Down the home stretch for 2023! Enjoy the return of football and all the major sports! Live Betting and Live Dealer are available to you, and the ponies as well! Customer service always available — we wish you the best for the upcoming holidays and good cheer      
Down the home stretch for 2023! Enjoy the return of football and all the major sports! Live Betting and Live Dealer are available to you, and the ponies as well! Customer service always available — we wish you the best for the upcoming holidays and good cheer      
Rules & Glossary

General

How old do I have to be to place a wager?

No one under the age of 18 is allowed to place wagers.

What are your hours of operation?

24 hours a day, 7 days a week. Call center 7am Pacific time, until the last halftime of the last US West Coast game (Hawaii included).

What about Privacy and Security?

Player's privacy and security is of the utmost importance. Player's personal information is protected. See Privacy Policy in-full.

Technical

Can I get technical help?

If you are having any technical problems, questions or concerns, please give us a call. Our clerks and supervisors are trained to address each and every issue.

Limits and Wagering

What is the minimum wager by internet or phone?

Minimum of $5 via internet, or $25 by phone.

What is a maximum wager?

The maximum bet size for an event is shown in the current line and is determined by BetGlobal.ag for each event specifically, as well as for each type of bet, and is subject to change without prior notice of any kind.

BetGlobal.ag retains the right to limit the minimum and maximum amount of the bet on individual events, to decline or cancel repeated bets for one and the same result, or on a practically the same combination of results from one participant of a bet and/or a group of participants of a bet, as well as to introduce or cancel all limitations of any kind for any participant of a bet and/or a group of participants of a bet without additional notice and any explanation of the reason for such limitations.

What sports can I wager on?

Any sport that we offer, all markets. Includes professional and college football, basketball, baseball, hockey, and horse racing. Professional Golf, NASCAR, Indy Car, Formula 1 and Motor Bike racing are also available. A full complement of e-sports, sims, and live wagering are also provided. All markets are displayed on mobile, tablet, computer and within our call center.

What kind of wagers do you have?

Parlays, round robins, teasers, super teasers, if-bets, straights, totals, buy points, props and futures.

What if there is a discrepancy with a wager?

Every transaction is digitally recorded. In the event of a discrepancy, digital playback of your conversation/transaction is available. The Operations Manager will decide if an adjustment is necessary. This decision is final.

How long does it take to reconcile a game once it is over, and when will the money appear in the customer's Account?

Games are reconciled upon conclusion, and Accounts are updated typically 5 minutes after the game has ended.

When does the wager week end?

Sunday night upon conclusion of final contests.

Taxes

Are my winnings reported to any government agency?

Determined by the regulatory practices of the region from which wagers are made.

Do I have to pay taxes on my winnings?

Taxes on winnings depend on the jurisdiction of your residence. Details of players net proceeds or losses are not provided.

Across the Board: A method of wagering on a horse to win, place and show.

Action: A baseball wager where no pitcher is specified. Also refers to the number of wagers being placed on a certain event.

ATS (Against the Spread): A method of referring to the result of an event that takes the point spread into Account. Also, the act of taking points rather than wagering with the spread, or "laying" points.

Bad Beat: A wager that loses unexpectedly. Football General Rules.

Beard: A friend or acquaintance used to place wagers, to conceal the true identity of the real wagerer. Book: An establishment that accepts wagers on the outcome of sporting events.

Buck: $100 (as in a "buck" wager).

Buy Points: An additional price to receive half a point or more in his/her favor on a point spread game. Canadian Line: A combination point spread and moneyline in hockey.

Chalk: The favored team, athlete or horse.

Chalk Player: Someone who usually only plays the favored teams, rarely wagering on the underdogs. Also known as a "chalkeater."

Circled Game: A game where the limits are lowered, or wagering options are restricted, usually due to injuries.

Cover: To beat the point spread by the required number of points. When you win, you have "covered the spread."

Dead Heat: When two or more horses finish in a tie.

Dime: $1,000.

Dime Line: A line where the juice is 10 percent.

Dog: Short for "underdog."

Dog Player: A wagerer who mostly plays the underdog.

Dollar: $100.

Double Action: An "if-bet" that is processed when the precedent wager wins, ties or cancels.

Double Bet: A wager for twice the size of one's usual wager; also known as "double pop" or "doubling up."

Edge: A person's advantage when it comes to sports wagering.

Even Money: A wager on which neither side lays any odds or vigorish.

Exotic: Any wager other than a straight bet or parlay, also called a prop or proposition.

Exposure: The maximum amount of money a sportsbook stands to lose on a game.

Favorite: The team expected to win an event. The quoted odds reflect the extent to which the choice is favored.

Fifty Cents: $50.

Final Four: The remaining four teams in the NCAA basketball tournament.

First Half Bet: A wager placed only on the first half of the game.

Futures: Wagers placed on an event or outcome taking place sometime in the future (e.g. wagering during the season on the Super Bowl winner.)

Getting Down: Making a wager.

Grand Salami: The grand total of goals scored in all the hockey games of the day. It can be wagered to go over/under.

Half-A-Dollar: $50

Half Time Bet: A wager placed only on the second half of the game.

Handicapper: One who studies and rates sporting events.

Handicapping: The attempt to predict the outcome of sporting events. Usually involves research.

Handle: The total amount of money wagered on an event or group of events.

Hedging: Placing wagers on the opposite side in order to cut losses or guarantee a minimum amount of winnings.

Hook: A half-point.

Hot Game: A game that is drawing a lot of "action" on one side from knowledgeable handicappers.

Juice: Commission earned by the office.

Laying the Points: Wagering on the favorite by giving up points.

Laying the Price: Wagering on the favorite by laying money odds.

Layoff: Money wagered by an office, with another office, to reduce liability.

Limit: The maximum amount an office will allow to be wagered before changing the odds and/or the points.

Lines: Another word for odds.

Linemaker: The person who establishes the original and subsequent wagering lines. Also known as "oddsmaker."

Listed Pitchers: A baseball wager which will be placed only if both pitchers scheduled to start a game actually start. If they don't, the wager is can- celled.

Lock: An easy winner.

Longshot: A team, athlete or horse perceived to be unlikely to win.

Middle: To win both sides of the same contest. Wagering on the underdog at one-point spread, and the favorite at a different point spread, to win both sides.

Moneyline: A wager where no point spread is involved.

Move the Line: A player pays an additional price to receive half a point or more in his/her favor on a point spread game.

Nickel: $500.

Nickel Line: A sports wagering line where the juice is five percent.

No Action: A wager in which no money is lost or won.

Off the Board: A game that offers no "action."

Outlaw Line: The earliest line in wagering. A limited overnight line.

Over/Under: A wager on whether the combined total of the points/goals scored by two teams exceeds, or be less than, a specified number.

Parlay: A wager on two or more teams, or outcomes, where the original stake and winnings are reinvested on the next wager. All selections must be correct for the parlay to win. In the event of a "push" or a game cancellation, the parlay reverts to the next lower number (e.g. a 4-team parlay becomes a 3-team parlay).

Pick 'em: A game where neither team is favored.

Point Spread: The handicap that the favorite gives to the underdog for wagering purposes.

Press: To wager a larger amount than usual.

Prop (Proposition): A special wager offered on unique and various topics.

Price: The odds or point spread.

Puckline: Odds of a goal spread in hockey instead of using a Canadian Line, where both a goal spread and moneyline are played. Puppy: The underdog.

Push: When a contest ends with no winner or loser for wagering purposes.

Round Robin: A series of 3 or more teams in 2-team parlays.

