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04 · Sports Betting Rules (V2 · Learning Optimized Edition)

Target Audience: All operations team members (Team Leaders / Deputy Leaders / Customer Service) Content Source: Group Sports Betting Rules.xlsx Author: Provided by Group | Optimized by: Bob | Date: 2026-04-29 Version Note: V2 restructures the original with difficulty-based layering + quick reference table + foundational knowledge supplement for easier learning. 100% of original content is preserved.


Quick Reference Table

# Market Name One-line Description Difficulty Applicable Sports Details
1 1X2 (Moneyline) Predict who wins or draw Football/Basketball Basic Markets
2 Handicap (让球) Stronger team gives head start, then compare Football/Basketball Basic Markets
3 Over/Under (大/小) Predict if total goals are over or under Football/Basketball Basic Markets
4 Odd/Even (单/双) Predict if total goals are odd or even Football/Basketball Basic Markets
5 Parlay (串关) Combine multiple matches in one bet All Sports Basic Markets
6 Correct Score (波胆) Predict the exact final score ⭐⭐ Football Common Markets
7 Half-Time/Full-Time (半/全场) Predict winner at half-time and full-time ⭐⭐ Football Common Markets
8 Double Chance (双重机会) Pick two of three outcomes, higher fault tolerance ⭐⭐ Football Common Markets
9 Total Goals (总入球) Predict which range total goals fall in ⭐⭐ Football Common Markets
10 First/Last Goal (最先/后入球) Predict who scores first/last ⭐⭐ Football Common Markets
11 Clean Sheet (零失球) Predict if a team concedes zero goals ⭐⭐ Football Common Markets
12 Win to Nil (零失球获胜) Win without conceding ⭐⭐ Football Common Markets
13 Both Teams to Score (双方球队进球) Predict if both teams score ⭐⭐ Football Common Markets
14 To Win in Regular Time (正规赛获胜) Predict if there's a winner within 90 minutes ⭐⭐ Football Common Markets
15 To Score in Both Halves (双半场进球) Predict if a team scores in both halves ⭐⭐ Football Common Markets
16 Highest Scoring Half (最多进球的半场) Predict which half has more goals ⭐⭐ Football Common Markets
17 Handicap 1X2 (让球主和客) Handicap result including draw — draw does not refund ⭐⭐⭐ Football Advanced Markets
18 Handicap + Moneyline (让球+独赢) Predict final result under handicap conditions ⭐⭐⭐ Football Advanced Markets
19 Combo Markets (组合盘口) Two conditions must both be met to win ⭐⭐⭐ Football Advanced Markets
20 Winning Margin (净胜球数) Predict the exact winning margin ⭐⭐⭐ Football Advanced Markets
21 Win Either Half (赢得任一半场) Predict if a team wins either half ⭐⭐⭐ Football Advanced Markets
22 Win Both Halves (赢得所有半场) Predict if a team wins both halves ⭐⭐⭐ Football Advanced Markets
23 Booking Points (罚牌数) Predict total card points (yellow/red) ⭐⭐⭐ Football Advanced Markets
24 Time of First Goal (第一个进球时间) Predict time period of the first goal ⭐⭐⭐ Football Advanced Markets
25 Home/Away/Draw or BTTS (主/客/和局或双方球队进球) Three-in-one compound market ⭐⭐⭐ Football Advanced Markets
26 Sending Off (判罚出场) Predict if any player gets sent off ⭐⭐⭐ Football Advanced Markets
27 Basketball Highest Scoring Quarter (篮球最高得分单节) Predict which quarter has the highest combined score ⭐⭐ Basketball Basketball Markets
28 Basketball First Free Throw Team (篮球罚球命中队伍) Predict which team makes the first free throw ⭐⭐ Basketball Basketball Markets
29 Basketball Sending Off (篮球判罚出场) Predict if any basketball player gets ejected ⭐⭐ Basketball Basketball Markets

Difficulty Legend: ⭐ = Must-learn for beginners | ⭐⭐ = Common, should master | ⭐⭐⭐ = Advanced understanding


Sports Betting Fundamentals (New Section)

Understand these basic concepts before diving into specific markets.

What is a Market

A market is a betting "play type" — a single match can have dozens of different markets (predict winner, predict score, predict number of goals, etc.), each with its own odds.

What are Odds

Odds represent how much return you get if you win. Higher odds mean the outcome is less likely. For example, odds of 2.0 mean a bet of 100 returns 200 (net profit 100).

Odds Formats: - European (Decimal): 1.50 = bet 100, win returns 150 - Hong Kong: 0.50 = bet 100, net profit 50 (+ stake = 150) - Conversion Formula: European Odds = Hong Kong Odds + 1

What is Turnover / Valid Bet Amount

The standard by which the platform measures "how much you've played." Not all bets count — bets with odds too low (Hong Kong odds < 0.6), draw refunds, and cancelled bets don't count. See Valid Bets for details.

