Soccer proposition types

At BookMaker, you'll find a wide variety of exciting soccer propositions. Bet on alternative spreads & totals, exact goals, bookings and more.

Please check individual matches for availability, as not all markets are offered on all matches. The decision on which props will be made available lies solely at BookMaker management's discretion.

The General Prop Rules apply to all markets unless otherwise stated in the Specific Prop Rules. If there is any inconsistency between the General Prop Rules and the Specific Prop Rules, the Specific Prop Rules shall take precedence.

 

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TEAM TOTALS

  • Game Team Totals: Game must reach official game time for bets to have action (90 Minutes).
  • Bets on First or Second Halves will have action upon full completion of the period in question.

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ANYTIME GOALSCORER

Predict if a player will score a goal at any point in the match.

Own goals do not count. If a player commits an own goal, but fails to score an actual goal, they will not be considered as a Goalscorer for this market.

Your player must play at some point during the match for bets to have action.

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FIRST GOALSCORER

Predict who will be the first player to score a goal in the match.

Own goals do not count. In any situation where the scoring opens with an own goal(s), for wagering purposes the First Goalscorer will be considered as the player who scored the first actual (non-own) goal.

For bets to have action, the player must have played in the match prior to the first goal being scored. For example, if you bet on player X to be the first goalscorer, but this player does not start the game and is still on the bench at the time the first goal is scored, your bet will be void and the stake returned.

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WINNING METHOD

Predict the way the match will be decided, with these options:

► Team A to win in regular time

► Team B to win in regular time

► Team A to win in Overtime

► Team B to win in Overtime

► Team A to win in Penalties

► Team B to win in Penalties

  • Bets taken on a team to win in regular time apply to the 90 minutes in regulation plus injury time.
  • Bets taken on a team to win in overtime apply to the full 90 plus 30 minutes of extra time (2x 15 minute periods) as well as any added injury time.
  • Bets taken on a team to win on penalties apply to when the game reaches full completion in a tie score and is decided by a penalty shootout.

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TEAM TO ADVANCE

Predict which team will qualify to the next round of the tournament.

Extra Time and Penalty Shootouts do count for the settling of this market.

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HIGHEST SCORING HALF

Predict which half will have the most goals scored, or if they will be equal (draw).

Markets exist for both teams combined and for each team individually.

Bets count only for the 90 minutes of regulation plus injury time.

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ODD/EVEN

Predict whether the score at the end of the match will be an odd or even number.

  • Results are obtained by adding the total number of goals scored.
  • Markets are offered for both teams combined and for each team individually.
  • Any match ending in 0 - 0 will be settled as an even number of goals.
  • Own goals count towards the total.
  • Bets count only for the 90 minutes of regulation plus injury time.

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DOUBLE CHANCE

This bet covers two of the three possible outcomes on a single bet.

For example, take Team A and Draw and your bet wins if Team A wins -or- if the match ends in a Draw.

Bets count only for the 90 minutes of regulation time plus injury time.

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1X2 & TOTAL

Predict the winning team (or draw) -and- whether the total goals by both teams will be over/under the specified total.

Bets count only for the 90 minutes of regulation plus injury time.

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1ST GOAL & 1X2

Predict the winning team (or draw) and which team will score first (or ‘no goal’).

Bets count only for the 90 minutes of regulation plus injury time.

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1X2 & BOTH TEAMS TO SCORE

Predict the winning team (or draw) and a Yes/No line on both teams to score at least one goal.

Bets count only for the 90 minutes of regulation plus injury time.

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BOOKINGS

Predict the number of total cards (over/under) that will be handed out during the match.

  • A Yellow card counts as ONE card.
  • A Yellow card followed by a Red card (shown to the same player) counts as TWO cards. 
  • A direct Red card (with no previous Yellow shown to that player) counts as TWO cards.
  • Two Yellow cards followed by a Red card (shown to the same player) counts as THREE cards.

*Second yellows are ignored for betting purposes (maximum card count per player is three)

Cards issued in any of the following situations will not count for betting purposes:

  • Card issued to a player aftertheir substitution.
  • Card issued to a player on the bench who has not been substituted in.
  • Card issued to coaching staff.
  • Card issued during the half time interval.
  • Card issued afterthe referee has blown for full time.

Markets are offered for each half and for the complete game.

Results are based on 45 minutes (for bets on a half), or 90 minutes (for bets on the full game) of regulation, plus injury time only.

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TOTAL CARD POINTS

Predict the total number of card points (or “booking points”) based on the scoring system below:

  • 10 pts for a yellow card
  • 25 pts for a yellow/red card (a player’s second yellow card)
  • 25 pts for a direct red card
  • The maximum points a player can generate are 35 pts (10+25) for a yellow and a yellow/red card.

Results are based on 90 minutes of regulation plus injury time only.

Cards issued in any of the following situations will NOT count for betting purposes:

  • Card issued to a player after their substitution.
  • Card issued to a player on the bench who has not been substituted in.
  • Card issued to the coaching staff.
  • Card issued during the half time interval.
  • Card issued after the referee has blown for full time.

Markets are offered for each half and for the complete game.

Results are based on the 45 minutes (for bets on a half), or the 90 minutes (for bets on the full game) of regulation, plus injury time only.

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CORNER KICK PROPS

There are a variety of corner kick betting props, including:

  • Team to take the 1st corner
  • Total number of corners taken (over/under) by both teams combined
  • Total number of corners by one team
  • Spreads for betting which team will take the more corners

For any corner kick propositions, the following rules apply:

  • Corner kicks awarded but not taken will not count for settling purposes.
  • Re-taken corners will count only once.
  • For corner kick bets on the full game, bets count only for the 90 minutes of regulation plus injury time. Game must reach official game time for bets to have action (90 Minutes).
  • For corner bets on a half, bets count only for the 45 minutes of regulation plus injury time, and will have action upon full completion of the period in question.

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ADDITIONAL PROPS

Many soccer props are very straightforward and by their titles alone, it is obvious what kinds of bets they are. These include, but are not limited to:

  • ALTERNATIVE HANDICAPS/SPREADS
  • ALTERNATIVE TOTALS
  • TEAM TO SCORE IN BOTH HALVES
  • TOTAL GOALS (HALVES OR EXTRA TIME)
  • EXACT GOALS (INDIVIDUAL TEAM OR BOTH COMBINED)
  • WILL BOTH TEAMS SCORE
  • CLEAN SHEET

All full match bets on these markets count only for the 90 minutes of regulation plus injury time.

Bets for the 1st or 2nd half on these markets count only for the 45 minutes of regulation plus injury time.

Bets for Extra Time periods on these markets will count only for the first 15 minutes, or the full 30 minutes, of the extra period(s).

If a match is canceled all bets are void unless the specific market has already been determined. Example: if you have bet on a 1st half proposition and the game is now in the 2nd half, your bet will have action even if the match is suspended at that point.

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