Run Down: All the lines for a specific date, sport, time, etc.

Runline: In baseball, a spread used instead of the moneyline.

Sharp: A sophisticated or professional wagerer.

Sides: The two teams or athletes playing: the underdog and the favorite.

Single Action: An "if-bet" that's processed only if the first wager wins.

Spread: An abbreviated form of "point spread."

Square: A novice when it comes to sports wagering.

Steam: When a line starts to move rapidly.

Store: A sports wagering establishment.

Straight Bet: A wager on just one team, athlete or horse.

Taking the Points: Wagering the underdog.

Taking the Price: Wagering the underdog and accepting money odds.

Teaser: A wager on 2 or more teams where the line is adjusted. Like a parlay, all selections must be correct for the teaser to win. Ticket: A sports wager.

Tie: A wager in which no money is lost or won because the teams' scores were equal to the number of points in the given line. Total: The combined number of runs, points, or goals scored by both teams during a game, including overtime (see over/under). Totals: A proposition in which the wagerer speculates that the total score in a game will be more or less than the line posted. Tout: Someone who sells his/her expertise on sports wagering.

Under: A wager in which total points scored by 2 teams will be under a certain figure.

Underdog: The team perceived to be most likely to lose. Also known as the "dog" for short.

Value: Getting the best odds on a wagering proposition; the highest possible edge.

Vigorish: Commission on a losing wager; also known as "juice" or "vig" for short.

Wiseguy: A well-informed or knowledgeable handicapper or wagerer.

We have established these basic rules and regulations to protect our clientele and our business. All wagers accepted are subject to the following rules:

  1. The rules at BetGlobal.ag conform very closely to those found at Las Vegas sportsbooks and are used to protect both our company and you, the customer.
  2. All rules, regulations, minimums, maximums, and wagering payout prices listed are subject to change without prior written notice.
  3. BetGlobal.ag reserves the right to refuse a wager at any time, from any client without cause, and can refuse wagers from clients who reside in states or provinces that prohibit sports wagering.

Accounts

  1. All clients must be 18 years of age.
  2. All client accounts are private and confidential.
  3. Each client is required to identify himself/herself by his/her account number and password on each call and/or each login. The client has sole responsibility for his/her specific password and account number.
  4. Our company reserves the right to terminate any player or account of any member at any time. Any unused portion of the deposit will be reimbursed to the member.
  5. Any attempt to defraud us by any player or member will have their account terminated immediately without any legal responsibility against our company. Any manipulation of prices and/or spreads will result in the ticket being marked void.
  6. Account balances will reflect any wagers on future propositions or pending wagers.
  7. Customers at BetGlobal.ag cannot risk more money than is available in their account.
  8. BetGlobal.ag is not responsible for any misrepresentation by any client upon application for membership.
  9. BetGlobal.ag is not responsible for clients who disclose their password and account number to other parties.
  10. BetGlobal.ag, does not report your transactions to any financial institution or government agency. It is the client's sole responsibility to report such information to the appropriate taxable jurisdiction.
  11. It is the Client's responsibility to determine whether BetGlobal.ag services are permitted under the laws of their jurisdiction.

Wagering By Phone

  1. Each client is required to identify himself by his/her account number and password on each call to the company staff to access any information.
  2. All players are to confirm their wagers with the operator at the end of the call using their account number and password. It's the responsibility of the caller to listen to the read-back from the operator before confirming the wager. If, for some reason, the call is dropped before the process is completed, the wager will be at management's discretion.
  3. After the telephone wager is made, the respective clerk will then repeat the information back to the player, this is called a "read back". During that conversation, if the wagers and amounts are correct, the player will say, "That is correct", and will repeat the assigned account number and password. Without a read back wagers are not official.
  4. No wagers can be canceled once the caller confirms, and the call is concluded. The only manner in which a client can cancel a wager is to wager on the opposite side of the contest in which he/she initially wagered.
  5. All phone calls are recorded into our system and held for disputes for a period of 7 days. In the event of a dispute on a wager or any issue, all parties agree to be bound by the recording.
  6. All wagering disputes shall be resolved by the read-back from the recorded call and shall be ruled final.

Wagering Online

  1. In-game wagers are placed online only.
  2. General sports wagering rules apply to "all-in" game bets.
  3. Wagers placed after an outcome has occurred, and/or wagers placed on an obvious mistake, will be voided.
  4. When wagering online all players are strongly urged to print a hard copy of their pending plays. This printout will include a ticket number for all wagers. The ticket number is binding to all parties and is the only evidence used to settle disputes. No claims will be investigated without a hard copy of the pending plays information.

In-Game Wagering

  1. Account balances must be verified by the customer on each log-in prior to wagering. When the balance is verified and accepted, it is agreed that all previous transactions are correct and there are no further claims. Claims or disputes must be settled prior to further wagering.
  2. All wagers are logged and backed-up regularly. In all cases of dispute, both management and the client agree that the backup shall serve as the final authority in the dispute, and that all wagers will be adjusted accordingly. Claims must be lodged within three days from the date the wager was made. No claims will be honored after this three-day period. Clients are responsible for verifying the accuracy of all account transactions.

Time

  1. Winners and Losers are Official after
    • Football - NCAA & NFL 55 minutes of Play
    • Basketball - NBA 43 minutes of Play
    • Basketball - NCAA 35 minutes of Play
    • Hockey - NHL 55 minutes of Play
    • Golf 54 holes of Play
    • Soccer 90 minutes of play Overtime and/or penalty shots are not included 55 minutes of play
    • All other sporting events 55 minutes of play

    Other sports: All other contests that involve a scheduled length of playtime, or time-limit must play to their conclusion, or have 5 minutes or less of scheduled playing time remaining, when the contest concludes, to be considered official for wagering purposes.

  2. On over/under wagers, over-time periods are included in the final score.
  3. When wagering on half-time lines, the over-time period(s) are included as a part of the second half.
  4. Overtime periods, quarters or extra innings are counted in the final score when wagering on totals, money line and spreads. The exception being soccer, as shown above, including a quote for a draw.
  5. All period and quarter wagers placed are for that specific period or quarter only. All overtime wagers placed will be for the full overtime, regardless of how many overtimes.