Home Team and Away Team

In match listings, the left side is usually the Home team, the right side is the Away team. In markets: 1 = Home, X = Draw, 2 = Away.

Common Betting Terms Quick Reference

Term Meaning
In-Play / Live Betting (走地/滚球) Real-time betting during a match
Opening Line (初盘) Pre-match odds
Early Line (早盘) Odds for matches tomorrow and beyond
Parlay / Accumulator (串关/过关) Multiple matches combined in one bet; all must win
Juice / Vig (水位) Colloquial term for odds
Handicap / Spread (让球/让分) Stronger team gives weaker team a point advantage
Correct Score (波胆) Predict the exact score
Abandoned Match (腰斩) Match suspended mid-game
Danger Ball (危险球) Critical moments with high scoring probability (penalties, free kicks, etc.)
Rollover / Turnover (打码/流水) Cumulative valid bet amount

I. Basic Markets (⭐ Must-Learn for Beginners)

These 5 markets cover 80% of daily user inquiries. Beginners must master them on day one.

1.1 1X2 (Moneyline) ⭐

Definition: Predict the match result — winning team or draw

Description: Bet on Home, Away, or Draw. If the result matches your selection, you win; otherwise you lose. There is no "draw refund" — if you bet Home and the result is a draw, you lose. 1 = Home, X = Draw, 2 = Away

💡 Beginner's Tip: This is the most basic market. You predict who wins or if it's a draw — correct = win, wrong = lose. Note there is no "draw refund" here — if you picked Home to win but it ends in a draw, you lose your bet.

Additional Notes: For basketball 1X2, if only Home or Away options are available (no Draw option), a draw results in a refund. For basketball 1X2 with a Draw option, picking Home or Away means a draw = loss; picking Draw and it ends in a draw = win.

Market Display Example


1.2 Handicap (让球) ⭐

Definition: Predict which team wins after applying the handicap spread (Football live handicap) requires subtracting the score at time of bet Basketball does not require subtracting the score at time of bet

Description: Includes whole-number handicaps and half-ball handicaps. Handicap -0/0.5, -1/1.5 can also be called "half-ball handicap" (让平半). Conversely, +0/0.5, +1/1.5 can be called "receiving half-ball handicap" (受让平半). Half-ball handicaps produce half-win/half-loss outcomes. Whole-number handicaps result in a refund if the outcome is a draw after applying the handicap.

💡 Beginner's Tip: Handicap means giving the weaker team "bonus points" or making the stronger team "deduct points" before comparing. For example, if Team A gives a 1-goal handicap, Team A must win by at least 2 goals for your bet to win. "Half-ball" (e.g., -0/0.5) means your stake is split in half and placed on two separate lines.

Additional Notes: Example: A member bets 100 on handicap -0/0.5. Think of it as 50 on the -0 line and 50 on the -0.5 line. If the final score is 0-0: the member loses half the stake. The -0 portion is a draw (no loss), but the -0.5 portion becomes 0 vs 0.5, which is a loss — losing 50. If the final score is 1-0: the member wins. If the final score is 0-1: the member loses. Half-loss is calculated at 0.5 (European odds). For a 100 bet: 100 × 0.5. Half-loss means losing half the stake. In parlay calculations, half-loss odds count as 0.5.

Market Display Example


1.3 Over/Under (大/小) ⭐

Definition: Predict whether total goals are over or under a set number

Description: Bet Over 2 — if total goals are less than 2, you lose; equal to 2 is a draw (refund); greater than 2, you win.

Additional Notes: Over/Under can also follow the half-ball handicap rules described above.

💡 Beginner's Tip: For example, if the line is 2.5 goals, total goals ≥ 3 means "Over" wins, ≤ 2 means "Under" wins. Lines ending in 0.5 never produce a draw.

Market Display Example


1.4 Odd/Even (单/双) ⭐

Definition: Predict whether the total number of goals is odd or even

Description: Odd numbers = Odd (单), Even numbers = Even (双). 0 counts as Even.

Additional Notes: 1/3/5/7/9 = Odd, 0/2/4/6/8 = Even

Market Display Example


1.5 Parlay (串关) ⭐

Definition: Combine all markets to achieve higher odds. Can be single or system bets. Only one selection per match is allowed.

Description: A parlay involves selecting two or more matches in a single bet slip. Every selection must win for the parlay to be a winner. The platform supports up to 10-fold parlays with 1013 combinations.

