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.


1. GENERAL SETTLEMENT MANDATE


1.1 Primary Data Source: All markets are settled based on the statistics provided by the designated 3rd-party data provider.


1.2 Regulation Time: All propositions are settled on "Main Game" results (90 minutes plus injury time). Extra Time and Penalty Shootouts are excluded unless the market is explicitly titled "Including Overtime."


1.3 VAR Rule: Any incident (Goal, Card, Penalty, Offside) overturned by VAR is deemed non-existent for settlement.


1.4 Finality: Statistics are considered final 24 hours after the match. No subsequent changes by league committees or video evidence will be recognized.


1.5 Extra Time & Penalties: Events occurring in "Overtime" or "Penalty Shootouts" do not count toward "Main Game" propositions unless the market specifically includes them.


2. PASSING & POSSESSION PROPOSITIONS


2.1 Successful Pass: A pass is awarded when a player intends to deliver the ball to a teammate and it reaches its destination.


o Inclusions: Kick-offs (if played as a pass); intentional headers, “flick-ons,” or chest-downs.
o Exceptions: Corner kicks, Goal kicks (unless a short pass to a teammate), Free kicks, Crosses, Throw-ins, and Clearances are excluded.
o Sprint Touches: Touches made by the same player while rapidly advancing are not passes.
o Assists: Are recorded separately and never added to the Successful Pass count.


2.2 Failed Pass (Sender): Recorded when the delivery does not reach a teammate, goes out of bounds, or is intercepted.


2.3 Incorrect Pass (Receiver): Recorded when the pass is accurate, but the receiver fails to control it due to distraction, defective technique, or failure to adjust their movement to the ball's trajectory.


2.4 Skill Incidents:


o Nutmeg: Passing the ball through an opponent's legs and maintaining control or reaching a teammate.
o Chip: Lifting the ball over an opponent and maintaining control immediately after.
 

3. DEFENSIVE & RECOVERY PROPOSITIONS


3.1 Tackle: Awarded when a player takes the ball from an opponent and their team gains possession (includes the ball going out of play in their favor).


3.2 Steal (Controlled Interception): To be credited, a player must:
 

1. Intercept/Dispossess with clear intent.
2. Gain total control of the ball.
3. Clearly pass the ball to a teammate.


o Exclusion: Clearances or "long balls" out of danger do not count as steals.


3.3 Clearance: Any intentional rejection to eliminate a goal-scoring threat. A clearance is never a Pass or a Tackle.


3.4 Clearance to Corner: Recorded when a defender sends the ball over their own goal line, resulting in an opponent's corner.


4. SHOOTING & GOAL SCORING


4.1 Shot on Target: A strike that enters the net or would have entered if not for a Goalkeeper save or a defender's "Goal-Line Block."


o Trajectory: If a shot bounces slightly off an opponent but maintains its path toward goal, it is On-Target.
o Woodwork: Hits to the post/crossbar are Off-Target unless a goal is scored.


4.2 Shot off Target: An intentional shot missing the goal frame, including "Shots on Woodwork."


4.3 Woodwork (Post/Crossbar): A shot hitting the frame directly from an offensive strike without touching the goalkeeper first.


4.4 Goal Methodology:


o Body Part: Markets for Right Foot, Left Foot (includes knee/shin/thigh), and Head.
o Assists: Awarded for the final pass leading to a goal from open play.
o Assist Exclusions: No assist for Own Goals, Direct Free Kicks, Direct Corners, or Penalties.
o Solo Rule: No assist if the scorer beats multiple players or makes a long run (ex: 30+ yards / 27+ meters) before scoring.


4.5 Own Goal: Awarded only if the ball was NOT heading toward the goal prior to the defender's touch. If it was already on-target, it is an Attacker Goal.


5. GOALKEEPING & PENALTIES


5.1 Save: Goalkeeper stops the ball from crossing the line.


o The Referee Rule: A save is only awarded if the referee awards a Corner Kick. If a Goal Kick is awarded, the keeper is not credited with a save.
o Hierarchy: If a defender blocks a shot after a keeper’s intervention, only the defender gets a "Block."
 

5.2 Penalty Outcomes:


o Penalty Goal: Ball crosses the line.
o Saved Penalty: Keeper deflects or retains the ball.
o Penalty off the Post: Ball hits the frame and no goal is scored.
o Deflected Penalty: Shooter misses the goal frame without a goalkeeper touch or contact.


6. DISCIPLINE & FOULS


6.1 Foul Committed: Recorded for the seven FIFA-defined offenses (Tripping, Kicking, etc.).


o Advantage Rule: If the referee applies "Advantage," the offense is not recorded as an incident.