Wagering Rules

  1. All wagers are in U.S. dollars.
  2. Maximum payouts for any parlay is $100,000.
  3. All wagering payoffs are calculated on the odds in effect at the time of the wager.
  4. The winner of a wager is determined by the official result of the game or event.
  5. The winner of an event, or game, will be determined on the date the event is concluded.
  6. There will be no refunds; changing of plays or switching teams after an official wager has been placed.
  7. Our company reserves the right to delete, refuse or limit any wager, whether a win, loss or draw. If there is evidence of an obvious line error, past posted play or exceeding the dollar amount of the wagering limits, offenders will be held responsible. Further measures will be taken if this occurs on several occasions.
  8. Our company offers lines on almost every important event around the world including lines on sports and events such as NASCAR, Tennis, Golf, etc. Also, we offer 1st and 2nd Halves wagers on all Basketball and Football games. Wagers of this nature are considered "props" at our company and offered in addition to our normal wagering menu. Rules and restrictions on these and any wagers are at management's discretion and may also be monitored by the agent through our agent software interface. It is the agent's responsibility to create the specs on the min/max amount per game, per wager etc. on each of his/her player's account.
  9. Dates and kick-off time of events shown are for guidance only. Wagers will be accepted up to the advertised kick-off time. For any reason a wager is inadvertently accepted after an event or match has started, the selection(s) affected will be made void.
  10. With regard to suspended games, protested games, or overturned decisions, BetGlobal.ag follows Las Vegas gaming rules for wagering purposes. Otherwise BetGlobal.ag does not recognize suspended games, protests or overturned decisions for wagering purposes.
  11. All sporting events must be played on the date indicated, unless otherwise specified. If an event is postponed and/or rescheduled, or there is a change of venue, the event will automatically constitute "no-action," which means all monies for that event will be refunded (unless sport specific rules state otherwise). Exception: Wagers on NASCAR, Tennis and Golf events remain active for up to 1 week after the scheduled start date. All parlays/exotics will be recalculated excluding that leg of the parlay, using payout charts for that sport/wagering option. Individual tennis matches have "no-action" if the match is not fully completed due to withdrawal/incapacity or disqualification. If a match is rescheduled due to scheduling and weather problems, bad light etc., then all wagers will have "action" and all wagers will stand.
  12. It is prohibited to parlay the same team with both the point spread and the money line. Multiple wagers are not accepted where the outcome of one part of the wager contributes to the outcome of another (correlated plays).
  13. In the case of an obvious error on the posted line, scheduled time, or maximum wager, any wagers will be deemed a "no-action" wager, and all monies will be credited accordingly.
  14. BetGlobal.ag reserves the right to take away any bonus, any time, without explanation.
  15. All futures wagers are accepted as "all-in", Run or Not Run, Entered or Not Entered. Stakes are lost on a future wager if a selection does not take part. In the event of a tie where three or more competitors are offered in one wagering option, the payout will be divided by the number of players/competitors tied.
  16. Dead Heat Rule
    • In the event of a dead heat (a tie) in a future wager, stakes will be divided by the number of selections (who tied) by the stake settled at full odds.
    • If the tie was a wagering option, then the dead heat rule does not apply. The Dead Heat Rule only applies to future wagers that don't have a tie listed as a wagering option.
    • Example: If there is a 3-way tie for the top scorer in a football game, then your winnings are calculated by taking your stake, dividing it by three, and multiplying that amount by the odds on your confirmed wager.
  1. Straight wagers are made when Clients choose a team and the point spread. The cost of the wager is 10/11 or $110 to win $100.
  2. Example:

    Toronto Raptors +6

    Chicago Bulls -6

    • If the straight wager is on the Bulls -6, then the Bulls must win by more than 6 points for the wager to win.
    • If the straight wager is on the Raptors +6, then the Raptors cannot lose by more than 5 points for the wager to win.
    • If the game lands on 6 points then the wager is a "push" and will result in "no-action"

Parlay

Parlay Rules

  1. A parlay is a single wager that links together anywhere from 2 to 6 individual plays. Parlays can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two. For the parlay to be a winning wager, every one of its individual plays must win. If any of the in- dividual plays is not a winner, then the entire parlay wager is a loss.
  2. If one of the individual plays is a "push," then the parlay reverts to the next amount of teams. For example, a 3-play parlay would become a 2-play parlay; a 2-play parlay would become a straight wager, with corresponding reductions of the payoff.
  3. All four major sports can be parlayed (football, basketball, baseball, and hockey). Money lines that differ from -110 affect the payout of the parlay. The higher the negative money line, the lower the payout of the parlay. The higher the positive money line, the higher the payout.

MAX PARLAY PAYOUT IS $100,000.

Number of Teams Payoffs
2 5 to win 13
3 1 to win 6
4 1 to win 10
5 1 to win 20
6 1 to win 40

Teaser Rules

  1. A teaser can only be played in football and basketball. The teaser is 1 wager consisting of 2 or more sides/totals, in which the client is allowed to adjust the point spread in their favor. If there is ANY loss in a teaser, the entire teaser results in a loss. Otherwise, if the teaser contains a push, "no-action," or tie, the teaser will revert to the next amount of teams, paying the odds of the new teaser. In the case of a 2-team teaser, if there is a push, "no-action," or tie, the wager will be refunded. EXCEPT in ALL Sweetheart Teasers and Special Teasers. Any Push/Tie in a Sweetheart Teaser and Special Teaser is a LOSS.
  2. Any cancellation or postponed game in Sweetheart Teasers and Special Teasers is a NO Wager.

Teasers Payoffs

Football 6 points 6.5 points 7 points
Basketball 4 points 4.5 points 5 points
2 teams 11 to win 10 6 to win 5 13 to win 10
3 teams 5 to win 9 5 to win 8 2 to win 3
4 teams 1 to win 3 2 to win 5 1 to win 2
5 teams 2 to win 9 1 to win 4 2 to win 7
6 teams 1 to win 6 2 to win 11 1 to win 5

Sweetheart Teasers Payoffs Any Push/Tie in a Sweetheart Teaser and Special Teasers is a LOSS. Any cancellation or postponed game in Sweetheart Teasers and Special Teasers is a NO Wager.

Football 10 points 3 Selections 2 Totals Max * 13 to win 10
Football 13 points 4 Selections 2 Totals Max * 14 to win 10
Basketball 8 pointstd 3 Sides No Totals * 13 to win 10

* Any tie is a loss

Any cancellation or postponed game in Sweetheart Teasers and Special Teasers is a NO Wager.

If-Bets

  1. If-bets are wagers on more than one game and based on the result of the 1st wager. There are 2 types of if-wagers, "If Win Only" and "If Win/Ties" or canceled.

If-Win Only

example:

Dallas Cowboys -5 $110 to win $100

Carolina Panthers +4 $110 to win $100

  • If the Cowboys lose, the wager is a loss -$110.
  • if the Cowboys win +$100 the wager continues to the Panthers wager.
  • if the Panthers win, the wager is a $200 winner.
  • if the Panthers lose, the wager is a $10 loss.
  • If the Cowboys win by exactly 5, then there will be" no-action" on the Carolina Panthers and the 110 will be refunded.
  • In this case there will be "action" on the second part of the wager if Dallas wins by 5 or more points.

If Win/Ties or canceled

example:

Dallas Cowboys -5 $110 to win $100

Carolina Panthers +4 $110 to win $100

  • In this case there will be "action" on the second part of the wager if Dallas wins by 5 or more points.
  1. A Reverse wager connects two contestants in two separate If-Bets. The first If-bet would connect contestant A to contestant B, the second If-bet would connect contestant B to contestant A.
  2. Reverses are If-Bets where the client selects If-Win only, or If-Win/Ties or canceled.
  3. Example:

    $100 Action Reverse with the New England Patriots -9, and the Denver Broncos +6:

    Part A: New England Patriots -9 risking $110 to win $100, If that play wins or "pushes," then there will be "action" on the Denver Broncos +6, risking $110 to win $100. If the New England Patriots don't cover the -9 spread, then there will be "no-action" on the Denver Broncos +6.

    AND

    Part B: Denver Broncos +3 risking $110 to win $100, if that play wins or "pushes," then there will be "action" on the New England Patriots -9 risking $110 to win $100. If the Broncos don't cover the +6 spread, then there will be "no-action" on the Patriots -9.

    The total risk amount is $220, but the player has a possibility of winning up to $400.

  4. A reverse is a series of if-bets going both forward and in "reverse" order.
  5. Each team included in the Reverse will pair with another team to form two if-bets, one with that team first and another with that team as the second team in the IF.
  6. Each wager in the reverse is an individual straight wager for the full amount of the reverse. Note: Each wager is for the same amount.