Parlay Calculation Formulas:

Single Parlay (e.g., 3-fold Accumulator)

Unit Stake × Odds1 × Odds2 × Odds3 − Stake = Net Profit

System Parlay (e.g., 3-fold into 4 bets)

Consists of 3 doubles and 1 treble, totaling 4 bets:

(Total Stake ÷ Number of Bets) × (Odds1×Odds2 + Odds1×Odds3 + Odds2×Odds3 + Odds1×Odds2×Odds3) − Total Stake = Net Profit

i.e., Unit Stake = Total Stake / Number of Bets

💡 Beginner's Tip: A parlay multiplies the odds of multiple matches together — very high potential payout but also high risk. If even one match is wrong, the entire bet loses. A "3-fold accumulator" means all 3 must be correct (1 bet); a "3-fold system into 4" splits 3 matches into multiple combinations (4 bets), allowing partial wins even if 1 match is wrong.


II. Common Markets (⭐⭐ Gradually Master)

After mastering basic markets, learn these progressively. Frequently encountered in daily work.

2.1 Correct Score (波胆) ⭐⭐

Definition: Predict the exact final score of the match

Description: Predict the exact final score. Correct prediction = win, incorrect = loss. "Any Other Score" covers all scores not listed as options. No draw refund exists.

Additional Notes: If a member bets on Correct Score 3-2, the final result must be exactly 3-2 to win; any other result = loss. "Any Other Score" refers to scores beyond what is displayed in the market, typically scores containing 5-5 or higher numbers.

💡 Beginner's Tip: Correct Score means guessing the exact score — highest difficulty but also highest odds. Selecting "Any Other Score" is betting on an unlikely scoreline occurring.

Market Display Example


2.2 Half-Time/Full-Time (半/全场) ⭐⭐

Definition: Predict the winning team at half-time and full-time

Description: Example: Betting Home/Draw means predicting Home wins the first half and Draw at full-time. Both conditions must be met to win; if one or neither is met, you lose.

Additional Notes: There are 9 possible results; select one as your prediction.

💡 Beginner's Tip: 9 results = 3 half-time outcomes (Home/Away/Draw) × 3 full-time outcomes (Home/Away/Draw). Both conditions must be correct to win.

Market Display Example


2.3 Double Chance (双重机会) ⭐⭐

Definition: Bet on two of the three possible outcomes: Home Win or Draw (1 and X), Away Win or Draw (2 and X), or Home or Away Win (1 and 2).

Description: Example: Betting Home/Away means you win regardless of whether Home or Away wins.

Additional Notes: A match has 3 possible outcomes: Home Win, Away Win, Draw. This market lets you pick two of the three outcomes as your prediction.

Market Display Example


2.4 Total Goals (总入球) ⭐⭐

Definition: Predict the goal range for the match

Description: Example: Betting 2-3 means if total goals fall within the 2-3 range, you win. For example: scores of 1-1, 2-1, 1-2, 0-2, 0-3, etc.

Additional Notes: If total goals exceed or fall below the range, the bet loses.

Market Display Example


2.5 First/Last Goal (最先/后入球) ⭐⭐

Definition: Predict which team scores first/last

Description: Bet on First Goal / Last Goal / No Goal

Additional Notes: Correct prediction = win, incorrect = loss.

Market Display Example


2.6 Clean Sheet (零失球) ⭐⭐

Definition: Predict whether a team concedes zero goals in the 90-minute match

Description: Example: Predict Home team "Yes" or "No" to keep a clean sheet for the entire match.

Additional Notes: 0-0 also counts as a win (for "Yes").

Market Display Example


2.7 Win to Nil (零失球获胜) ⭐⭐

Definition: Predict whether a team wins the match without conceding any goals within 90 minutes

Description: Example: Predict Home Win to Nil "Yes" or "No" for the full match. If the prediction is correct, you win; otherwise you lose.

Additional Notes: A 0-0 draw means the team did not win, so the bet loses.

Market Display Example


2.8 Both Teams to Score (双方球队进球) ⭐⭐

Definition: Predict whether both teams score

Description: First Half / Full Match — "Yes" or "No"

Market Display Example


2.9 To Win in Regular Time (正规赛获胜) ⭐⭐

Definition: Predict whether a specified team wins within the full 90 minutes

Description: If no winner is decided after 90 minutes, betting "No" wins.

Additional Notes: Similar to the 1X2 market.

Market Display Example


2.10 To Score in Both Halves (双半场进球) ⭐⭐

Definition: Predict whether a team scores in both halves

Description: "Yes" or "No"

Additional Notes: Refers to the first half and second half.

Market Display Example


2.11 Highest Scoring Half (最多进球的半场) ⭐⭐

Definition: Predict one of three outcomes

Description: First Half / Second Half / Equal

Market Display Example


III. Advanced Markets (⭐⭐⭐ In-Depth Understanding)

More complex rules requiring careful understanding of calculation logic. May be involved when handling user complaints.