6.2 Handball: Must be signaled by the referee. A "Handball Penalty" is recorded if it occurs in the box leading to a penalty.


6.3 Cards (Yellow/Red): Recorded for players and substitutes.


o Staff: Cards to Coaches/Technical Directors do not count toward player card propositions.


6.4 Offside: Signals the nullification of all subsequent incidents (Goals, Fouls, Handballs) occurring after the offside position was marked.


7. MATCH STATUS & POSTPONEMENTS


7.1 Suspended Match: Clocks continue to run for reporting purposes. Incidents are loaded at the official clock time.


7.2 Postponed/Abandoned: Refer to existing "Suspended/Postponed Soccer Matches" rules for resumption windows.


7.3 Change of Venue: Bets stand unless the match is moved to the original away team’s home stadium.


8. DEAD HEAT AND NO WINNER SETTLEMENT


8.1 Multiple Winners (Dead Heat): In the event that two or more players or outcomes are credited with the exact same statistical total (e.g., a tie for "Player with Most Successful Passes" or "First Player to Record a Steal" at the exact same second), the Dead Heat Rule applies.


o The stake is divided by the number of players involved in the tie, and that portion of the stake is then multiplied by the original odds to calculate the payout.


8.2 No Winner (Zero/Void): If a market is offered for an incident that does not occur during the match (e.g., "Method of First Goal" when the match ends 0-0, or "Player to Hit Woodwork" when no player strikes the frame), the market will be settled as follows:


o Specific "No" Option: If a "No Goal" or "None" selection was available in the market, that selection is the winner.
o No "None" Option: If no such selection was offered and the incident did not occur, all bets on that specific market will be settled as Losses (unless the market is a "Head-to-Head" or "Over/Under," in which case standard push or under rules apply).


8.3 Participation (Non-Starters): If a player-specific performance proposition is offered (e.g., "Player Total Successful Passes") and the player does not participate in the match, the bet is void. However, if the player enters the field as a substitute at any time, the bet stands, even if they fail to record the specific statistic in question (resulting in a total of zero).


9. SETTLEMENT CASE STUDIES (FOR JUSTIFICATION)


• Case A (Best Case - Shot): Attacker shoots from 25 yards / 23 meters. Ball is clearly on target. Keeper saves it. → Result: Shot on Target + Save.
• Case B (Worst Case - Pass): Defender under pressure in the 6-yard / 5.5-meter box kicks the ball long. It reaches a teammate at the halfway line. → Result: Clearance. (Justification: Under pressure, safety intent overrides passing intent).
• Case C (Worst Case - Goal): Attacker shoots from 18 yards / 16 meters. Shot is going 2 yards / 1.8 meters wide. Hits defender and goes in. → Result: Own Goal. (Justification: Original trajectory was off-target).

 

ADDITIONAL PROPS MENU

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

 

Definitions

  • Booked = Yellow cards
  • Sent Off = Red Cards
  • Carded = Yellow or Red Card

Predict the total number of cards (over/under) that will be shown 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.
  • Two yellow cards followed by a red card (shown to the same player) count as TWO cards. *(Second yellow cards are ignored for betting purposes, and the maximum number of cards per player is TWO).
  • A straight red card (without previously showing a yellow card to that player) counts as ONE card.

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

  • Card shown to a player after his substitution.
  • Card shown to a player on the bench who has not been substituted.
  • Card shown to the coaching staff.
  • Card shown during the half time interval.
  • Card shown after the referee has whistled for full time.

Markets are offered for each halftime and for the full game.

Results are based on 45 minutes (for halftime bets) or 90 minutes (for full game bets, i.e. regulation time plus injury time).

 

Total cards

Bet on whether the cards shown to both teams will be over or under the line offered. 

Full Game: The bet takes into account only the 90 minutes of regulation time plus injury time. Extra time does not count.

1st and 2nd Half: The bet takes into account only the 45 minutes of regulation time plus injury time. Extra time does not count.

 

Which team will get the first card?

Predict the team that will be shown the first card of the game (this includes yellow card and/or red card). The available betting options are:

  • Home team
  • Away team
  • None

Cards shown within 90 minutes of regulation time plus injury time are taken into account. Cards shown during halftime and/or at the end of the game WILL NOT be taken into account.

Cards shown to players who did not participate in the match or to other team members (for example: coach or assistant) are NOT taken into account.

 

Will there be an expulsion in the match?

The betting options are:

  • Yes
  • No

Predict whether or not a player will receive a red card during the game.

Cards shown within 90 minutes of regulation time plus injury time are taken into account. Cards shown during halftime and/or at the end of the game WILL NOT be taken into account.

Cards shown to players who did not participate in the match or to other team members (for example: coach or assistant) are NOT taken into account.

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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 most 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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