Action Points

  1. Action Points are available for football and basketball. Action Points are for the client who not only can predict which team will win the game, but by how many points. Your action point wager is capped from 1 point to a maximum of 10 points, and the wager you risk cannot exceed your available balance. On this type of wager, the risk is $110 for every $100 wagered.
  2. Example:

    Atlanta Hawks 191

    Houston Rockets -5

    • $100 a point on the Houston Rockets with a cap of 10 points. Houston must win by at least 5 points, and for every point over the point spread of 5 that they win by, the client wins $100 with a chance of winning between $100 and $1,000.
    • If Houston wins by 9 points, the net winnings would be $400. On the other hand, if Houston fails to cover the point spread, the risk is $110 for every point that they fall short. The client can also use totals either over or under, or the underdog in the game, getting 5 points.
    • Action Points can only be placed through our call center.

Moneylines

  1. Football and basketball are set to moneylines, as well as the point spread (in most cases).
  2. Example:

    Orlando Magic -280

    Houston Rockets +240

    • Wagers on Orlando -280 lays $280 to win $100.
    • Wagers on Houston +240 lays $100 to win $240.
    • The line values are determined based on the point spread. When wagering moneylines the wager is on a team to win the game outright.

Round Robins

  1. Round Robins are wagers in which 3 to 10 teams, or totals, are combined into a single play. All possible combinations of Parlays are chosen by the customer. Any pick that can be parlayed may be placed in a Round Robin. Round Robins are turned into Parlays; therefore, the same rules apply as in a regular Parlay:
    1. If one of the teams loses, all parlay combinations with that team are a loss.
    2. If 1 team pushes, then all combinations with that team would turn into the lower Parlay, or Straight bets, risking the same amount of the Parlay.
    3. Points may be bought on picks in a Round Robin, as long as the Round Robin is broken into only 2 or 3 team combinations.
    4. Whatever the player risks on the Round Robin must be applied to each of the 2 Parlay combinations.
  2. Example:
  3. $50 Round Robin in combinations of 3 by 2's

    New York Knicks +7 -110

    Houston Rockets +8 -110

    Cleveland/Denver Over 188 -110

    1st Parlay 2nd Parlay 3rd Parlay
    Knicks +7 Knicks +7 Houston +8
    Houston +8 Cleveland / Denver Over 188 Cleveland / Denver Over 188
    Risk $50 / Win $130 Risk $50 / Win $130 Risk $50 / Win $130
  4. A 3 team Round Robin for $50 has 3 possible 2 team Parlay combinations, so the maximum risk would be $150; each parlay would win $130, so the maximum win would be $390.

Official Game Times

  1. Games lasting under 55 minutes constitute "no-action" or "Push/Cancel" and all money is refunded.
  2. Wagers are considered official after 55 minutes of play. If 55 minutes of play is not concluded, a wager on a team is treated as "no-action," and a parlay wager will be reduced accordingly. Wagers on 1st and 2nd halves, and on all quarters, are considered "action" upon completion of the period in question. Wagers on spread, money line, and/or totals for the whole game, and all wagers on second halves, always include overtime. Wagers for the 4th quarter do not include overtime.
  3. Games must be played on scheduled date and site, unless otherwise specified. A change in schedule and/or site constitutes "no-action."

NFL Wagering Props

NFL-Score First In The Game

  1. First team to score in the game. If a team scores and the game is canceled or postponed afterward, all wagers stand regardless of how many minutes have been played.

NFL-Score Last In The Game

  1. Must be an official game (55 minutes of play). If the game goes into overtime, the team that scores last will be the winner.

NFL-Score In The First 7½ Minutes

  1. 7½ minutes must be played. If the game is canceled or postponed after 7½ minutes of play all wagers stand.

NFL-Total 1st Half Points Vs. Total 2nd Half Points

  1. Must be an official game (55 minutes of play) and includes overtime.

NFL-First Scoring Play (Touchdown Or FG/safety)

  1. If a team scores and the game is canceled or postponed afterward, all wagers stand regardless of how many minutes have been played.

Unanswered Scores

  1. Extra points or two-point conversions do NOT count.

Player Props

  1. All players must take the field and play for "action." Results are based on the official stats from the game.
  2. A kicker who does not participate, due to shutout, but is suited up and available is considered to have played.

Buying Points

  1. Players can buy points to their advantage. Points can be bought on the side or on the total. Each half point costs an additional 10 cents to the dollar. Players can buy a total of two full points on any side or total.

Buying Points ON or OFF of the point spread of three (3) NFL Teams

  1. When purchasing a ½ point "on" or "off" of the point spread of three (+/- 3) in the NFL, the lay/risk is an additional 20 cents to the dollar and will risk $130.00 USD to win $100.00.

Buying Points ON or OFF of the point spread of three (3) NCAA College Football

  1. When purchasing a ½ point "on" or "off" of the point spread of three (+/-3) teams in college football, the lay/risk is an additional 15 cents to the dollar, and will risk $125.00 USD to win $100.00.

Wagering on Football

Straight Wager

  1. This type of wager is made when players choose a team and the point spread. The cost of the wager is 10/11 or $110 to win $100.
  2. Example:

    Green Bay Packers -7

    Denver Broncos +7

    • If the straight wager is on the Packers -7 then the Packers must win by 8 or more points for it to be a winner.
    • If the straight wager is on the Broncos +7 then the Broncos cannot lose by more than 6 points for it to be a winner. • If the game lands on 7 points then the game is a "push" and will result in "no-action."

Totals (Over/Under)

  1. This type of wager is on the combined score (total) of a game, over/under the posted line. If a wager is placed UNDER 38, the combined total score of both teams must be UNDER 38 points.
  2. Example:

    Baltimore Ravens v. Atlanta Falcons TOTAL IS 38

    • If a wager is placed for OVER 38, the combined total score of both teams must go OVER 38 points.
    • If the combined total score falls on 38 points, the wager is a "push" and there is "no-action."
    • Overtime counts for wagers placed for the game and for the 2nd half.
    • Overtime does not count for 4th quarter wagers.

Money Line

  1. This type of wager stipulates which team is going to win, based on odds, regardless of the point spread.
  2. Example:

    Green Bay Packers -280

    Denver Broncos +240

    • If the wager is on Green Bay -280, $280 is risked to win $100.
    • If the wager is on Denver +240, $100 is risked to win $240.

Parlay

  • A parlay is a single wager that links together anywhere from 2 to 6 individual plays. Parlays can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two. For parlays to be winning wagers, every one of its individual plays must win. If any of the individual plays is not a winner, then the entire parlay wager is a loss.
  • If one of the individual plays is a "push," then the parlay reverts to the next amount of teams. For example, a 3 play parlay would become a 2 play parlay; a 2 play parlay would become a straight wager, with corresponding reductions of the payoff.
  • All four major sports can be parlayed (football, basketball, baseball, and hockey.) Money lines that differ from -110 affect the payout of the parlay. The higher the negative money line, the lower the payout of the parlay. The higher the positive money line, the higher the payout.
  • MAX PARLAY PAYOUT IS $100,000.