3.1 Handicap 1X2 (让球主和客) ⭐⭐⭐

Definition: Based on the market information, predict the final winner of the full 90 minutes, including draw and a third possible outcome.

Description: Example: Bet on Home or Away +1 — if the final result with Home +1 applied is a win, the bet wins. Bet on "Draw & Home -1 or +1" — "Draw & Home" here refers to the Home team; refer to the rules on the right.

Additional Notes:

  • Draw & Home -1: If the selected team wins by exactly 1 goal, you win. Examples: 1-0, 2-1, 3-2 — Home scores exactly 1 more than Away = win.

  • Draw & Home +1: If the selected team loses by exactly 1 goal, you win. Examples: 0-1, 1-2, 2-3 — Home scores exactly 1 less than Away = win.

  • Draw & Home -N: If the selected team wins by exactly N goals (N can be 1/2/3/4/5), you win. Home scores exactly N more than Away = win.

  • Draw & Home +N: If the selected team loses by exactly N goals (N can be 1/2/3/4/5), you win. Home scores exactly N less than Away = win.

Important: The Handicap 1X2 (Home/Draw/Away) market does NOT require subtracting the score at time of bet. If you bet on Home or Away with +/- and the final result is a draw, you LOSE. There is no draw refund.

💡 Beginner's Tip: The key difference from regular Handicap — regular Handicap refunds on a draw; here a draw means you lose outright. "Draw & Home -1" means betting that the Home team wins by exactly 1 goal (no more, no less).

Market Display Example


3.2 Handicap + Moneyline (让球+独赢) ⭐⭐⭐

Definition: Predict the final result under handicap conditions

Description: The draw here defaults to calculating based on the Home team. Does not require subtracting the score at time of bet.

Additional Notes:

Home +1 (or Home -1) When betting Home+ or Home-, it means that with the Home team receiving this plus or minus adjustment, if the result is a Home win, the bet wins. Example: Home +1, result is 1-1, 1-0, 3-1 — with +1 applied, these become 2-1, 2-0, 4-1. Home wins with the +1 adjustment, so the bet wins. If the result is 0-1, 0-2 — with Home +1 applied, these become 1-1, 1-2. These results don't satisfy a Home win under the handicap, so the bet loses.

Away +1 (or Away -1) Same rules as Home +1/-1 above, but examples should use the Away team's score.

Draw +1 (or Draw -1) The draw here defaults to calculating based on the Home team. Betting Draw+ or Draw- means adding/subtracting from the Home team's score. If the adjusted score results in a draw, the bet wins. Example: Draw +1, final score 0-1, 1-2 (trailing by 1). Adding 1 to Home creates a draw = win. Example: Draw -1, final score 1-0, 2-1 (leading by 1). Subtracting 1 from Home creates a draw = win.

This applies to +2, -2, +3, -3, and so on — same logic.

With the +/- adjustment applied, if the result matches your prediction (Home Win, Away Win, or Draw), the bet wins. Otherwise, it loses.

Market Display Example


3.3 Combo Markets (组合盘口) ⭐⭐⭐

Definition: The "&" symbol means both conditions must be met. Think of it as a "+" sign combining two markets together.

Covers these four market types: - Moneyline & Over/Under - Moneyline & Both Teams to Score - Double Chance & Over/Under - Double Chance & Both Teams to Score

Description: Example: Betting on Moneyline & Over/Under with the selection "Home & Over 2.5"

Additional Notes: The final result must satisfy both Home Win AND total goals over 2.5 to win. If either condition is not met, the bet loses. All 4 market types follow the same logic — meet both conditions to win.

💡 Beginner's Tip: Combo markets require both conditions to be satisfied simultaneously. Odds are higher than betting each separately, but difficulty is also greater — failing either condition means a loss.

Market Display Example


3.4 Winning Margin (净胜球数) ⭐⭐⭐

Definition: Predict the winning margin at the end of the match.

Description: Example: Betting Home team wins by 1 goal — if the final result shows Home has exactly 1 more goal than Away, you win.

Additional Notes: A draw means both teams have the same number of goals.

Market Display Example


3.5 Win Either Half (赢得任一半场) ⭐⭐⭐

Definition: Predict whether the selected team outscores the opponent in either the first or second half within the 90-minute regulation time (excluding extra time and penalty shootout).

Description: This market evaluates the first half and second half separately. If the selected team wins either half, you win.

Additional Notes: If both halves end 0-0, the bet loses.

Market Display Example


3.6 Win Both Halves (赢得所有半场) ⭐⭐⭐

Definition: Predict whether the selected team outscores the opponent in both the first and second half within the 90-minute regulation time (excluding extra time and penalty shootout).

Description: The team must score in both halves and outscore the opponent in each.

