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Settlement of Wagers
Statistics provided by the official score(s) provider or the official website of the relevant competition or event will be used to settle wagers. Where statistics from an official score(s) provider or official website are not available or there is significant evidence that the official score(s) provider or official website is incorrect, we will use independent evidence to support bet settlement.
In the absence of consistent, independent evidence or in the presence of significant conflicting evidence, bets will be settled based on our own statistics.
Virtual Sports
Virtual Sports is the collective name given to any events or markets offered under the Virtual Sports category.
Virtual Sports are a computer generated presentation of a totally random number draw result where the outcomes are decided by numbers selected by a Random Number Generator (RNG).
Virtual Sports Offered and Wager Settlement
Results provided by the official Virtual Sports provider will be used to settle wagers on all Virtual Sports offered:
Horse Racing
Greyhounds
Soccer
Cricket
Stock Cars
Speedway
Football
Harness Racing
Cycling
Darts
Tennis
Basketball
eSports ‑ Counter Strike
Hockey
Malfunction voids all pays and play. Version 3.0
Football (Virtual Sports)
General
We offer two types of Virtual Football, a full game or a single drive. Each are scheduled to start every three minutes.
The following markets are available for Virtual Football:
Full Game
Game Lines
Spread - The team to win after adding or subtracting a specified number of points from the team's final score.
Total - Over/Under market on the total amount of points scored in the game.
Money Line - The team to score the most points in the game, with no option for a tie.
Winning Margin - The number of points that the winning team wins by with the options grouped. For example, if the home team win by 8 points, then Home Team by 7-12 is the winning selection.
Total Points (Bands) - The total amount of points scored in the game by both teams with the options grouped. For example, if the total points scored are 32 in the game, then 31-35 is the winning selection.
Spread and Totals - A combination of Point Spread and Game Totals, where both outcomes need to be correct in order to win.
Results And Total - A combination of Money Line and Game Totals, where both outcomes need to be correct in order to win.
Single Drive
Drive Outcome 2-Way - Whether the offensive team will Score (Touchdown or Field Goal) or the drive will end in a Turnover.
Drive Outcome 4-Way - Whether the drive will end with a Field Goal, a Touchdown (Run), Touchdown (Pass), or a Turnover.
Drive Outcome and Number of Plays (Over/Under) - A combination of Drive Outcome (4-Way) and which play of the drive the outcome will occur, where both outcomes need to be correct in order to win.
Drive Outcome (4-Way) and Number of Plays - A combination of Drive Outcome (4-Way) and which play of the drive the outcome will occur, where both outcomes need to be correct in order to win.
Drive Outcome (2-Way) and Number of Plays - A combination of Drive Outcome (2-Way) and which play of the drive the outcome will occur, where both outcomes need to be correct in order to win.
Total Plays in Drive - How many plays there will be in the Drive
Total Plays in Drive 2-Way - Over/Under market with a selection of lines on the total number of plays in the drive.
1st Down Play - A market to predict the method used to attempt to score a touchdown (Pass or Run), regardless of whether a touchdown is scored or not in the first down.
1st Down Yardage - How many yards the offensive team will gain in their first down. No Gain, Touchdown, and Turnover can also be selected.
1st Down Play and Yardage - A combination of 1st Down Play and 1st Down Yardage, where both outcomes need to be correct in order to win.
Horse Racing (Virtual Sports)
General
Win/Place Betting
Bets are settled to win unless Win/Place is selected. A Win/Place bet is a bet of twice the selected unit wager. It contains one bet of unit wager on the selection to Win and one bet of unit wager on the selection to be Placed according to the terms advertised for the event.
Bets will not be accepted where the Place wager exceeds the Win wager. Each Way parlays will be settled Win to Win and Place to Place in accordance with the above.
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Tricast Betting
Tricasts will be settled as a straight tricast (selections to finish 1st, 2nd, and 3rd in correct order) unless a client selects combination tricast(s), and in accordance with the odds confirmed at the time of bet placement.
Winning Card Number Markets
Winning Card Number – Odd/Even – Whether the Card Number of the race winner will be an odd or even number.
Winning Card Number – 2-Way – Whether the Card Number of the race winner will be a number between 1-20 or 21-40.
Winning Card Number - 10-Way – Whether the Card Number of the race winner will be between 1-4, 5-8, 9-12, 13-16, 17-20, 21-24, 25-28, 29-32, 33-36, or 37-40.