    Number of Teams Payoffs
    2 5 to win 13
    3 1 to win 6
    4 1 to win 10
    5 1 to win 20
    6 1 to win 40

    Teasers

    1. A teaser can only be played in football and basketball. The teaser is 1 wager consisting of 2 or more sides/totals in which the customer is allowed to adjust the point spread in your favor. If there is ANY loss in a teaser, the entire teaser results in a loss. Otherwise, if the teaser contains a "push," "no-action," or tie, the teaser will revert to the next amount of teams, paying the odds of the new teaser. In the case of a two-team teaser, if there is a "push", "no-action," or tie, the wager will be refunded, EXCEPT in ALL Sweetheart Teasers & Special Teasers. Any "push/tie" in a Sweetheart Teaser & Special Teaser is a LOSS.
    2. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.
    3. Teasers Payoffs

      Football 6 points 6.5 points 7 points
      2 teams 11 to win 10 6 to win 5 13 to win 10
      3 teams 5 to win 9 5 to win 8 2 to win 3
      4 teams 1 to win 3 2 to win 5 1 to win 2
      5 teams 2 to win 9 1 to win 4 2 to win 7
      6 teams 1 to win 6 2 to win 11 1 to win 5
    4. Sweetheart Teasers Payoffs

    5. Any "push/tie" in a Sweetheart Teaser & Special Teasers is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

      Football 10 points 3 Selections 2 Totals Max * 13 to win 10
      Football 13 points 4 Selections 2 Totals Max * 14 to win 10
    6. *Any tie Is a Loss

    Buying Points

    Points Lay
    ½ points -120
    1 point -130
    1½ points -140
    2 points -150

    Official Game Times

    1. Wagers are considered official after 43 minutes of play (NBA) or 35 minutes of play (NCAA). For international games, if the official time of play is not conducted, the wager on the team is treated as "no-action," and a parlay wager will be reduced accordingly.
    2. Game must be played on scheduled date and site.

    Team Totals and Special Spreads

    1. Games must be completed within 5 minutes of their normal duration.

    Player Props

    1. All players must take the court and play for "action." Results are based on the official stats from the game.

    Straight Wager

    1. This wager is made when choosing a team and the point spread. The cost of the wager is 10/11 or $110 to win $100.
    2. Example:

      Toronto Raptors +6

      Chicago Bulls -6

      • If the straight wager is on the Bulls -6 then the Bulls must win by 6 or more points for the wager to win.
      • If the game lands on 6 points then the game is a "push" and will result in "no-action."
      • If the straight wager is on the Raptors +6 then the Raptors cannot lose by more than 6 points for the wager to win.

    Totals (Over/Under)

    1. This is a wager on the combined scores (total) of a game. That being over or under the posted line. The cost of the wager is 10/11.
    2. Example:

      Dallas Mavericks

      Indiana Pacers Total is 178

      • If a wager is placed for UNDER 178, the combined total score of both teams must fall UNDER 178 points.
      • If a wager is placed for OVER 178, the combined total score of both teams must go OVER 178 points.
      • If the combined total score falls on 178 points the wager is a "push" and there is "no-action."
      • Overtime counts for wagers placed for the game and for the 2nd half.
      • Overtime does not count for 4th quarter wagers.

    Money Line

    1. This type of wager is an odds wager on which team will win.
    2. Example:

      Orlando Magic -280

      Houston Rockets +240

      • If the wager is on Orlando -280 the customer lays $280 to win $100.
      • If the wager is on Houston +240 the customer lays $100 to win $240.

    Parlay

    1. A parlay is a single wager that links together anywhere from 2 to 6 individual plays. A parlay can be comprised of a series of wagers on a team, over/under wagers, or any mixture of the two. For parlays to be winning wagers, every one of its individual plays must win. If any of the individual plays is not a winner, then the entire parlay wager is a loss.
    2. If one of the individual plays is a "push," then the parlay reverts to the next amount of teams. For example, a 3 team parlay would become a 2 team parlay; a 2 team parlay would become a straight bet, with corresponding reductions of the payoff.
    3. All four major sports can be parlayed (football, basketball, baseball, and hockey). Money lines that differ from -110 affect the payout of the parlay. The higher the negative money line, the lower the payout of the parlay. The higher the positive money line, the higher the payout.

    MAX PARLAY PAYOUT IS $100,000.

    Number of Teams Payoffs
    2 5 to win 13
    3 1 to win 6
    4 1 to win 10
    5 1 to win 20
    6 1 to win 40

    Teasers

    1. • A teaser can only be played in football and basketball. The teaser is 1 wager consisting of 2 or more sides/totals in which the customer is allowed to adjust the point spread in your favor. If there is ANY loss in a teaser, the entire teaser results in a loss. Otherwise, if the teaser contains a "push", "no-action," or tie, the teaser will revert to the next amount of teams, paying the odds of the new teaser. In the case of a two-team teaser, if there is a "push," "no-action," or tie, the wager will be refunded. EXCEPT in ALL Sweetheart Teasers & Special Teasers. Any "push/tie" in a Sweetheart Teaser & Special Teaser is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.
    2. Teasers Payoffs

      Basketball 4 points 4.5 points 5 points
      2 teams 11 to win 10 6 to win 5 13 to win 10
      3 teams 5 to win 9 5 to win 8 2 to win 3
      4 teams 1 to win 3 2 to win 5 1 to win 2
      5 teams 2 to win 9 1 to win 4 2 to win 7
      6 teams 1 to win 6 2 to win 11 1 to win 5
    3. Sweetheart Teasers Payoffs

    4. Any "push/tie" in a Sweetheart Teaser & Special Teasers is a LOSS. Any cancellation or postponed game in Sweetheart Teasers & Special Teasers is a NO Wager.

      Basketball 8 points 3 sides no totals * 13 to win 10
    5. *Any tie Is a Loss

    Buying Points

    Points Lay
    ½ points -120
    1 point -130
    1½ points -140
    2 points -150

    Official Game Times

    1. Winners and Losers are official after 5 innings of play unless the home team is leading after 4½ innings. . If a game is called or suspended, the score after the last full inning determines the winner. If the home team scores to tie - or takes the lead in the bottom half of the inning and the inning is not completed, the team scores to tie - or takes the lead in the bottom half of the inning and the inning is not completed, the score at the time the game is called determines the winner.
    2. When wagering on total runs (over/under), run-lines and alternate run-lines the game must go 9 full innings or 8½ if the home team is ahead to have action
    3. When wagering on 1st 5 innings All 5 innings must be completed for "action". Money will be refunded if the home team ties the game, and it is then suspended. Events will not carry over to the following day (unless otherwise specified.) BetGlobal.ag does not recognize suspended games, protests, overturned decisions, etc. for wagering purposes.
    4. Game must be played on scheduled date and site.
    5. During the MLB Playoffs, all wagers will have "action" until the game is played to completion, regardless of their duration or the day on which they end.

    Pitcher Selection

    1. Baseball wagers will be accepted in the following manner:

    "Action"

    1. Team against team, regardless of the starting pitcher. "Action" bets will be computed by the opening price with the new pitcher. A pitcher is deemed a starting pitcher after throwing one pitch.

    Overnight Baseball

    1. Due to scheduling changes, an overnight game may become part of a doubleheader. When this occurs, all overnight bets are "action" if originally listed pitchers square off in either game.

    One Specified Pitcher

    1. A wager on or against a specified pitcher, regardless of the other starting pitcher.

    Both Specified Pitchers (Listed)

    1. If starting pitchers are not exactly as listed on wagering display board and/or your ticket, your bet will be deemed "no-action".
    2. Note:

      If there is a pitching change prior to the game, money odds may be adjusted. If one scheduled pitcher starts against any unscheduled pitcher, "action" wagers will be computed by the opening price with the new pitcher. A pitcher is deemed a starting pitcher after throwing one pitch.

    Baseball Wagering

    Money Line

    1. Wagering on baseball is done by risking more money than the win amount on favorites (Mets) or risking less to win more on dogs or underdogs (teams not favored to win).
    2. Example:

      Mets - 140

      Reds + 120

      If wagers are placed on the Mets -140 the customer lays $140 to win $100. If wagers are placed on the Reds +120 the customer lays $100 to win $120.

    Totals Over/Under

    1. There is a standard 20 cent line.
    2. Example:

      Mets 7 over -120

      7 under even money

      If the customer takes the Mets over 7 runs they lay $120 to win $100. If the customer takes the Reds under 7 they lay $100 to win $100 (even money). The team doesn't matter. The customer is only wagering on the total runs of the game

    Run Line Wagering

    1. A baseball Run Line bet is a combination of the point spread and the money line. The team wagered on must win by the point spread while the amount wagered is determined by the money line odds.
    2. Example:

      Braves -1 1/2 +130

      Pirates +1 1/2 -150

      If wagers are placed on the Braves they must win by 2 or more runs. The customer lays $100 to win $130.

      If wagers are placed on the Pirates they could not lose by 2 or more runs. The customer lays $150 to win $100.

    MLB Wagering | Props

    MLB - SERIES

    1. Wagers on series are based on the FIRST 3 GAMES PLAYED of each series. Neither team can play another opponent between scheduled games. If one of the first 3 games gets postponed, all wagers stand ("action"). If less than 3 games are played, the team with the advantage is the winner of the series.
    2. All wagers are based on "action." (no listed pitchers)

    MLB - First Halves

    1. Wagers are based on the score in the first 5 FULL INNINGS. If after the first 5 full innings the game is not completed, all wagers on the first half will still stand.
    2. All wagers are based on listed pitchers.

    MLB - Second Halves

    1. Bets are based on the score from the top of the 6th inning till the end of the game. Must be a complete game (i.e. 9 innings, or 8½ innings if the home team is ahead). Wagers include extra innings.
    2. All wagers are "action," regardless of pitcher.

    MLB - Total Hits Runs and Errors

    1. Has to be a full game - 9 innings to have "action" (8½ if the home team is ahead).
    2. All wagers are based on listed pitchers.

    MLB - Team to Score First

    1. First team to score in the game, If there is a result and the game is canceled or postponed all wagers stand regardless of how many innings played.

    MLB - Team to Score Last

    1. Has to be an official game. All wagers are based on listed pitchers.

    MLB - Will There Be A Run Scored In The First Inning

    1. If a run gets scored in the first inning and the game is canceled or postponed all wagers stand. If the first inning is complete and no run was scored, and the game is canceled or postponed all wagers stand.
    2. All wagers are based on listed pitchers.

    MLB - Strikeouts by Team

    1. In case the game gets suspended before 5 full innings are played, all wagers on Strikeouts by team will be canceled. If a match is shortened before completion, but after 5 innings, then the strikeouts are only recorded to the last full innings e.g., a match is called after 7.5 innings, all strikeouts will be recorded only after 7 full innings.

    MLB - Most Total Bases

    1. The players listed on the matchups must be on the starting lineup for "action," if not wagers will be canceled.

    MLB - Baseball Team Total

    1. Has to be a full 9 innings to have "action." (8½ if the home team is ahead).
    2. All wagers are based on listed pitchers.

    MLB - 1st At Bat Most Total Bases

    1. Walk or HBP not valid towards wager.

    MLB - 2 1/2 Runlines/alternative Runlines And Team To Have More Home Runs

    1. All bets are based on listed pitchers. Game must go at least 8 1/2 innings if the home team is winning, otherwise the match must be fully completed.
    2. All wagers are based on listed pitchers.

    Tennis Wagering Rules

    1. BetGlobal.ag accepts wagers on all major tennis events using straight money lines.
    2. Example:

      Serena Williams -140 risks $140 to win $100

      Maria Sharapova +120 risks $100 to win $120

    3. BetGlobal.ag provides all tennis wagers on the individual matches or sets. Wagers are complete without the player's withdrawal, incapacity, or disqualification, for wagers to stand. If a match is rescheduled due to weather problems, bad light, etc. then all wagers will have "action" and all wagers will stand. All tennis future wagers are placed as "all-in" unless otherwise stated. If a player withdraws before participating, then all wagers on that player are settled as a loss. If the start of a match is delayed or if play during the match is suspended, all pending wagers will remain valid for 48 hours. If the postponement lasts more than 48 hours, all wagers will be canceled, and the money refunded.

    Official Game Time

    1. A game becomes official "action" after 55 minutes of play. Goals scored during overtime are included for wagers on the game but are not included on wagers for the 3rd period.
    2. If a game requires a shoot-out to determine the winner, 1 goal will be awarded to the winner for the final score (regardless of how many goals are scored in the shoot-out). This will be recognized for the total goals scored as well.
    3. The game must be played on the scheduled date and site.

    NHL Wagering Periods

    1. The full 20 minutes of the period must be played to have "action."

    NHL Overtime Line

    1. Wagers on NHL overtime lines are for the complete overtime, regardless of how many overtime periods are played. This includes shoot-outs, if required to determine the winner.

    NHL 3-Way and European Ice Hockey (Draw line quote)

    1. • NHL 3-Way and European Ice Hockey is settled without overtime (60 minutes of play) for the main quote (Away/Home/Draw). This option does NOT include overtime or a shootout.

    Line Types

    1. 3 different types of lines for Hockey are offered: The Canadian Line, 3-Way Option, and Straight Money Lines.

    Hockey Wagering | Canadian Line

    1. The Canadian Line is a combination of a goal and money line. The money line is a 20 cent line for straight wagers.
    2. Example:

      Boston Bruins +1 1/2 -140

      L.A. Kings -1 1/2 +120

      • • If wagering on the Kings, the customer would give up a goal and a half, and would risk $100 to win $120. The Kings must win by at least 2 goals. If wagering on the Bruins, the customer would get a goal and half, but would risk $140 to win $100.

    Hockey Wagering | Money Line

    1. All money line options are prices to win the game outright, according to NHL rules.
    2. Example:

      Boston Bruins +110

      L.A. Kings -130

      • If the Bruins are selected to win the game, wagering $100 would win $110. If the wager is on the Kings to win, a risk of $130 wins $100.

    Hockey Wagering | Totals Over/Under

    1. As well favorites on sides, there are favorites on totals. In the example below, the total of 5 goals (over) is the favorite, in which case the customer lays $130 to win $100. If the wager is under 5 goals, the customer risks $100 to win $110. If there is no money line indicated, the total has a "flat" line, or -110, whether wagering over or under. The customer lays $110 to win $100 either way. When the wager is on total goals, and the score falls on the number (in this case 5), it will be "no-action."
    2. Example:

      Bruins +1 1/2 -140 5 OVER -130

      Kings -1 1/2 +120

    Boxing Lines on All Major Title Fights

    1. Straight Money Line wagers, and proposition wagers on the length of the fight are offered.
    2. Example:

      Pacquiao -280 risks $280 to win $100

      De La Hoya +190 risks $100 to win $190

      Over 4 1/2 rounds +150 risks $100 to win $150

      Under 4 1/2 rounds -170 risks $170 to win $100

    3. 4 1/2 rounds mean 4 full rounds and 90 seconds of the 5th round.
    4. Fights are deemed official by the governing body on the day of the fight.
    5. If a price is offered for a draw: all wagers, on either boxer to win, are graded as losers.
    6. For round-by-round wagering: if a boxer fails to answer the bell, the fight will be deemed to have ended in the previous round.
    7. If the scheduled number of rounds is changed, all "pick-the-round" wagers are refunded.
    8. Wagering on a fighter to win by knockout means he can win by KO, TKO or disqualification.
    9. If a wager on a fighter is to win by decision, that wager wins whether the decision is announced at the end of the scheduled number of rounds, or if the fight ends prematurely (and goes to scorecards).
    10. If a fight is postponed but conducted within 14 days of the originally scheduled date, all wagers stand. Once the 14 days have expired, all wagers are void.