Additional Notes: If either half results in a draw or no goals, all bets are settled as losses. Example: Home leads 1-0 at half-time and the full-time score is also 1-0 — this means no goals in the second half, so the team only won one half. The bet loses.

Market Display Example


3.7 Booking Points (罚牌数) ⭐⭐⭐

Definition: Card count is calculated by points, not by number of cards

Description: Cards shown to non-players (e.g., coaches, unused substitutes, staff, etc.) do not count.

Additional Notes: A yellow card = 1 point, a red card = 2 points. If a player receives two yellow cards, the total card points for that player are: yellow card = 1 point + red card = 2 points = 3 points total. (Maximum 3 points per player per match.)

Market Display Example


3.8 Time of First Goal (第一个进球时间) ⭐⭐⭐

Definition: 15-minute / 10-minute intervals

Description: Predict in which time period the first goal is scored. Includes a "No Goal" option — meaning no goals in the entire 90 minutes (including injury time).

Market Display Example


3.9 Home/Away or BTTS / Draw or BTTS ⭐⭐⭐

Definition: Three-in-one market; see breakdown below

Home or Both Teams to Score (主队或双方球队进球)

  • Bet "Yes": Home team must score OR both teams must score = win. If Home does not score, betting "Yes" = loss.
  • Bet "No": Home team must not score. If Home scores = loss.

Away or Both Teams to Score (客队或双方球队进球)

  • Bet "Yes": Away team must score OR both teams must score = win. If Away does not score, betting "Yes" = loss.
  • Bet "No": Away team must not score. If Away scores = loss.

Simply put: for whichever team you bet on — "Yes" = that team must score "No" = that team must not score

Draw or Both Teams to Score (和局或双方球队进球)

Case 1: No goals or only one side scores — just evaluate the Draw condition

  • 0-0: "Yes" wins
  • 0-1, 1-0 or higher: "No" wins (not a draw)

Case 2: Both sides score — just evaluate the Both Teams to Score condition

  • 2-1, 2-1 or higher: "Yes" wins, "No" loses

Same score (both teams scored equally)

  • 1-1, 2-2 or higher: "Yes" wins, "No" loses

Market Examples

Result Analysis "Yes" Outcome
1-1, 2-2, 3-3, 4-4 Both a draw and both teams scored Win
2-1, 1-2, 3-2, 2-3, 1-3, 4-1, etc. Not a draw, but both teams scored Win
1-0, 0-1, 2-0, 0-2 Only one team scored, not a draw, not BTTS Loss ("No" wins)
0-0 Is a draw, but not BTTS (no goals ≠ "both teams scored") Win

Market Display Example


3.10 Sending Off (判罚出场) ⭐⭐⭐

Definition: Within the specified time period (full match, first half, or second half), predict whether any on-field player gets sent off. Or select a team to predict if they receive a sending off.

Description: Predict whether the selected team has a player sent off.

Market Display Example


IV. Basketball-Specific Markets

4.1 Basketball · Highest Scoring Quarter ⭐⭐

Definition: Predict which quarter has the highest combined score (both teams), including an option for two or more quarters being tied.

If the match is abandoned before the completion of 4 quarters, all bets are void.

Description: Calculate the total combined score for each quarter. Example: Q1 score is 16-17, total = 33.

Additional Notes: "Any 2+ Quarters Tied" — Two or more quarters must share the same total score, AND that score must be the highest among all quarters. If two quarters have the same total but it's not the highest of all four quarters, the bet loses. Example: - Q1: 50 - Q2: 47 - Q3: 50 - Q4: 55

In this case, betting "Q4" wins; all others lose. If Q4 were below 50, then betting "Any 2+ Quarters Tied" would win.

Market Display Example


4.2 Basketball · First Free Throw Team ⭐⭐

Definition: Predict which team makes the first successful free throw in the match

Additional Notes: As the name suggests — whichever team makes a free throw first, that team wins this market.

Market Display Example


4.3 Sending Off (Basketball) ⭐⭐

Definition: Within the specified time period (full match, first half, or second half), predict whether any on-field player gets ejected. Or select a team to predict if they receive an ejection.

Description: Predict whether the selected team has a player ejected.

Rules are the same as Football Sending Off (3.10), applied to basketball matches.

📘 Source: Group Sports Betting Rules.xlsx


V. Match Schedule Categories

Match Schedule Screenshot

5.1 Live / In-Play (滚球)

Definition: Matches currently in progress

Description: Also known as In-Running, Live Betting, etc.


5.2 Upcoming (即将)

Definition: Matches about to start, generally within 24 hours

Description: Filterable by: 1 hour / 3 hours / 6 hours / 12 hours / 24 hours


5.3 Today (今日)

Definition: Matches taking place today that haven't started yet

Description: Unstarted matches are also referred to as "Opening Line" (初盘)


5.4 Early (早盘)

Definition: Matches scheduled for tomorrow and beyond


VI. Match Progress

6.1 Full-Time (全场)

Definition: The complete match

Description: A match consists of two halves, 45 minutes each, with a 15-minute halftime break. Total match time is 90 minutes.


6.2 Half-Time (半场)

Definition: Unless otherwise specified, this refers to the first half


6.3 Extra Time (加时赛)

Definition: After the 90-minute regulation time ends, a 30-minute extra time period is played (two 15-minute halves)


6.4 Football Penalty Shootout (足球点球大战)

Definition: A penalty shootout is held after extra time ends in a draw when a winner must be decided

Description: Each team takes 5 penalties, alternating kicks.

Additional Notes: Some matches may end early if the result is already decided. For example, if the score is 3-0 after round 3, even if the trailing team scores the remaining 2, it won't change the outcome — the shootout ends early.


6.5 Football Sudden Death (足球骤死赛)

Definition: A sudden death round is held when the penalty shootout ends in a draw and a winner must be determined

Description: Each team takes one kick per round until a winner is decided.

Additional Notes: For example, in round 1, Team A scores and Team B scores — proceed to round 2. As soon as one round produces a winner, the match ends immediately.


VII. Sport-Specific Knowledge

7.1 Football Knowledge

7.1.1 Home Ground / Home Team (主场/主队)

Definition: A match held in the home team's city


7.1.2 Away Ground / Away Team (客场/客队)

Definition: A match held in the away team's city


7.1.3 Neutral Venue (中立场)

Definition: Both teams play in a third-party city


7.1.4 Odds (赔率)

Definition: The payout multiplier (also colloquially called "juice," "vig," "water," etc.)


7.1.5 Youth Matches U16~U21 (青年赛)

Definition: Youth / Senior matches, etc. (Youth friendlies and similar events have half-time durations of 40/35 minutes). The number generally refers to age — U17 means under 17 years old.


7.1.6 Abandoned Match (腰斩)

Definition: A match suspended mid-game. Subsequent decisions on whether to resume depend on official announcements from the event organizer.


7.1.7 Danger Ball (危险球)

Definition: Moments with high scoring probability — penalties, cards, or other events likely to affect the score.


7.1.8 Valid Bets (有效投注)

Definition: Bets placed at odds of 0.60 (European odds 1.60) or above that are settled with a win/loss result. Half-win is calculated as valid turnover based on profit; half-loss is calculated based on the amount lost. Draws, unsettled/cancelled bets do not count as valid bets. After meeting the odds threshold: if profit exceeds the stake, the valid bet amount = stake; if profit is less than the stake, the valid bet amount = profit.

2.0 System Sports Betting Odds Threshold:

In the 2.0 system, bets below the specified odds will not count as valid bets. Listed below in Hong Kong odds: - Football: below 0.6 (exclusive) - Basketball: below 0.6 (exclusive) - Tennis: below 0.6 (exclusive) - Baseball: below 0.6 (exclusive)

💡 Beginner's Tip: Valid bets are the core concept the platform uses to calculate turnover. Bets with odds too low (below 0.6) don't count as valid — this prevents users from "hedging" with low-odds bets to inflate turnover. Draws and cancelled bets also don't count. When auditing a user's turnover/rollover requirements, pay attention to this threshold.


7.1.9 Top Five Leagues (五大联赛)

Definition: EPL, Ligue 1, Bundesliga, Serie A, La Liga

The five major European football leagues are the most-watched and highest-level domestic football competitions in the world:

League Full Name Abbreviation Country Season Characteristics
EPL English Premier League EPL England Aug – May Widest global broadcast, highest commercial value, fastest pace
La Liga La Liga (Spain) La Liga Spain Aug – May Technically oriented; Real Madrid and Barcelona are the world's most famous clubs
Bundesliga Bundesliga (Germany) BL Germany Aug – May Rich fan culture, highest stadium attendance globally
Serie A Serie A (Italy) Serie A Italy Aug – May Strict tactical discipline, renowned defensive systems
Ligue 1 Ligue 1 (France) L1 France Aug – May Surging interest in recent years due to Paris Saint-Germain (PSG)

💡 Beginner's Tip: All five leagues run roughly from August to the following May, with weekends as the primary matchdays. These are the most important source of sports betting events — the richest selection of markets and the most transparent data.

Top Five Leagues


7.1.10 FIFA World Cup (世界杯)

Definition: The World Cup is held every 4 years

The FIFA World Cup is the highest-level national team football tournament organized by FIFA (Federation Internationale de Football Association).

Item Description
Full Name FIFA World Cup
Frequency Every 4 years
Participants 32 national teams (expanding to 48 teams from 2026)
Format Group Stage (round-robin) → Knockout Stage (Round of 16 → Quarterfinals → Semifinals → Final)
Timing Usually June–July (summer); 2022 Qatar was an exception at Nov–Dec
Next Event 2026, co-hosted by USA / Canada / Mexico

💡 Beginner's Tip: The World Cup is the most-watched sporting event globally, bar none. Each edition lasts about 1 month, during which sports betting volume surges significantly. Understanding the difference between group stage and knockout stage is important — group stage can have draws, knockout stage must produce a winner (extra time → penalties).

World Cup


7.1.11 Match Anomalies (赛事异常)

Definition: In case of special circumstances such as postponement, suspension, or cancellation

Description: If the match resumes within 5 hours or there is an official notice, bets remain valid. If the match does not resume, bets will be refunded after 5 hours. Parlays calculate the void leg at odds of 1.


7.1.12 Number of Players (比赛人数)

Definition: A football match involves two teams, each with 11 players including the goalkeeper. If either team has fewer than 7 players, the match cannot begin.


7.1.13 Football Corner Kicks (足球角球)

Definition: Corner kicks are typically signaled by the assistant referee (linesman) on the field. When the linesman determines it's a corner kick, they raise their flag pointing toward the corner area, then indicate the corner flag area where the kick will be taken with both arms raised. The player then takes the corner kick from that spot.

Additional Notes: When a defending player (including the goalkeeper deflecting a shot) is the last to touch the ball before it crosses the goal line, the attacking team is awarded a corner kick. Taken from one of the 4 corners of the pitch.

Football Corner Kick Example


7.2 Basketball Knowledge

Definition: NBA, CBA are divided into 4 quarters, 12 minutes each

Description: Some international competitions have 10-minute quarters. Every 2 quarters form one half.

Additional Notes:

NCAA (Men's College Basketball): Typically played in two halves, 20 minutes each, with a 15-minute halftime break and 5-minute overtime periods. The two-half format persists as a long-standing tradition because the NCAA has established one of the world's most successful and popular sports brands with unique commercial value.

WNCAA (Women's College Basketball): Typically played in 4 quarters, 10 minutes each. Q1-Q2 = first half, Q3-Q4 = second half. Brief breaks between quarters (usually ~2 minutes), 15-minute halftime break. The 4-quarter format (unlike men's) was adopted to better align with international FIBA competitions, Olympics, World Cups, and other global events.

Overtime Calculation Rules:

System Rules
2.0 System Basketball second half / full match bets include overtime; Q4 bets do not include overtime
Ali/Tencent Only full match bets include overtime; Q1, Q2, Q3, Q4, first half, and second half bets all exclude overtime

7.3 Tennis Knowledge

7.3.1 Game (局)

Definition: Possible scores within a game are 0, 15, 30, 40, Game — effectively equivalent to 0, 1, 2, 3, Game. When one side wins a point, it's recorded as 15-0, and so on. At 40-40, it's called Deuce. From deuce, winning a point gives "Advantage." A player must win by at least 2 points to win the game, at which point the game count increases by one.


7.3.2 Set (盘)

Definition: A set consists of games. The first player to reach 6 games wins the set (e.g., 6-0, 6-1, 6-2, 6-3, 6-4). Similarly, a player must lead by at least 2 games to win the set. So when the score is 5-5, one player must win 2 consecutive games. If the set reaches 6-6, a Tie-break (抢七) is played to decide the winner.


7.3.3 Set Play Knowledge (盘口知识)

Definition: Essentially, the player who first wins 6 games and leads by at least 2 games wins the set. If one player wins 6 games but doesn't lead by at least 2, the set continues until one player leads by 2 games (i.e., scores like 6-4, 7-5, 8-6 end the set, but scores like 6-5, 7-6, 8-7 continue because the leader isn't ahead by 2 games). This scoring method is called an "Advantage Set." In professional tournaments, this format often only applies to the final set (the 5th set in best-of-5, or the 3rd set in best-of-3), though some events use this format exclusively.


7.3.4 Scoring Method (记分方法)

Definition: Another common scoring method is that when a set reaches 6-6, a special "Tiebreak Game" is played. The player who wins this tiebreak wins the set 7-6. In some cases, in the final set of a best-of-5 match, if the score reaches 6-6, there is no tiebreak — the traditional method is used where play continues until one player wins 2 consecutive games.


7.3.5 Tiebreak Rules (抢七规则)

Definition: The first player to reach 7 points wins the game and set (if tied at 6-6, one player must lead by 2 points, e.g., 9-7). The first server serves the 1st point; the other player serves the 2nd and 3rd points. After that, players alternate serving 2 points each. The 1st point is served from the deuce court, the 2nd from the ad court, the 3rd from the deuce court, and so on.


7.3.6 Super Tiebreak Rules (抢十规则)

Definition: In competitions where the deciding set uses a super tiebreak format, only 1 game is played. Within this game, the first player to reach 10 points AND lead by at least 2 points wins. If the score reaches 8-8, a player must lead by 2 points to win. This deciding set result counts as only 1 game.


7.3.7 Scoring (得分)

Definition: Ways to earn a point: - Opponent commits a double fault (two consecutive serve faults) - Opponent hits the return into the net - Opponent hits the return out of bounds - Opponent fails to return before the ball bounces twice - Opponent's racquet touches the ball twice during a return attempt Any of these situations earns you one point.


7.4 Baseball Knowledge

7.4.1 Baseball Fundamentals

Basic Knowledge
  1. The person swinging the bat and everyone else wearing gloves (including the one crouching behind the batter and the one throwing the ball) are NOT on the same team. The glove-wearing team's goal is to cooperate and get the batter out.
  2. The batter's goal is to hit the ball where the fielders can't retrieve it — the farther, the better. So the pitcher tries everything possible to make the batter miss or hit weakly.
  3. During the time between the ball being hit and being retrieved, the batter can advance counter-clockwise through the four bases (running bases) back to home plate to score 1 run. If the ball is retrieved while the runner is between bases, the runner can be tagged out. However, a runner is safe anytime they're touching a base.
  4. Only one runner can occupy each base — only one is safe at a time.
  5. If the batter doesn't make it all the way around but also isn't tagged out, they can stay on whichever base they reached. Next time, they continue from there.
  6. If the batter misses the ball 3 times, they're out (Strikeout). If the pitcher throws 4 bad pitches (balls too far off to hit), the batter walks to first base. If runners are already on base, they advance one base too. Even if the pitch is a ball, if the batter swings, it doesn't count as a ball.
  7. Every time the ball is successfully hit into play, the batter must run. Then the next batter comes up.
  8. If the ball is hit so far that the fielders can't find it (usually landing in the stands), it's a Home Run.
  9. The boundaries are the two white foul lines extending infinitely from behind the batter at a right angle — meaning baseball's fair territory is technically an angle, and everything within that angle, even if it reaches Mars, is in fair territory.
  10. After 3 batters are out, the half-inning ends and the teams switch roles.
Advanced Notes
  1. The batting team is the "offense." In a half-inning, only the offense can score. The defense (fielding team) must prevent scoring and get as many outs as possible.
  2. The person crouching behind the batter is the Catcher, responsible for receiving the pitcher's throws. The catcher, pitcher, and batter have fixed positions.
  3. Behind the catcher is the umpire. The umpire determines whether a pitch is a ball — if it is, the umpire calls "Ball~!"
  4. Since there are only 4 bases, at most 4 offensive players can be on the field at once, with one batting at home plate. The one at home plate is the Batter; the others are Baserunners.
  5. After hitting the ball, the batter must run to first base. If first base is occupied (by a teammate), that teammate must advance to second, and so on. Being forced to advance by the batter reaching base is called a Force Play. Force plays can result in Force Outs.
  6. If 4 offensive players are on the field and a home run is hit, the offense scores 4 runs at once (Grand Slam) — all 4 players jog around the bases and off the field.
Ways the Offense Gets Out
  1. Swinging and missing 3 times (Strikeout).
  2. The hit ball is caught before touching the ground by any fielder — the batter is immediately out (Flyout / Catch Out).
  3. While running bases, a runner is tagged by a fielder holding the ball while not touching a base (Tag Out).
  4. On a force play, if the fielder holding the ball touches the destination base before the runner arrives, the runner is out (Force Out). Fielders can throw the ball to each other, potentially getting multiple runners out in one play.

7.4.2 9th Inning Common Questions

Definition: In the 9th inning, if the batting team's score is lower than the fielding team's and they've used all their at-bats, the game result is immediately decided. The leading team does not need to play their final half-inning.


7.4.3 International Rules (Early Termination)

Definition: Under international baseball rules: if one team leads by 10 runs after at least 7 innings, or by 15 runs after at least 5 innings, the game ends early. In such cases, all bets remain valid, including Moneyline, Odd/Even, Handicap (Run Line), and Over/Under (Total Runs).


7.4.4 International Rules (Handicap / Over-Under)

Definition: For Handicap and Over/Under (Total Runs) bets, the result is based on the score after 9 innings (or 8.5 innings if the home team is already ahead). If a game is suspended or interrupted during extra innings, the score reverts to the last completed inning — unless the home team tied or took the lead during the extra inning, in which case the score at the time of suspension stands.


📘 Source: Group Sports Betting Rules.xlsx