Greyhounds (Virtual Sports)
General
Win/Place Betting
Bets are settled to win unless Win/Place is selected. A Win/Place bet is a bet of twice the selected unit wager. It contains one bet of unit wager on the selection to Win and one bet of unit wager on the selection to be Placed according to the terms advertised for the event.
Bets will not be accepted where the Place wager exceeds the Win wager. Win/Place parlays will be settled Win to Win and Place to Place in accordance with the above.
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Tricast Betting
Tricasts will be settled as a straight tricast (selections to finish 1st, 2nd, and 3rd in correct order) unless a client selects combination tricast(s), and in accordance with the odds confirmed at the time of bet placement.
Cricket (Virtual Sports)
General
Virtual Cricket matches are scheduled to start every four minutes, and each match will last no longer than 3½ minutes.
Each team has one innings, consisting of six balls bowled.
The following markets are available for Virtual Cricket:
Money Line (3-Way) - Which team will score the most runs. This market includes the option to select a Tie.
Total Match 4's - Over/Under market on the total number of 4’s scored in the match.
Total Match 6's - Over/Under market on the total number of 6’s scored in the match.
Total Match Boundaries - Over/Under market on the total number of boundaries (total 4’s and 6’s combined for both teams) in the match.
Total Match Runs - Odd/Even - Whether the total number of runs in the match will be an odd or even number.
Both Teams to Hit a 4 - Yes/No market on both teams to hit a 4.
Both Teams to Hit a 6 - Yes/No market on both teams to hit a 6.
Team 1 - Total Runs - Over/Under market on the total number of runs scored by the team batting first.
Team 1 - Total Boundaries - The amount of boundaries scored by the team batting first.
Team 1 - 1st Method of Dismissal - The 1st method of dismissal from Caught, Bowled, Leg Before Wicket (LBW), or No Wicket for the team batting first.
Team 1 - Total Runs Odd/Even - Whether the number of runs scored by the team batting first will be an odd or even number.
Team 1 - Total 4's - The amount of 4’s scored by the team batting first.
Team 1 - Total 6's - The amount of 6’s scored by the team batting first.
Team 1 - Runs off 1st Delivery (Over/Under) - Over/Under market on how many runs will be scored off the 1st delivery by the team batting first.
Team 1 - Runs off 1st Delivery (Exact) - The exact amount of runs scored off the 1st delivery by the team batting first.
Team 1 - Total Wickets Lost - The number of wickets lost by the team batting first.
Team 1 - To Lose Wicket - Yes/No market on whether there will be a wicket lost by the team batting first.
Stock Cars (Virtual Sports)
General
Each Way Betting
Bets are settled to win unless E/W is selected. An Each Way bet is a bet of twice the selected unit wager. It contains one bet of unit wager on the selection to Win and one bet of unit wager on the selection to be Placed according to the terms advertised for the event.
Bets will not be accepted where the Place wager exceeds the Win wager. Each Way parlays will be settled Win to Win and Place to Place in accordance with the above.
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Tricast Betting
Tricasts will be settled as a straight tricast (selections to finish 1st, 2nd, and 3rd in correct order) unless a client selects combination tricast(s), and in accordance with the odds confirmed at the time of bet placement.
Speedway (Virtual Sports)
General
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Harness Racing (Virtual Sports)
General
Win/Place Betting
Bets are settled to win unless Win/Place is selected. A Win/Place bet is a bet of twice the selected unit wager. It contains one bet of unit wager on the selection to Win and one bet of unit wager on the selection to be Placed according to the terms advertised for the event.
Bets will not be accepted where the Place wager exceeds the Win wager. Win/Place parlays will be settled Win to Win and Place to Place in accordance with the above.
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Tricast Betting
Tricasts will be settled as a straight tricast (selections to finish 1st, 2nd, and 3rd in correct order) unless a client selects combination tricast(s), and in accordance with the odds confirmed at the time of bet placement.
Cycling (Virtual Sports)
General
Each Way Betting
Bets are settled to win unless E/W is selected. A Win/Place bet is a bet of twice the selected unit wager. It contains one bet of unit wager on the selection to Win and one bet of unit wager on the selection to be Placed according to the terms advertised for the event.
Bets will not be accepted where the Place wager exceeds the Win wager. Each Way parlays will be settled Win to Win and Place to Place in accordance with the above.
Forecast Betting
Forecasts will be settled as a straight forecast (selections to finish 1st and 2nd in correct order) unless a client selects combination forecast(s), and in accordance with the odds confirmed at the time of bet placement.
Tricast Betting
Tricasts will be settled as a straight tricast (selections to finish 1st, 2nd, and 3rd in correct order) unless a client selects combination tricast(s), and in accordance with the odds confirmed at the time of bet placement.