    Motor Racing

    NASCAR

    1. There are 2 main ways to wager on NASCAR and other motorsports: the outright winner of the race, or the winner of a match-up.
    2. Driver must start for "action."
    3. Example:

      (Straight Wager):

      Kyle Busch 1/1 or 100 to win 100

      Kevin Harvick 2/1 or 100 to win 200

      Martin Truex 2/1 or 100 to win 200

      Joey Logono 5/2 or 100 to win 250

      Kyle Larson 7/5 or 100 to win 140

    4. The driver assigned to the car must start the race and complete at least one lap for "action"

    NASCAR Propositions

    1. All NASCAR propositions will be graded if the race is run to the full scheduled number of laps. If the race is halted prior to the scheduled number of laps, all wagers will be canceled, and the monies refunded.

    Motor Racing and Nascar Match-ups

    1. Both drivers must start for "action."

    Match-up 1:

    1. Kyle Busch -140 risks $140 to win $100 vs. Martin Truex +120 risks $100 to win $120

    Formula One Wagering

    1. Wagers on Formula One (F1), motor, and auto races are decided on the podium position for the particular event. Any changes in position after this, are not considered for grading purposes. If 2 drivers abandon the race after completing the same number of laps, the respective head-to-head is deemed void. Otherwise, the driver who completes the most laps will be deemed the winner if both drivers fail to finish the race.
    2. To Win the Race:

      60% of the starting field must start the race for "action." Top 3 (podium) finishes:

      80% of the starting field must start for "action."

      Driver Matchups:

      Both drivers must start the race for "action."

      THE FORMATION LAP IS NOT CONSIDERED PART OF THE RACE FOR WAGERING PURPOSES.

    1. A time stamp will be placed on all wagers.
    2. Any horse wagers placed after the official star time will be graded as N/A ("no-action".)
    3. Track Odds will be paid on winning horses up to the maximum house payout limits.
    4. Exotic wagers will only be paid in cases where the particular track offers this type of bet. If an exotic wager is placed on a race that does not offer it, the wager will be refunded.

    Fantasy General Rules

    1. For scoring purposes, the following websites will be used: www.nfl.com, www.nba.com, and www.mlb.com.
    2. In head-to-head matchups and group wagering, all players must play for "action." Otherwise, all bets will be refunded.
    3. All baseball matches must go a minimum of 5 full innings. After 5 innings, all stats are recorded from www.mlb.com
    4. All NFL matches must go 55 minutes for "action." NBA games must go 43 minutes for "action."
    5. All wagers will stand regardless of change of venue and date/time as long as the match affected is played within 7 days of the original schedule. NBA and MLB games which are not played on the scheduled date will be canceled. MLB pitching changes do not affect fantasy sports wagering, unless the changed pitchers are affected in matchups or groups.
    6. Season futures group-wagering is "all-in," meaning all wagers will stand regardless of players not competing.
    7. All points are accumulated for each player, or where specified for each position.
    8. In the event of a tie, tiebreakers will be used, see below for definitions.

    MLB Wagering Points System

    Batting

    1. (Specified batters do not accumulate pitching stats)
    2. Hits 1 Point
      Runs 2 Points
      Single 1 Point
      Double 2 Points
      Triple 4 Points
      Homerun 3 Points
      RBI 1 Point
      Stolen Base 1 Point
      Base On Balls 1 Point
      Strikeouts -2 Points
    3. Tiebreakers:

    4. Players with the most stats in these categories (in order) will decide the batter winner.

      Then: players with the least STRIKE OUTS.

      Then (if still tied): the player with the most HITS, Most RBI'S, Most RUNS, Most BB.

    Pitching

    1. (Pitcher's stats are for pitching only, hitting/at-bats etc. are not included for pitchers)
    2. Innings pitched

      2 points (fractions count, i.e. 5.1 innings = 10.2 points)

      Innings pitched

      2 Points (Fractions count, ie 5.1 inn = 10.2 points)

      Hits -1 Point
      Runs -1 Point
      Strikeouts 1 Point
      Home run -1 Point
      Base on Balls -1 Point
      Saves 1 Point
      Blown Saves -1 Point
      Wins 1 Point
      Loss -1 Point
    3. Tie-breakers:

    4. Players with the most stats in these categories (in order) will decide the batter winner: 1. Player with the most INNINGS Pitched.

      Then (if still tied): 2. The pitcher with the most STRIKE OUTS, Least HITS, Least BB, Least RUNS.

      After the tie-breaker rule, if players are still tied: head-to-head bets will be refunded.

      In the event of a tie where 3 or more competitors are offered in one wagering option, the payout will be divided by the number of players tied.

      NFL POINTS SYSTEM (www.nfl.com stats used only) OFFENSIVE

      Passing Completions Made ¼ Point (ie 1 Point for every 4 Completions)
      Passing Yards (50 yards for 1 point, Partial 50 yards count as decimal)
      Passing Touchdown 6 Points
      Interceptions 2 Points
      Rushing Attempts ¼ Point (ie 1 Point for every 4 Attempts)
      Rushing Yards (20 Yards for 1 point, Partial 20 yards count as decimal)
      Rushing Touchdowns 6 Points
      Reception Yards (kickoff returns, and punt return yards included) 20 Yards for 1 point, Partial 20 yards count as decimal)
      Receptions Made 1 Point
      Reception Touchdowns 6 Points
      Return Touchdowns 6 Points
      2-Point Conversions 2 Points
      Fumbles Lost 2 Points
      Field Goals 0-39 Yards 3 Points
      Field Goals 40-49 Yards 4 Points
      Field Goals 50 + Yards 5 Points
      Point After Attempt Made 1 Point
    5. NFL POINTS SYSTEM (www.nfl.com stats used only) DEFENSIVE

    6. Opponents Offensive Fumble and Interception Returned for Touchdown 6 Points
      Fumble Recovery 2 Points
      Sack 1 Point
      Interception 2 Points
      Safety 6 Points
      Blocked Field Goal/Point After Attempt/Punt 2 Points
      0 Points Allowed (Credit 10 Points) +10
      1-6 Points Allowed (Credit 7 Points) +7
      7-13 Points Allowed (Credit 4 Points) +4
      7-13 Points Allowed (Credit 4 Points) +4
      14-20 Points Allowed (Credit 1 Points) +1
      21-27 Points Allowed (Credit 0 Points) +0
      28-34 Points Allowed (Deduct 1 Point) -1
      35+ Points Allowed (Deduct 4 Points) -4

    Cricket Wagering

    1. At least 1 ball must be bowled for wagers to stand, otherwise all wagers are void. However, if a match is officially abandoned (e.g., due to dangerous pitch conditions) then all undecided wagers on the match are void.
    2. For batting or bowling head-to-heads, both batsmen must reach the crease, or both bowlers must bowl one ball for wagers to stand, otherwise all wagers are void and wagers refunded.
    3. In one-day matches shortened by weather, the outcome will be that determined by the competition rules. If the match is declared a "no-result" all wagers are void.
    4. Wagering on Australian domestic cricket is based on the most points awarded in the match.

    Handball/Floorball Wagering

    1. Results will be entered at the end of normal regulation play. Extra time will not count unless specified.

    Soccer Wagering

    1. Money line wagering on soccer offers a draw line as well as sides. In the event of a draw
    2. Example:

      • (1-1), all wagers on either of the sides will be graded as a loss.
      • In the event of a draw, only wagers placed on the draw line will be graded as a win.
    3. The result of the game is decided after 90 minutes of play, plus injury time. Extra time/overtime/golden goal is not taken into consideration for soccer wagers unless otherwise stipulated.
    4. If any match is abandoned or postponed, all wagers are void unless the relevant market result has already happened.
    5. Example:

      • ("first goal scorer" wagers will stand if a goal has already been scored.
    6. Where a venue is changed, wagers will stand, unless the game is played at the away team's pitch, in which case all wagers are void.

    Athletics/Cycling Wagering

    1. In athletics events, wagering is "all-in." Refunds are not available for non-starters and wagers on those competitors will stand. Wager payouts are based on podium positions.

    Rugby League/Union Australian Wagering Rules

    1. Wagering payouts are on official declared results. Where a draw option is offered, the wager is decided on the result at normal time, no extra time included.

    Winter Sports/Olympics Wagering

    1. Upon postponement of any event (e.g., due to bad weather) all wagers have “action” until the event takes place. If the event is abandoned, all wagers are void.
    2. Unless stated, all wagers are treated as "all-in" and with no refunds for non-starters.
    3. All wagering payouts are on podium positions.
    4. All head-to-head and group-wagering options require all competitors to leave the start line for "action."

    Elections/Political Wagering

    1. Paid upon the official results, at the time of swearing in.

    Table Tennis Wagering

    1. Wagers are decided by the official results declared by the International Table Tennis Federation (ITTF.) In the event of a match starting, but not being fully completed (for any reason), all wagers are voided.

    Bandy Wagering

    1. Bandy matches must go at least 80 minutes to be considered valid, otherwise all wagers are void.

    Darts Wagering

    1. Both players must start, and the match must reach full completion for "action." Post-game disputes by either player that alter the final outcome of the match etc. will not be valid for wagering purposes.

    Snooker Wagering

    1. Frame/Handicap wagering: Both players must start the match and the match must be fully completed for "action." Match wagering: The player progressing to the next round will be deemed the winner if players started the match up.

    Other-Sports-Not-Covered Wagering

    1. Wagers will be decided on the official result declared by those particular sport's governing bodies.

    Esports/SIM WAGERING ON TWITCH

    1. It is the acknowledgment of the wagerer that such information has been provided, and that it has not, nor will be, altered for any reason, including monetary adjustment and/or balance.
    2. Computer-generated sports that are graded by the outcome of either players (gamers) or computer simulations (SIMS)
    3. Every BetGlobal.ag SIM game has its settings configured before each match.
    4. It is the responsibility of BetGlobal.ag to provide settings information prior to the start of competition (where applicable), and that the settings remain intact (locked) throughout the play.
    5. All BetGlobal.ag SIM matches are simulated live from official be BetGlobal.ag channels on Twitch.
    6. Simulated game schedules are subject to change.
    7. BetGlobal.ag reserves the right to cancel or postpone any game, pre-match, or during match due to technical difficulties and/or other reasons.
    8. All games will be available for viewing during the live streaming and as archived videos in their respective BetGlobal.ag Twitch channels for at least 14 days from the start of the streaming or depend on the video archive policy by the streaming platform.
    9. For additional transparency, BetGlobal.ag will allow some "pause the game" requests during live streams (via the Twitch chat). This will be made to provide the public confirmation that all BetGlobal.ag sports games are indeed cast live. For each live stream, the mods will allow only a limited number of "pause the game" requests. However, “pause the game" requests are not allowed in the last 3 minutes of the game.
    10. Wagering results will be based on the scoring plays that resulted during gameplay. Games simulating regular seasons, blacktops, and/or tournaments, which will be specified in the corresponding league name (example: NBA 2K22 blacktops-SIM) will adhere to governing body rules and regulations.
    11. BetGlobal.ag will make all simulations settings public and available upon request. Whenever possible, settings will also be broadcast at the start of each stream.
    12. Settings may allow up between a 1-point to a 3-point variation (up or down) from published gameplay customization. This applies to all settings that go up to 100 points, therefore, allowing for no more than a 1%-3% variation.
    13. All on/off and non-numerical settings must match our gameplay customization.
    14. All rankings for all games will be shown for at least 5 minutes on the screen before the start of any matchup.
    15. All rosters will feature line-ups according to the default game settings. Roster line-ups are dependent upon EA Sports.
    16. Regular game updates/downloads will be done at the start of the day for all games that will be streamed.
    17. All updates' content is dependent on EA Sports.

    Wagering Rules:

    1. All BetGlobal.ag SIMS games must finish completely for the bets to have “action”.
    2. All BetGlobal.ag match results are determined absolutely by random computer simulations.
    3. If for any reason the game and/or streaming goes offline, all bets will be graded as "no-action".
    4. If the game fails to autosave, then the progress up to that point will be lost and all bets will have “no-action.”
    5. First half/quarter wagering: the first half/quarter must be completed for bets to have “action”.
    6. Second half wagering: the bet description will show if the game has a second half for (FIFA) second half wagering does not include overtime (unless otherwise specified).

    FIFA 22 Rules:

    1. All matches will set up real-time 10 mins as regulation time and plus the injury time per each half. All events will have a 3 way Money line (Visitor vs Home vs draw), Total odd, Goals odd as the same as a real soccer game. But the overtime will not be included (unless otherwise specified).
    2. All matchups use "Legendary" as the difficulty level.
    3. All games are set randomly for regular matchups. However, BetGlobal.ag FIFA 22 tournaments created by BetGlobal.ag schedule and specific matchups will be pre-determined in this case.
    4. Injuries are switched "ON" for all matches.
    5. Offsides are switched "ON" for all matches.
    6. Bookings are switched "ON" for all matches.
    7. Handball rule is in effect (except penalties) in all matches.
    8. Settings may allow 3-point variation (up or down) from our published gameplay customization. This applies to all settings that go up to 100 points therefore allowing for no more than a 3% variation.
    9. Advantage settings are "OFF".
    10. Live form is "ON".
    11. Competitor mode is "ON".
    12. Match conditions (Season, time of day, and weather) will show up in the description of the game. If it's not mentioned, it will be the same season of current in the Northern Hemisphere.
    13. Game speed on " normal ".
    14. Ball use "random".
    15. If another detail setting is not specifically mentioned, it will be the default. For example, the stadium, attributes, etc.
    16. For FIFA 22, the following settings are excluded from the previous rule and will not allow more than a 1-point variation (up or down): shot error, pass error, shot speed and goalkeeper ability. All on/off and non-numerical settings must match our gameplay.

    CPU gameplay customization settings

    1. sprint speed 48
    2. acceleration 52
    3. shot error 75
    4. pass error 60
    5. shot speed 50
    6. pass speed 50
    7. injury Frequency 90
    8. injury severity 40
    9. goalkeeper ability 60
    10. positioning: making 72
    11. positioning: run frequency 40
    12. positioning: line height 50
    13. positioning: line length 50
    14. positioning: line width 50
    15. positioning: fullback positioning 45
    16. first touch control error 60

    Madden NFL 22 Rules

    1. Each quarter will run for ten (10) minutes of regulation time.
    2. The default skill level is set at all Madden.
    3. All matches will consist of game, 1st halves, and 1st quarter action.
    4. Will have a spread, moneyline, and total.
    5. All BetGlobal.ag GRID Madden NFL 22 matchups have the default game style set at simulation.
    6. Forecast for match will be determined on banner of every match clear/partly cloudy/rain/light rain/light snow/windy/overcast.

    CPU Sliders

    CPU Gameplay Customization - Player Sliders

    1. Injuries: 10
    2. Fatigue: 50
    3. