet on the number of corner kicks that will be made by the local team in the first half. Bets are accepted for outcomes: 0–1, 2, 3, and 4+.
First Half Away Corners
A bet on the number of corner kicks that will be made by the away team in the first half. Bets are accepted for outcomes: 0–1, 2, 3, and 4+.
First Half Home Corner Total
A bet on the corner kicks that will be made by the local team in the first half. A bet is accepted for an exact score or over/under with an increment of 0.5.
First Half Away Corner Total
A bet on the corner kicks that will be made by the visiting team in the first half. A bet is accepted for an exact score or over/under with an increment of 0.5.
First Half Total Corner Kicks
A bet on the total number of corner kicks that the teams will make in the first half for ranges: less than 5, 5–6, 7+
First Half Odd or Even Total Corners
A bet on the odd or even number of corner kicks that the teams will make in the first half.
Card Total
A bet on the team that will have the most cards in the match or on the equal number of cards for both teams.
Total Cards
A bet on the total number of cards in regular time. A bet is accepted on an exact amount or over/under betting.
Home Card Total
A bet on the number of cards the local team will receive in regular time. A bet is accepted on an exact amount or over/under betting.
Away Card Total
A bet on the number of cards the local team will receive in regular time. A bet is accepted on an exact amount or over/under betting.
First Half Total Cards
A bet on the total number of cards the teams will receive in the first half. A bet is accepted for an exact score or over/under betting.
Second Half Total Cards
A bet on the total number of cards the teams will receive in the second half. A bet is accepted for an exact score or over/under betting.
First Half Home Cards
A bet on the number of cards the local team will have in the first half. A bet is accepted on an exact amount or over/under betting.
First Half Away Cards
A bet on the number of cards the visiting team will have in the first half. A bet is accepted on an exact amount or over/under betting.
Card Points
A bet on the number of cards in regular time expressed in points. 10 points are given for a yellow card, and 25 for a red card. The second yellow card does not count, as it is followed by a red card. A bet is accepted for an exact points amount or over/under with an increment of 0.5.
Card Points in Ranges
A bet on the number of cards in regular time expressed in points. 10 points are given for a yellow card, and 25 for a red card. The second yellow card does not count, as it is followed by a red card. A bet is accepted for an exact points amount or over/under within the ranges: 0–30, 31–45, 46–60, 61–75 and 76+.
First Half Card Points
A bet on the number of cards in the first half expressed in points. 10 points are given for a yellow card, and 25 for a red card. The second yellow card does not count, as it is followed by a red card. A bet is accepted for an exact points amount or over/under with an increment of 0.5.
First Half Card Points in Ranges
A bet on the number of cards in the first half expressed in points. 10 points are given for a yellow card, and 25 for a red card. The second yellow card does not count, as it is followed by a red card. A bet is accepted for an exact points amount or over/under within the ranges: 0–30, 31–45, 46–60, 61–75 and 76+.
Dismissal Y/N
A bet whether a player will be dismissed in regular time.
Next Goal Scorer
A bet on a player of either team to score the next goal.
Player to Score/not to Score
A bet on the performance of a player from either team. Regular time counts.
Penalty Shootout Difference
A bet on the goal difference that the penalty shootout will have.
Penalty Shootout Sum of Goals
A bet on the total sum of goals scored in the penalty shootout. Accepted on an exact amount or over/under betting.
Correct Penalties Scored
A bet on the exact sum of penalties scored by both teams.
Home Penalties
A bet on goals that will be scored by the local team in the penalty shootout. Accepted on an exact amount or over/under betting.
Penalty Shootout Total Away Goals
A bet on goals that will be scored by the visiting team in the penalty shootout. Accepted on an exact amount or over/under betting.
Penalty Shootout Correct Score
A bet on the correct score the teams will have in the penalty shootout.
Penalty Shootout Sum of Goals Odd or Even
A bet on the odd or even sum of goals the teams will score in the penalty shootout. If all penalties fail and the score is 0:0, the amount will be taken as even.
Penalty Shootout Home Odd or Even
A bet on the odd or even sum of goals the local team will produce in the penalty shootout. If all penalties fail and the score is 0:0, the amount will be considered as even.
Odd or Even Visiting Team Kicks During Penalty Shootout
A bet on the odd or even sum of goals the visiting team will produce in the penalty shootout. If all penalties fail and the score is 0:0, the amount will be considered as even.
Penalty Shootout and Goals
A bet on the winner in the penalty shootout and the sum of goals in the match. The sum of goals is accepted as the exact amount or over/under betting.
Result of Next Penalty in Series
A bet on the result of the next penalty in the series.
Goal Leader in 15 Minutes
A bet on the team to score the most goals in 15 minutes within a set range of normal time.
Next Goal in 15 Minutes
A bet on the team to score the next goal in 15 minutes within a set range of normal time.
Sum of Goals in 15 Minutes
A bet on the sum of goals the teams will score for 15 minutes within a set range. Accepted on an exact amount or over/under betting.
Which team will win the remainder of the match
Bet on the team, which will win the remainder of the match, starting from the moment of accepting bets and ending with the end of regular time of the match (half, period, etc.). Goals scored by the teams before the bet was accepted do not count.
Result, not including a draw.
Bet on the win of one of the teams. In case the match ends in a draw, the bet is calculated with odds of 1.0.
BASEBALL
A baseball game is usually scheduled for 9 innings, but some games can be scheduled for 7 innings and even 5, 6, 8. However, just because a game is scheduled for x innings, this does not mean that that many innings will actually be played. A game could be called early because of weather conditions and although the full number of innings was not played the result is still considered official. A game could also have more than the scheduled number of innings if it is tied score and goes to extra innings.

Possible extra innings are not considered in any live market unless otherwise stated.
Baseball Market Rules
Game Abandonments/ Postponements
  1. In the case of a postponed game all markets are considered void unless the game continues to an official result on the scheduled day.
  2. In the case of an abandoned game that is not considered official, all undecided markets are considered void unless the game continues to an official result on the scheduled day. All fully decided markets will be settled.
Game not played as listed
  1. All bets stand irrespective of starting pitchers or starting pitcher changes (Note we do have a configuration option in Ctrl for MLB games which if enabled will void markets if there is a change to the starting pitcher).
Player Markets
  1. Bets on players where a game is marked as postponed or cancelled in game state before the scheduled start time shall be left with pending status and resulted if the game starts within 72 hours of the original (global game time) scheduled start time. If game does not start within 72 hours, bets shall be voided
  2. All bets created prior to a venue change shall be voided.
  3. If the game does not start at the scheduled time, all related player markets bets shall still be available for auto verification, unless the game starts > 72 hours after original scheduled time.
  4. If the game starts but is abandoned or suspended at any time before the game reaches a natural end and the game does not resume within 5 hours, then all bets on that player shall be voided.
  5. If any player selected for any bet type does not participate in game, then all bets on that player shall be voided.
  6. All Player Markets include extra innings for bet resulting.
  7. If a player was not in the starting lineup the bet will be voided.
  8. The game must go at least 8.5 innings for bets to stand. Otherwise, all bets will be voided.
Baseball stats used on player market
  1. Batter - Hits (H): Reaching base because of a batted, fair ball without error by the defense
  2. Batter - Home Runs (HR): Hits on which the batter successfully touched all four bases, without the contribution of a fielding error
  3. Batter - Total Bases (TB): One for each single, two for each double, three for each triple, and four for each home run [H + 2B + (2 × 3B) + (3 × HR)] or [1B + (2 × 2B) + (3 × 3B) + (4 × HR)]
  4. Batter - Runs + RBI's: SUM of Runs And RBI`s (Run batted in: number of runners who score due to a batter's action, except when the batter grounded into a double play or reached on an error)
  5. Pitcher - Strikeouts (SO): Number of batters who received strike three
  6. Pitcher - Earned Runs: Number of runs that did not occur as a result of errors or passed balls
  7. Batter - Hits + Runs + RBIs: SUM of Hits, Runs And RBI`s (Run batted in: number of runners who score due to a batter's action, except when the batter grounded into a double play or reached on an error).
Live bets settlement and cancellation rules
  1. All markets will be cleared according the final result after 9 innings (8 ½ innings if home team is leading at this point).
  2. If a game is interrupted or cancelled and won't be continued on the same day, all undecided markets are considered void.
  3. If markets remain open with an incorrect score or incorrect game status which has a significant impact on the prices, the company reserves the right to void betting.
Rapid markets
  1. If a hit and an error occur within the same play, a hit will be considered for settlement purposes.
  2. If a player does not show up at the plate again but related player markets have been offered, undecided markets are considered void.
  3. A foul ball will always be considered a strike for settlement purposes.
Main Information Sources
www.uefa.com – European Cups
www.fifa.com – International games
www.sportinglife.com, soccernet.espn.go.com – England
www.kicker.de, www.bundesliga.de – Germany
futbol.sportec.es, www.marca.com, es.sports.yahoo.com/fo/ – Spain
www.gazetta.it, www.televideo.rai.it, www.virgilio.it – Italy
www.lequipe.fr, www.football365.fr – France
www.a-league.com.au – Australia
www.bundesliga.at – Austria
www.argentinesoccer.com, www.futbolargentino.com.ar – Argentina
www.sport.be – Belgium
www.pfl.bg, www.bulgarian-football.com – Bulgaria
esporte.uol.com.br – Brazil
www.voetbal.nl – Holland
www.sportnet.gr – Greece
www.dbu.dk, www.viasatsport.se – Denmark
www.one.co.il – Israel
www.rte.ie – Ireland
www.ksi.is – Iceland
www.femexfut.org.mx – Mexico
www.vg.no – Norway
www.maisfutebol.iol.pt – Portuguese
www.prosport.ro – Romania
www.bbc.co.uk/sport – North Ireland
www.sleague.com – Singapore
www.futbalsfz.sk – Slovakia
web.mlsnet.com – the USA (MLS)
www.angelfire.com/nj/sivritepe/, www.turkishsoccer.net – Turkey
www.pfl.com.ua, www.ffu.org.ua – Ukraine
www.welshpremier.com – Wales
www.futisporssi.fi – Finland
www.prva-hnl.hr – Croatia
fotbal.idnes.cz – Czechia
www.football.ch – Switzerland
www.svenskfotboll.se – Sweden
www.sportinglife.com – Scotland
www.j-league.or.jp – Japan
www.boff32.ru – Bryansk Football Federation
Horse Racing & Greyhound Racing Betting Rules
Non-runners/Withdrawals
  1. Selections that do not come under Starter's Orders, and therefore do not race, are considered non-runners.
  2. If a selection results in a non-runner, this is how it affects bet types: Single Bet: The bet is voided, and the stake is refunded to the player. Multiple Bets: If the selection is part of a multiple bet, it is settled as the next accumulative bet down, e.g. a treble becomes a double. For accumulators, bets are settled on the remaining selections. This also applies to each individual combination in a combination bet, such as Lucky 15 or a Yankee.
Rule 4 deductions
  1. Rule 4 deductions are made when a horse is withdrawn from a race after a bet has been placed. The amount deducted from the player's winnings is based on the current price of the withdrawn competitor. Our deductions are as follows in 2:
  2. Price at withdrawalDeduction (in %)Price at withdrawalDeduction (in %)
    1/9 or shorter90%Evens to 6/545%
    2/11 to 2/1785%5/4 to 6/440%
    1/4 to 1/580%8/5 to 7/435%
    3/10 to 2/775%9/5 to 9/430%
    2/5 to 1/370%12/5 to 3/125%
    8/15 to 4/965%16/5 to 4/120%
    8/13 to 4/760%9/2 to 11/215%
    4/5 to 4/655%6/1 to 9/110%
    20/21 to 5/650%10/1 to 14/15%
Place betting
  1. 2, 3 or 4 place betting options are available, depending on the number of runners and whether the race is a 'Handicap' race or not. The aim is to mirror the number of place terms offered on the each-way market. Unlike each-way betting, where the place terms depend on the conditions of the race at the off, Place Only bets 'stick' at the time of placement, so the player gets whatever terms were available at the time of placing the bet.
  2. Rule 4 applies to place betting markets also, where there are non-runners. The deduction corresponds to the price of the withdrawn horse at the time of withdrawal. See 3.
  3. Price2 Places3 Places4 Places
    1/9 or shorter45%30%20%
    2/11 to 2/1740%30%20%
    1/4 to 1/540%25%20%
    3/10 to 2/735%25%20%
    2/5 to 1/335%25%15%
    8/15 to 4/930%20%15%
    8/13 to 4/730%20%15%
    4/5 to 4/625%20%15%
    20/21 to 5/625%15%10%
    Evs to 6/520%15%10%
    5/4 to 6/420%15%10%
    13/8 to 7/415%10%10%
    15/8 to 9/415%10%No deductions
    12/5 to 3/110%10%No deductions
    10/3 to 4/110%No deductionsNo deductions
    9/2 and overNo deductionsNo deductionsNo deductions
  4. Deductions will not exceed 90% if 2 or more horses are withdrawn.
Dead heats
  1. Dead heats are treated as dead heats by dividing the stake pro-rata by the number of dead-heating runners.
  2. For example, stakes are halved on a 2-way dead heat, divided by 3 on a 3-way dead heat, and so on. It is important to note that the stake is divided, not the odds.
Forecast/Tricast betting
  1. Forecasts are accepted on all races of 3 runners or more.
  2. Tricasts are accepted on Handicap races of 8 runners or more.
  3. If a forecast is accepted on a race with less than 3 runners, forecast bets shall be made void.
  4. If a tricast bet is accepted on a race with a tricast dividend, the bet shall be settled as a forecast bet on the 1st and 2nd nominated horses. This also applies to each combination in combination tricast bets.
  5. All bets are settled at the computer straight FC/TC dividend.
  6. Straight bets and combination bets are allowed.
  7. Where there is a dead heat, a different dividend is declared for each combination. Our settlement mirrors these splits.
  8. If a player places a Forecast and one of the selections subsequently becomes a non-runner, the bet will be settled as a Win Single at SP.
  9. For a combination forecast containing a non-runner, the combinations involving the non-runner are reduced to a Win SP single, and any unaffected combinations remain the same.
  10. For example:
    Combination Forecast ABC. Horse A is declared as a non-runner.
    AB = Win Single at SP on B
    AC = Win Single at SP on C
    BA = Win Single at SP on B
    BC = Remains as a forecast
    CA = Win Single at SP on C
    CB = Remains as a forecast
  11. If both horses in a forecast bet are declared as non-runners, the bet is void.
  12. In a race where there is only 1 finisher, forecasts with the correctly nominated 1st horse will be settled as a Win SP single. All other bets will be losers.
  13. If a player places a Tricast bet and one of the selections is a non-runner, the bet is placed as a forecast on the remaining two selections.
  14. For a combination tricast containing a non-runner, the combinations involving a non-runner are reduced down to a forecast.
  15. For example:
    Combination Tricast ABC. Horse A is declared as a non-runner.
    ABC = straight forecast BC
    ACB = straight forecast CB
    BAC = straight forecast BC
    BCA = straight forecast BC
    CAB = straight forecast CB
    CBA = straight forecast CB
  16. If two horses in a Tricast bet are declared non-runners, the bet is settled on the remaining selection as a win single at SP.
  17. In races where only 2 horses finish, tricast bets with the correct 1st and 2nd nominated horses will be settled as a straight forecast. All other bets will be settled as losers.
  18. In races where only 1 horse finishes, tricast bets with the correct 1st horse nominated will be settled as a win SP single. All other bets will be settled as losers.
  19. Unnamed favorites are not allowed in FC & TC bets.
Starting Price (SP)
  1. The SP, or 'starting price,' is offered when placing a bet on horse racing or greyhounds. Both a fixed odds price and a starting price (SP) are offered. The SP is taken from the racetrack. The payout is based on the price of the horse at the start of the race.
Abandoned/Postponed
  1. Bets will be void if:
    • The race is abandoned/called off.
    • The race is declared as void.
    • Any of the race conditions change.
    • Entries change.
    • If the overnight declarations do not stand, all bets are void.
  2. If a race is postponed to another date and final declarations stand, then bets which have been placed remain valid. However, single bets are void.
  3. Any selection involved in a multiple bet will be treated as a non-runner if:
    • The race is abandoned.
    • The race is officially declared void.
    • The conditions of the race are altered after bets are made (as defined under Tattersalls rules).
    • The venue is altered.
    • The running surface is altered (e.g. Turf to Dirt/All Weather or vice versa).
Re-scheduled Races or Meetings
  1. If a race/meeting is moved to later in the day, or to another day and overnight declarations stand (race is not reopened), then all bets stand. If an early price has been taken on a rescheduled race, bets will revert to SP. Horses which came under Starter's Orders in the original race but do not take part in the rescheduled race will be treated as non-runners, and returns on the remaining runners will be subject to Tattersalls' Rule 4(c). If the overnight declarations do not stand, all bets are void.
Stewards Enquiry/Demoted Horses
  1. Races are only settled once a 'weighed in' result has been called. Before the 'weighed in' announcement, there may be a 'stewards enquiry', which is an enquiry held by the racecourse stewards. The finishing order may be amended following a stewards enquiry, which is why bets are only settled after the 'weighed in' announcement.
Each way Betting
  1. An Each Way bet is made up of 2 parts: a 'win' bet and a 'place' bet. Each part is an equal stake.
  2. For example, an Each Way bet will have the same amount on the 'Win' and on the 'Place'.
  3. The 'Win' part of the bet is on the selection to win the event, and the 'Place' part is on the selection to finish either first or in one of the predetermined places.
  4. If the selection wins, both the 'Win' and 'Place' parts of the bet will pay out. But if the selection only places, the bet will lose the 'Win' part but get paid out on the 'Place'.
  5. Place terms will be governed by the number of runners that come under Starters' Orders, and not the number of runners at the time of bet placement.
  6. For example, an each-way bet struck with 8 runners in the field at the time of placement, which subsequently becomes a 7 runner race due to a non-runner or late withdrawal, will be settled at ¼ odds 1.2.
  7. The odds for the 'Place' are given as a fraction of the odds for the 'Win' and will be displayed when bets are struck.
  8. For bets placed each-way that result in a field size of 4 runners or less, the whole stake is settled as win only. For multiples, bets will continue to be settled as win-win, place-place, however the place-place part of the bet will be treated as win only, only for the race with 4 or fewer runners.
  9. For horse racing, the 'Place' part of Each Way bets will be given the following Place terms unless stated otherwise:
  10. Non-Handicap Races:
    2 - 4 Runners - Win Only
    5 - 7 Runners - 1/4 the Odds 1, 2
    8 or more Runners - 1/5 the Odds 1, 2, 3
  11. Handicap Races:
    2 - 4 Runners - Win Only
    5 - 7 Runners - 1/4 the Odds 1, 2
    8 - 11 Runners - 1/5 the Odds 1, 2, 3
    12 - 15 Runners - 1/4 the Odds 1, 2, 3
    16 or more Runners - 1/4 the Odds 1, 2, 3, 4
System Bets Guide for Horse Racing
What Are System Bets?
System Bets are multiple Bet combinations from a Single set of Selections. Unlike standard Accumulators where all Selections must win, system Bets create multiple smaller combinations, allowing Payouts even if some Selections lose.
For all system Bets listed below, selecting Each-Way Doubles the total Stake, as each Bet covers both a win and a Place portion.
Glossary
This section shall be covered by both the Terminology section made available in the Terms and Conditions and this Glossary. In case of any conflicts between the Terminology section in the Terms and Conditions and this Glossary, the definitions in the Glossary shall prevail.
  • Payout (or "Paid Out"): is the sum of money a Player receives for a winning Bet. Depending on the odds, the Stake, the betting system, and the amount of winning events, the Payout may result in either a net loss or a net gain on the Staked amount.
  • Single: A Bet on one Selection in one Event.
  • Double: A Bet combining two Selections. Both must win for a Payout.
  • Treble: A Bet combining three Selections. All three must win for a Payout.
  • Four-Fold: A Bet combining four Selections. All four must win for a Payout.
  • Five-Fold: A Bet combining five Selections. All five must win for a Payout.
  • Each-Way: One on your Selection to win, and one on your Selection to Place.
  • Event: shall mean a race or combination of races on which Stakes can be made.
  • Accumulator: A Bet linking multiple Selections where all must win for a Payout.
  • Cover Bet: A Bet type that provides Payouts returns even if not all Selections win.
  • Fold: The number of Selections in an Accumulator (Four-Fold = four Selections).
  • Full Cover Bet: A system Bet that includes Singles, giving a Payout return with one winner.
  • Non-Runner: A Selection that doesn't participate in the event.
  • Place: Finishing position (typically top 2, 3, or 4 depending on field size).
  • Selection: An individual pick within your Bet.
  • Singles: Individual Bets on Single Selections.
  • Stake: The amount of money wagered.
  • Unit Stake: The amount staked per individual Bet within a system.
System Bet Types
Patent
Structure: Three Selections
Total Bets: 7
Consists of:
  • Three Singles
  • Three Doubles
  • One Treble
Minimum Winners Required: 1 Selection
Stake Calculation: Unit Stake × 7 Bets
How it works:
A Patent is a Full Cover Bet that includes all possible combinations from three Selections. Because it includes Singles, you only need one winner to receive a Payout, though the Payout may be less than your Stake if only one Selection wins.
Example:
You select three horses:
  • Horse A at 4.0
  • Horse B at 3.0
  • Horse C at 5.0
Your £1 Patent (£7 total Stake) includes:
Singles:
  • Horse A (£1)
  • Horse B (£1)
  • Horse C (£1)
Doubles: Horse A + Horse B (£1), Horse A + Horse C (£1), Horse B + Horse C (£1)
Treble: Horse A + Horse B + Horse C (£1)
Result scenarios:
  • One winner (Horse A): Payout of £4 from Single (loss of £3)
  • Two winners (Horse A + B): Payout from 2 Singles + 1 Double = £4 + £3 + £12 = £19 (win of £12, in addition to the Stake)
  • All three win: All seven Bets are Paid Out
Key Points:
  • For when you want coverage for your Stakes
  • Only one winner needed for a Payout
  • More expensive than a Trixie due to Singles inclusion
Trixie
Structure: Three Selections
Total Bets: 4
Consists of:
  • Three Doubles
  • One Treble
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 4 Bets
How it works: A Trixie is similar to a Patent but without Singles. This reduces the Stake but means you need at least two winners for any Payout. It's a Bet that provides coverage if your Treble fails, but doesn't include the cover of Singles.
Example: You select three horses:
  • Horse A at 4.0
  • Horse B at 3.0
  • Horse C at 5.0
Your £1 Trixie (£4 total Stake) includes:
Doubles: Horse A + Horse B (£1), Horse A + Horse C (£1), Horse B + Horse C (£1)
Treble: Horse A + Horse B + Horse C (£1)
Result scenarios:
  • One winner: No Payout (loss of £4)
  • Two winners (Horse A + B): Payout from 1 Double = £12 (win of £8, in addition to the Stake)
  • All three win: All four Bets Payout
Key Points:
  • Lower Stake than Patent (4 Bets vs 7)
  • No Payout with only one winner
Trixie vs Patent: The key difference is Singles. Patent includes three additional Single Bets, meaning one winner gets a Payout. Trixie requires at least two winners for a Payout.
Yankee
Structure: Four Selections
Total Bets: 11
Consists of:
  • Six Doubles
  • Four Trebles
  • One Four-Fold
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 11 Bets
How it works: A Yankee covers all possible Doubles, Trebles, and a Four-Fold from four Selections, but doesn't include Singles. You need at least two winners for a Payout.
Example: You select four horses:
  • Horse A at 3.0
  • Horse B at 4.0
  • Horse C at 2.5
  • Horse D at 5.0
Your £1 Yankee (£11 total Stake) includes:
Doubles (6): A + B | A + C | A + D | B + C | B + D | C + D
Trebles (4): A + B + C | A + B + D | A + C + D | B + C + D
Four-Fold (1): A + B + C + D
Result scenarios:
  • One winner: No Payout (loss of £11)
  • Two winners (A + B): Payout from 1 Double = £12 (win of £1, in addition to the Stake)
  • Three winners (A + B + C): Payouts from 3 Doubles + 1 Treble
  • All four win: All 11 Bets are Paid Out
Key Points:
  • Typically used for four-Selection system Bets
  • Requires two winners minimum
  • Balanced approach between coverage and Stake amount
Lucky 15
Structure: Four Selections
Total Bets: 15
Consists of:
  • Four Singles
  • Six Doubles
  • Four Trebles
  • One Four-Fold
Minimum Winners Required: 1 Selection
Stake Calculation: Unit Stake × 15 Bets
How it works: A Lucky 15 is a Yankee with four Singles added. Because it includes Singles, just one winner gets a Payout.
Example: You select four horses with longer odds:
  • Horse A at 6.0
  • Horse B at 8.0
  • Horse C at 5.0
  • Horse D at 10.0
Your £1 Lucky 15 (£15 total Stake) includes:
Singles (4): A | B | C | D
Plus all combinations from Yankee: 6 Doubles, 4 Trebles, 1 Four-Fold
Result scenarios:
  • One winner (Horse B at 8.0): Payout of £8 from Single (loss of £7)
  • Two winners: Payouts from 2 Singles + 1 Double
  • All four win: All 15 Bets are Paid Out
Key Points:
  • Full Cover Bet with coverage
  • Only one winner needed for a Payout
  • Involves a higher Stake but also offers greater coverage
Lucky 15 vs Yankee: Lucky 15 includes four additional Singles. This increases the Stake but means you get a Payout with just one winner.
Lucky 31
Structure: Five Selections
Total Bets: 31
Consists of:
  • Five Singles
  • Ten Doubles
  • Ten Trebles
  • Five Four-Folds
  • One Five-Fold
Minimum Winners Required: 1 Selection
Stake Calculation: Unit Stake × 31 Bets
How it works: A Lucky 31 is a Canadian (Super Yankee) with five Singles added. It's a Full Cover Bet on five Selections, offering broad coverage but requiring a substantial Stake.
Example: You select five horses across different Events:
  • Horse A at 4.0
  • Horse B at 3.5
  • Horse C at 5.0
  • Horse D at 6.0
  • Horse E at 4.5
Your £1 Lucky 31 (£31 total Stake) creates 31 separate Bets covering every possible combination.
Result scenarios:
  • One winner: Payouts from Single Bet only (likely a loss overall)
  • Two winners: Payouts from 2 Singles + 1 Double
  • Three+ winners: Multiple Doubles, Trebles, and potentially higher Folds Payouts
Key Points:
  • Comprehensive coverage for five Selections
  • Significant Stake required (31 Bets)
  • One winner gets some Payout
  • More suitable for Players familiar with this type of bet system
Canadian (Super Yankee)
Structure: Five Selections
Total Bets: 26
Consists of:
  • Ten Doubles
  • Ten Trebles
  • Five Four-Folds
  • One Five-Fold
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 26 Bets
How it works: A Canadian, also known as a Super Yankee, is like a Yankee but with five Selections instead of four. It doesn't include Singles, so at least two winners are needed for a Payout. It offers broad coverage at a lower Stake than a Lucky 31.
Example: You select five horses:
  • Horse A at 3.0
  • Horse B at 4.0
  • Horse C at 3.5
  • Horse D at 5.0
  • Horse E at 2.5
Your £1 Canadian (£26 total Stake) includes: 10 Doubles, 10 Trebles, 5 Four-Folds, 1 Five-Fold
Result scenarios:
  • One winner: No Payout (loss of £26)
  • Two winners: Payouts from 1 Double
  • Three winners: Payouts from 3 Doubles + 1 treble
  • Four+ winners: Multiple Doubles, Trebles, Four-Folds Payouts
Key Points:
  • Lower Stake than Lucky 31 (26 vs 31 Bets)
  • No Singles means two winners minimum
  • An option for five Selections
Canadian vs Lucky 31: The only difference is Singles. Lucky 31 includes five additional Single Bets, increasing the Stake but giving a Payout with one winner.
Lucky 63
Structure: Six Selections
Total Bets: 63
Consists of:
  • Six Singles
  • 15 Doubles
  • 20 Trebles
  • 15 Four-Folds
  • Six Five-Folds
  • One Six-Fold
Minimum Winners Required: 1 Selection
Stake Calculation: Unit Stake × 63 Bets
How it works: A Lucky 63 is a Heinz with six Singles added, making it a Full Cover Bet on six Selections. It's a comprehensive system bet option, often used on major event days when Players want to spread the Bets across several separate Events.
Example: You select six horses across an event day card. Your £1 Lucky 63 (£63 total Stake) creates every possible combination of these six Selections.
Result scenarios:
  • One winner: Payouts from Single Bet only
  • Two winners: Payouts from 2 Singles + 1 Double
  • Three+ winners: Multiple combinations across all Bet types
Key Points:
  • Coverage for six Selections
  • Substantial Stake required (£63 for £1 unit)
  • One winner gets some Payout
Heinz
Structure: Six Selections
Total Bets: 57
Consists of:
  • 15 Doubles
  • 20 Trebles
  • 15 Four-Folds
  • Six Five-Folds
  • One Six-Fold
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 57 Bets
How it works: Named after the "57 varieties" slogan of the Heinz company, this Bet covers all possible Doubles, Trebles, and higher combinations from six Selections, but excludes Singles. It requires at least two winners for a Payout.
Example: You select six horses with multiple potential winners. Your £1 Heinz (£57 total Stake) includes 57 different Bet combinations, excluding Singles.
Result scenarios:
  • One winner: No Payout (loss of £57)
  • Two winners: Payouts from 1 Double
  • Three+ winners: Multiple Doubles, Trebles, and higher Folds Payout
Key Points:
  • No Singles included
  • Lower Stake than Lucky 63 (57 vs 63 Bets)
  • Requires two winners minimum
  • Payout increase with multiple winners
Heinz vs Lucky 63: The difference is six Singles. Lucky 63 includes Singles, giving a Payout with one winner but increasing the Stake.
Super Heinz
Structure: Seven Selections
Total Bets: 120
Consists of:
  • 21 Doubles
  • 35 Trebles
  • 35 Four-Folds
  • 21 Five-Folds
  • Seven Six-Folds
  • One Seven-Fold
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 120 Bets
How it works: A Super Heinz extends the Heinz concept to seven Selections, creating 120 different Bet combinations. Super Heinz involves a significant risk and is often chosen on major event days when selecting multiple Events.
Example: You select seven horses across a major festival. Your £1 Super Heinz (£120 total Stake) creates 120 separate Bets covering all Doubles through to a Seven-Fold Accumulator.
Result scenarios:
  • One winner: No Payout (loss of £120)
  • Two winners: Payouts from 1 Double
  • Three+ winners: Increasing Payout from multiple combinations
  • Five+ winners: Larger Payout if higher Folds are placed
Key Points:
  • Requires significant Stake (120 Bets minimum)
  • More suitable for Players familiar with this type of Bet
  • Preferred option for major festivals
  • No Singles included
  • Potential for large Payouts with multiple winners
Goliath
Structure: Eight Selections
Total Bets: 247
Consists of:
  • 28 Doubles
  • 56 Trebles
  • 70 Four-Folds
  • 56 Five-Folds
  • 28 Six-Folds
  • Eight Seven-Folds
  • One Eight-Fold
Minimum Winners Required: 2 Selections
Stake Calculation: Unit Stake × 247 Bets
How it works: The Goliath is one of the largest standard system Bets available. It covers all possible Doubles through to an eight-Fold Accumulator from eight Selections. This Bet is typically reserved for the biggest event days of the year.
Example: You select eight horses across a major racing festival. Your £1 Goliath (£247 total Stake) creates 247 separate Bets.
Result scenarios:
  • One winner: No Payout (loss of £247)
  • Two winners: Payouts from 1 Double (likely still an overall loss)
  • Three winners: Payouts from 3 Doubles + 1 Treble (may break even)
  • Four+ winners: Likely positive Payouts from multiple combinations
  • Six+ winners: Increasing Payouts
Key Points:
  • The largest common system Bet (247 bets)
  • Requires very significant Stake
  • For Players familiar with this betting system only
  • Best for largest horseracing festivals or major events
  • Even with £1 Stakes, requires £247 total (or £494 Each-Way)
Important: Due to the Stake required, Goliaths are only for Players who can afford the outlay.
Special Features
Extra Places
What are Extra Places?
Extra Places is a promotional feature where we offer additional Place positions on selected Events beyond the standard terms. For example, if an Event would normally pay 3 Places, we might offer 4 Places with Extra Places.
How it works:
Standard Each-Way terms typically pay Places based on the number of runners:
  • 5-7 runners: Top 2 Places at 1/4 odds
  • 8+ runners: Top 3 Places at 1/5 odds
With Extra Places, we extend the number of Paid Out Places:
  • An Event normally paying 3 Places might pay 4 Places
  • An Event normally paying 2 Places might pay 3 Places
Important: When Extra Places are offered, the Place odds fraction may be adjusted to reflect the additional coverage (typically 1/5 instead of 1/4 for four Places).
Example:
Standard Event (10 runners):
  • Horse A at 10.0 odds
  • Each-Way terms: Top 3 places at 1/4 odds
  • Place Payout: 10.0 ÷ 4 = 2.50 odds
Same Event with Extra Places:
  • Horse A at 10.0 odds
  • Each-Way terms: Top 4 Places at 1/5 odds (Extra Place)
  • Place Payout: 10.0 ÷ 5 = 2.00 odds
Your advantage:
  • Increased odds of receiving a Payout on your Place Bet
  • If your horse finishes 4th (instead of needing top 3), you still win
How to identify Extra Places:
Look for Events marked with:
  • "Extra Place" badge
  • "4 Places" indication (when standard would be 3)
  • Special highlighting on the Event card
Extra Places with System Bets:
Extra Places apply to the Place portion of Each-Way system Bets:
Example: £1 Each-Way Trixie (8 bets, £8 total) with Extra Places
  • All Place Bets benefit from the additional Place position
  • Increases your chances of Payouts if Selections Place but don't win
Key Points:
  • Offered on selected Events only
  • Place odds may be slightly reduced to reflect extra coverage
  • Works with all Bet types including system bets
Boosted Odds
What are Boosted Odds?
Boosted Odds (also called Super Odds or Enhanced Odds) are specially increased odds on selected horses or Events. We boost the odds beyond their standard price to give you better potential Payouts.
How it works:
We select specific horses on certain Events and increase their odds for promotional purposes. The boost is typically applied for a limited time or until a maximum Stake limit is reached.
Example:
Standard odds:
  • Horse A: 5.00 odds
  • £10 Bet Payouts: £50 (£40 win, in addition to the Stake)
With Boosted Odds:
  • Horse A: 5.50 odds (10% boost)
  • £10 Bet Payouts: £55 (£45 win, in addition to the Stake)
  • Additional win: £5
Visual indicators:
Boosted Selections are clearly marked:
  • "Boosted" or "Enhanced Odds" badge
  • Original odds shown: ~~5.00~~ → 5.50
  • Special highlighting or color coding
  • May show percentage increase (e.g., "+10%")
Important considerations:
  • Stake limits: Boosted odds often have a maximum Stake limit (e.g., £50 max)
  • Availability: Limited time offers or until the boost is fully taken
  • Terms apply: Check specific terms for each boosted Selection
  • One per customer: Some boosts may be limited to one Bet per Player
Boosted Odds in System Bets:
You can include boosted Selections in system bets, but note:
Example: Trixie with one boosted Selection
  • Horse A: 5.50 (boosted from 5.00)
  • Horse B: 4.00 (standard)
  • Horse C: 3.00 (standard)
Your Trixie includes:
  • Double (A+B): Uses boosted 5.50 odds for Horse A
  • Double (A+C): Uses boosted 5.50 odds for Horse A
  • Double (B+C): Standard odds only
  • Treble (A+B+C): Uses boosted 5.50 odds for Horse A
Stake limit impact on system bets:
If the boosted odds have a £50 Stake limit:
  • In a £5 Trixie (£20 total), only £15 involves the boosted horse (3 of 4 bets)
  • The Stake limit typically applies to the total amount involving that Selection
  • Check terms for how limits apply to multiples
To consider:
  • Focus bets: Use boosted Selections as anchors in Doubles and Trebles
  • Value hunting: Combine boosted odds with other strong Selections
  • Bankroll management: Be aware of Stake limits when planning system bets
  • Timing: Boosts may be time-limited or have limited capacity
Key Points:
  • Increased odds on selected horses for promotional purposes
  • Usually have Stake limits
  • Original and boosted prices shown clearly
  • Can be used in system bets (terms apply)
  • Limited availability
  • Check specific terms for each boost
Combining Extra Places & Boosted Odds:
Occasionally, you might find Events with both features:
  • Boosted odds AND extra Places
  • Increased Payout opportunity in case of a Bet win
  • Ideal for Each-Way system bets
  • Offers wider Place coverage with increased odds of winning a Bet
Each-Way System Bets
All system bets can be placed Each-Way, which means you're making two equal Bets: one for your Selections to win and one for them to Place (typically top 2, 3, or 4 positions depending on the number of runners).
Effect on Stake:
Placing a Bet Each-Way Doubles the number of Bets and therefore Doubles your Stake.
Examples:
  • £1 Each-Way Patent = 14 bets (£14 total)
  • £1 Each-Way Trixie = 8 bets (£8 total)
  • £1 Each-Way Yankee = 22 bets (£22 total)
When to use Each-Way:
Each-Way system bets may be suitable when:
  • Backing horses at longer odds (5.0+)
  • Betting on competitive handicaps
  • You are less certain about which Selections will win but expect that they'll Place
  • Place terms offer extended coverage (1/4 or 1/5 odds for 3+ Places)
Important Rules and Considerations
Non-Runners
If one or more of your Selections doesn't run:
  • Singles: Refunded at original Stake
  • Doubles with one Non-Runner: Paid Out as a Single on the remaining Selection
  • Trebles with one Non-Runner: Paid Out as a Double on the remaining Selections
  • The number of Bets in your system is automatically reduced
Example: In a Patent with one Non-Runner:
  • Originally 7 bets
  • Becomes 3 Bets (one Single and one Double on remaining two Selections, plus the Treble becomes a Double)
Stake Management
System bets can become expensive quickly. Always:
  • Calculate your total Stake before placing (Unit Stake × number of bets)
  • Consider starting with smaller Unit Stakes
  • Remember Each-Way bets Double the total Stake
  • Only Bet what you can afford to lose
Quick Comparison Table
Bet TypeSelectionsWin-Only BetsEach-Way BetsMin. WinnersIncludes Singles
Patent37141
Trixie3482
Yankee411222
Lucky 15415301
Lucky 31531621
Canadian526522
Lucky 636631261
Heinz6571142
Super Heinz71202402
Goliath82474942
Tips for System Betting Optimization
  • Start small: Begin with Trixie or Patent Bets to understand how system bets work
  • Calculate stakes carefully: Always multiply your unit Stake by the number of Bets before placing
  • Use each-way strategically: Consider Each-Way Bets on longer-odds selections or competitive handicaps
  • Don't overextend: Larger system bets (Super Heinz, Goliath) require significant Stakes
  • Research thoroughly: Each selection matters, even in system bets with coverage
  • Consider place terms: Check how many Places are paid and at what fraction for Each-Way Bets
  • Track your bets: Keep records to understand which system types work best for you
  • Use responsibly: System bets can be exciting but require disciplined bankroll management
Gambling can be addictive, please play responsibly. For help with problem gambling visit our Responsible Gaming page.
GambleAware.org. 18+ Play Responsibly.
Betting Without (W/O)
  1. Bets placed on the 'Betting Without' market will be settled with the 'without' listed runner excluded from the result. If the named 'without' selection is deemed a non-runner, the bets placed on the market will remain valid and become actual race bets.
  2. If there is a non-runner in the market, bets on that particular selection will be refunded and if relevant a rule 4 deduction applied. The rule 4 will be in line with the Tatterstall's Rule 4 table. If the market is reduced to 1 runner, the market will be voided.
Black or Red
  1. Horses will be grouped into two separate selections, either black or red. Horses no longer run as an individual; they are part of a group of horses. The market is win only.
  2. If there is a non-runner in the market, then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner, then the new bets on the market will be void again and a new market reformed.
Odd or Even
  1. Horses are grouped by their race card/cloth number into odd or even selections. Horses no longer run as an individually priced runner, they are part of a group of horses labeled 'odd or even'. The market is win only.
  2. If there is a non-runner in the market, then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner then the new bets on the market will be void again and a new market reformed.
Over or Under
  1. A line is created based on the race card/cloth number of the horses, with two selections available for betting.
  2. For example, the line created could be 'over or under 4.5'. When the winner of the race is settled the race card/cloth number of the horse determines whether the over or under line has won. This market is win only.
  3. If there is a non-runner in the market then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner then the new bets on the market will be void again and a new market reformed.
Greyhound racing specifics
Non-runners/Withdrawals
  1. Selections that do not come under Starter's Orders, and therefore do not race are considered non-runners. A bet on a non-runner does not carry over to a reserve.
  2. If a selection results in a non-runner, this is how it affects bet types: Single Bet: The bet is voided, and the stake is refunded to the player. Multiple Bets: If the selection is part of a multiple bet, it is settled as the next accumulative bet down, e.g. a treble becomes a double. For accumulators, bets are settled on the remaining selections. This also applies to each individual combination in a combination bet, such as Lucky 15 or a Yankee.
Rule 4 deductions
  1. Rule 4 deductions are made when a dog is withdrawn from a race after a bet has been placed. No Rule 4 deductions are applied. Any bets placed prior to a non-runner will be settled at the SP.
Place Betting
  1. The place terms are offered as follows:
    • For 8 runner races we offer 3 places ⅕ odds for each way bets.
    • For 5-7 runner races we offer 2 places ¼ odds for each way bets.
    • For 4 runner races we offer 2 places in the place market but no each way bets are accepted.
    • For 3 or few runner races, we offer win only.
Dead Heats
  1. Dead heats are treated as dead heats by dividing the stake pro-rata by the number of dead-heating runners.
  2. For example, stakes are halved on a 2-way dead heat, divided by 3 on a 3-way dead heat, and so on. It is important to note that the stake is divided, not the odds.
Forecast betting
  1. Forecasts are accepted on all races of 3 runners or more.
  2. If a forecast is accepted on a race with less than 3 runners, forecast bets shall be made void.
  3. All bets are settled at the computer straight FC dividend.
  4. Straight bets and combination bets are allowed.
  5. Where there is a dead heat, a different dividend is declared for each combination. Our settlement mirrors these splits.
  6. If a player places a Forecast and one of the selections subsequently becomes a non-runner, the bet will be settled as a Win Single at SP.
  7. For a combination forecast containing a non-runner, the combinations involving the non-runner are reduced to a Win SP single, and any unaffected combinations remain the same.
  8. For example:
    Combination Forecast ABC. Greyhound A is declared as a non-runner.
    AB = Win Single at SP on B
    AC = Win Single at SP on C
    BA = Win Single at SP on B
    BC = Remains as a forecast
    CA = Win Single at SP on C
    CB = Remains as a forecast
  9. If both greyhounds in a forecast bet are declared as non-runners, the bet is void.
  10. In a race where there is only 1 finisher, forecasts with the correctly nominated 1st greyhound will be settled as a Win SP single. All other bets will be losers.
  11. In races where only 2 greyhounds finish, forecast bets with the correct 1st nominated greyhound will be settled as an SP win single. All other bets will be settled as losers.
  12. In races where only 1 greyhound finishes, forecast bets with the correct 1st greyhound nominated will be settled as a win SP single. All other bets will be settled as losers.
  13. Unnamed favorites are not allowed in FC bets.
Abandoned/Postponed
  1. Bets will be void if:
    • The race is abandoned/called off.
    • The race is declared as void.
    • If a meeting is moved to another date, bets will be void.
Betting Without (W/O)
  1. Bets placed on the 'Betting Without' market will be settled with the 'without' listed runner excluded from the result. If the named 'without' selection is deemed a non-runner, the bets placed on the market will remain valid and become actual race bets.
  2. If there is a non-runner in the market, bets on that particular selection will be refunded and if relevant a rule 4 deduction applied. The rule 4 will be in line with the Tatterstall's Rule 4 table. If the market is reduced to 1 runner, the market will be voided.
Black or Red
  1. Greyhounds will be grouped into two separate selections, either black or red. Greyhounds no longer run as an individual selection; they are part of a group of greyhounds. The market is win only.
  2. If there is a non-runner in the market then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner then the new bets on the market will be void again and a new market reformed.
Odd or Even
  1. Greyhounds are grouped by their race card/trap number into odd or even selections. Greyhounds no longer run as an individually priced runner, they are part of a group of greyhounds labeled 'odd or even'. The market is win only.
  2. If there is a non-runner in the market then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner then the new bets on the market will be void again and a new market reformed.
Over or Under
  1. A line is created based on the race card/trap number of the greyhounds, with two selections available for betting.
  2. For example, the line created could be 'over or under 4.5'. When the winner of the race is settled the race card/cloth number of the greyhound determines whether the over or under line has won. This market is win only.
  3. If there is a non-runner in the market then all bets that have been placed prior to the non-runner will be made void. Once a new market is formed bets can be placed again. If there is a subsequent non-runner then the new bets on the market will be void again and a new market reformed.
Esports Rules
General rules - match markets
  1. All esports markets are based on in-game score events or results at the end of a scheduled match/map. All settlements will occur using the official score and results, which are declared on the official video stream or the in-game stream of the relevant matches.
  2. All match start dates and times displayed for Esports matches are for indication purposes only and are not guaranteed to be correct. Bets will stand if a match is offered with an incorrect date and/or time.
  3. If a match is paused/postponed and not rescheduled to a later time within 24 hours of the actual scheduled start time, then all bets on that match will be voided. Should a match be postponed for exactly 24 hours, all bets will stand.
  4. If the name of a player/team/tournament is misspelled, all bets will still stand unless it's obvious that the misspelled name is the same as a different entity.
  5. If a team name is changed due to a team leaving the organization, joining another organization, or due to an official change of team name, all bets will stand.
  6. If the organizer of the event allows for stand-ins and there is an official result, all bets will be resulted as normal.
  7. In the case where there is an overruling of a match result by the organizer due to unforeseen circumstances - such as cheating - all bets on that match will be voided. This rule is applicable within 72 hours from the end of the match, then we don't change the result of the tickets.
  8. If a match has been declared as a walkover win by the tournament organizer, all bets will be void.
  9. If one team retires during a match, only wagers on the completed individual maps will be resulted. Match market, match side markets, and all other undecided map markets will be voided. Bets placed on any following maps that will be completed will be resulted with the official results. However, any and all live offer will be suspended on this match and moved to a new match with a different match ID that will genuinely reflect the state of the match. The only exemption to this rule would be in this very situation: team A wins map 1 and proceeds to forfeit map 2. In this case, we would void all wagers on all undecided match and map 2 markets and continue our offer within map 3 of the match.
  10. All markets consider overtime, unless stated otherwise in the market name.
  11. If the match format is changed or differs from the one which is being offered, we reserve the right to void all bets.
  12. If the fixture is listed incorrectly, we reserve the right to void all bets.
  13. If a match is played before the scheduled start date / time, all bets placed after the actual start of the match will be refunded. All bets placed before the actual start of the match will stand.
  14. If a match or map is replayed due to an organizer or technical issues, all affected markets will be voided, while the replayed matches or maps will be handled separately as a new match.
  15. If a game on the map starts with less than ten players, all bets on that map will be voided.
Game specific rules - match markets
CS2
  1. If one of the players disconnects and is unable to reconnect or be replaced for the rest of the Map, both teams decide to continue 4v5, and they play at least 3 rounds. All affected bets on that Map, Match, and match side markets will be voided.
  2. If a team retires, receives a win by admin decision, or is disqualified before all scheduled rounds of a Map are played, all undecided bets on that Map and Match will be voided.
  3. Rounds 1-12 constitute the first half of CS2 Maps.
  4. In the case of a round restart, all bets will stand. All markets will be resolved based on the official score.
Valorant
  1. If one of the players disconnects and is unable to reconnect or be replaced for the rest of the Map, both teams decide to continue 4v5, and they play at least 3 rounds. All affected bets on that Map, Match and match side markets will be voided.
  2. If a team retires, receives a win by admin decision or is disqualified before all scheduled rounds of a Map are played, all undecided bets on that Map and Match will be voided.
  3. Rounds 1-12 constitute the first half of Valorant Maps.
  4. In the case of a round restart, all bets will stand. All markets will be resolved based on the official score.
Dota 2
  1. If a Map starts with fewer than 10 competitors, all bets on the Map will be void.
  2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all affected bets on that Map and Match will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all bets on the Map will be void. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.
League of Legends
  1. If a Map starts with fewer than 10 competitors, all bets on the Map will be void.
  2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all affected bets on that Map and Match will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map that has started, bets have action according to the official result.
  3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all undecided bets on that Map and Match will be voided. If a win by admin decision is awarded after the 10th minute of play of a Map has started, bets have action according to the official result.
King of Glory
  1. If a Map starts with fewer than 10 competitors, all bets on the Map will be void.
  2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the Map, all undecided bets on that Map and Match will be voided. If a competitor disconnects or quits after the 10th minute of play of a Map has started, bets have action according to the official result.
  3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all undecided bets on that Map and Match will be voided. If a win by admin decision is awarded after the 10th minute of play after the Map has started, bets have action according to the official result.
Market specific rules - match markets
  1. If the final gameplay length/duration is the same as a particular threshold, it is resolved as OVER.
General rules - outrights
  1. Outright markets will be resolved based on the official tournament results.
  2. In case of a team change, we reserve the right to void all bets and resume the outright market's coverage under a new version.
  3. If the tournament is postponed, we reserve the right to void all bets.
  4. If the tournament is cancelled, all bets will be voided.
General rules - player markets
  1. In case of a player substitute, all affected player markets will be voided.
Game specific rules - player markets
CS2
  1. Player markets will be resolved based on internal data and are then confirmed with hltv.org.
  2. If hltv.org data is corrupted or missing, all bets will be resolved via the video stream.
  3. In case of a team kill, suicide, or a player falling out of map bounds, all bets will stand and will be resolved based on hltv.org and/or other officially available data.
Valorant
  1. Player markets will be resolved based on internal data and are then confirmed with vlr.gg.
  2. If vlr.gg data is corrupted or missing, all bets will be resolved via the video stream.
  3. In case of a team kill or player suicide, all bets will stand and will be resolved.
  4. In case of a map reset due to a bug / connection issues that would normally result in a round restart, all bets will stand.
  5. Specific agents (Phoenix, Kay/O…) may be downed as a result of their ultimate ability. These downs do not count towards player kills.
Dota 2
  1. Player markets will be resolved based on internal data and are then confirmed with dotabuff:
  2. If dotabuff data is corrupted or missing, all bets will be resolved via the video stream.
  3. In case of a deny, all bets will stand and will be resolved based on dotabuff.
  4. In case of a split kill where multiple heroes deal damage to a hero, and this hero is finished via a neutral creep or a tower, the kill is omitted from the official results and will not be counted towards the player markets.
League of Legends
  1. Player markets will be resolved based on internal data and are then confirmed with gol.gg:
  2. If gol.gg data is corrupted or missing, all bets will be resolved via the video stream.
  3. Should an execute appear, all bets will stand and will be resolved based on gol.gg.
  4. In case of a chronobreak, prematch bets will be resolved based on the official results. Already placed live bets will be cancelled, and our live offer will resume under a new match ID, together with the rest of the markets. The new match ID will be resolved based on the official results.
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The website is operated by BM Solutions Ltd is a registered company in Malta with registration number C95857, having its registered office at The Edge Court, Office 2, Guze Duca Street, Ħal Qormi QRM 9088, Malta, licensed and regulated by the Malta Gaming Authority with licence number MGA/B2C/771/2019 issued on the 7th of October, 2021.

Gambling can be addictive, please play responsibly. For help with problem gambling visit our Responsible Gaming page.

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The website is operated by BM Solutions Ltd is a registered company in Malta with registration number C95857, having its registered office at The Edge Court, Office 2, Guze Duca Street, Ħal Qormi QRM 9088, Malta, licensed and regulated by the Malta Gaming Authority with licence number MGA/B2C/771/2019 issued on the 7th of October, 2021.

Gambling can be addictive, please play responsibly. For help with problem gambling visit our Responsible Gaming page.

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© 2026 Betmaster. All rights reserved.v1.308
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The website is operated by BM Solutions Ltd is a registered company in Malta with registration number C95857, having its registered office at The Edge Court, Office 2, Guze Duca Street, Ħal Qormi QRM 9088, Malta, licensed and regulated by the Malta Gaming Authority with licence number MGA/B2C/771/2019 issued on the 7th of October, 2021.

Gambling can be addictive, please play responsibly. For help with problem gambling visit our Responsible Gaming page.

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© 2026 Betmaster. All rights reserved.v1.308