Darts (Virtual Sports)
General
Virtual Darts matches are scheduled to start every five minutes.
Each player starts with 501 points and take turns to throw three darts. Each dart scores points based on where it lands on the dartboard, these points are totaled and subtracted from their current total points. The first player to get exactly zero points is the winner, provided their last dart lands on a double or bullseye. The winning dart(s) thrown are known as Checkout.
The following markets are available for Virtual Darts:
Money Line - A bet on which player will be first to Checkout.
Checkout Color - The double or bullseye color of where the last dart lands.
Checkout Dart - The double scored, of the final dart thrown to Checkout. This market includes the option to select “Others”, which includes every other outcome not specified, for settlement purposes.
Checkout Total - Over/Under market on the total score of the final dart(s) thrown to Checkout.
Player - First Three Darts - The total score of the selected player’s first three darts.
180 in Match - Yes/No market on whether either player will throw a maximum score in any shot of the match (3 treble twenties).
9 Dart Finish - Yes/No market on whether Checkout is achieved by either player using only nine darts.
Wincast - A combination bet on the winning player, the Over/Under total score of their final dart/s thrown to Checkout and whether the last dart score will be a double 20/10, 16/8, or Other.
Basketball (Virtual Sports)
General
Virtual Basketball games are scheduled every four minutes and consist of four quarters.
The following markets are available for Virtual Basketball:
Game Lines
Spread - The team to win after adding or subtracting a specified number of points from the team's final score.
Total - Over/Under market on the total amount of points scored in the game.
Money Line - The team to score the most points in the game, with no option for a tie.
Alternative Game Total - Alternative Over/Under market on the total amount of points scored in the game.
Alternative Point Spread - Alternative spreads for the team to win after adding or subtracting a specified number of points from the team's final score.
Money Line and Total - A combination of Money Line and Total, where both outcomes need to be correct in order to win.
Spread and Total - A combination of Spread and Total, where both outcomes need to be correct in order to win.
Team Totals - Over/Under market on the total points scored by a selected team only.
Game - Total Bands (5 Points) - The total amount of points scored in the game by both teams combined with the options grouped by 5 points (inclusive). For example, if the total points scored are 195 in the game, then 195-199 is the winning selection.
Game - Total Bands (10 Points) - The total amount of points scored in the game by both teams combined with the options grouped by 10 points (inclusive). For example, if the total points scored are 210 in the game, then 210-219 is the winning selection
Winning Margin 5-Way - The amount of points that the winning team wins by with the options grouped. For example, the home team to win by 6-10 points (inclusive).
Winning Margin 7-Way - The amount of points that the winning team wins by with the options grouped. For example, the home team to win by 7-9 points (inclusive).
Winning Margin 7-Way & Total Points - A combination of Winning Margin 7-Way and Total, where both outcomes need to be correct in order to win.
Winning Margin 5-Way & Total Points - A combination of Winning Margin 5-Way and Total, where both outcomes need to be correct in order to win.
Double Result - A combination of selecting the correct outcome at the end of the first half (including Tie), and the end of the game, where both outcomes need to be correct in order to win.
Highest Scoring Quarter - The quarter of the game that has the most points scored by both teams combined.
Game Total - Odd/Even - Whether the total number of points scored by both teams combined at the end of the game is an odd or an even number.
1st Half Money Line 3-Way - The team that scores the most points in the first half, including the option for a Tie.
Soccer (Virtual Sports)
General
Virtual Soccer matches are scheduled every three minutes and consist of two halves.
The following markets are available for Virtual Soccer:
Money Line 3-Way - A market to predict the final outcome of the game, either the home side to win, the away side to win, or the teams to tie.
Number of Goals - The total number of goals scored in the match by both teams.
Correct Score - The correct full time score for the match.
Correct Score Group - The Correct Score market with the options grouped. For example, the home team to win either 1-0, 2-0, or 2-1.
Double Chance - Two out of the three Money Line 3-Way options in one bet. For example, the home team to win or a Tie.
Total Goals - Over/Under market on the total number of goals scored in the match.
Spread Result - Selecting a team to win or Tie after adding or subtracting a specified number of goals from a team's final score.
Asian Spread - A Single or Split Line Asian Spread bet, selecting a team to win with the spread(s) applied. You can find more information on Asian Spread betting in our Sports FAQs section.
Result/Both Teams to Score - A combination of Money Line 3-Way and Both Teams to Score.
Both Teams to Score, Home Team to Score and Away Team to Score - Yes/No markets on whether or not both teams, the home team or the away team will score at least one goal.
Home Team Goals and Away Team Goals - Markets on the number of goals to be scored by the home team or the away team only.
Winning Margin - The margin of victory for a selected team. For example, the home team to win by 2 goals.
Team to Score First and Team to Score Last - Markets on the team that scores the first goal or the last goal of the match regardless of the final result.
Halftime Result - The team to win the first half only, including the option to select a Tie.
Halftime/Fulltime - A combination of a team to win the first half, or Tie, and a team to win the match, or Tie, where both outcomes need to be correct in order to win.
Halftime Correct Score - The correct half time score for the match, including Other for any score not listed.
First Goalscorer - Select a named player to score the first goal of the match. The list of participants includes a No Goalscorer option.
Team Scorecast- A combination of the Team to score the first goal and the correct full time score for the match. The list of participants includes a No Goalscorer option.
Wincast - A combination of selecting a named player to score the first goal, and the final outcome of the game - either the home side to win, the away side to win, or the teams to tie.
Scorecast - A combination of selecting a named player to score the first goal, and the correct full time score for the match.
Tennis Tiebreak (Virtual Sports)
General
Virtual Tennis Tiebreaks are scheduled to start every three minutes and consist of a single Tiebreak.
The following markets are available for Virtual Tennis Tiebreak:
Tiebreak Winner- The player who scores the most points in the Tiebreak played, is deemed the winner.
The player must win at least 7 points in total and win by at least 2 clear points.
Tiebreak Spread - The Player to win after adding or subtracting a specified number of points from the player’s final score.
Tiebreak Total Points - The exact number of points played in the Tiebreak when totaling the number of points won by each player.
Tiebreak Score - Predict the winning player, and final Tiebreak score; 7-0, 7-1, 7-2, 7-3, 7-4, 7-5, any other Score.
Tiebreak Winning Margin - The number of points that the winning Player wins the Tiebreak by with the options grouped. For example, if Player 1 wins by 2 points, then “Player 1 to win by 3 or less” is the winning selection.
eSports - Counter Strike (Virtual Sports)
General
Virtual eSports matches are scheduled every three minutes.
The following markets are available for Virtual eSports:
Round Winner
A market to predict the winning team of the round.
Round Outcome
A market to predict how the round will be won. This allows the selection of the final score of the round in combination with the number of remaining players “alive” on the winning team.
First Kill
A market to predict which team will record the first kill of the round.
Time of First Kill
A market to predict when the first kill of the round will take place.
Total Kills - Exact
A market to predict the exact number of kills in the round.
Total Kills - Over/Under
Over/Under market on the total number of kills in the round.
Kill Spread
Selecting a team based on the number of players that are alive at the end of the round, after adding or subtracting a specified number of players from your selected team's final number of “alive” players.
Total Kills - Terrorist
A market on the number of kills by the Terrorists in the round.
Total Kills - Counter-Terrorist
A market on the number of kills by the Counter-Terrorists in the round.
Hockey (Virtual Sports)
General
Virtual Hockey games are scheduled every two minutes and consist of three periods. All games conclude in regulation time with either a Home or Away win only.
The following markets are available for Virtual Hockey:
Money Line
The team to score the most goals in the game.
Puck Line
The team to win after adding or subtracting a specified number of goals from the team's final score.
Game Totals (Over/Under)
The total number of goals scored in the game by both teams to be over or under a stated number.
1st Period Money Line 3-Way
The team to score the most goals in the first period, including the option for a tie.
Both Teams To Score
Home team and away team both to score a goal.
Both Teams To Score 2+ Goals
Home team to score 2+ goals and away team to score 2+ goals.
Both Teams To Score 3+ Goals
Home team to score 3+ goals and away team to score 3+ goals.
Money Line & Both Teams to Score
A bet combining Money Line and Both Teams to Score markets. Both selected outcomes must be correct in order to win.
Correct Score
The correct fulltime score for the game.
Correct Score Group
The correct score market with the options grouped. For example, the home team to win either 2-1, 3-1, or 3-2
Money Line & Game Totals (Over/Under)
A bet combining the Money Line and the total number of goals scored in the match to be over or under a stated number.
Winning Margin
The margin of victory for a selected team. For example, the home team to win by 2 goals.
Period Exacta
A combination of a bet on the home team leading, away team leading, or tie at the end of the first period, the home team leading, away team leading, or tie at the end of the second period and a home win, or away win at the end of the game. All 3 outcomes need to be correct in order to win.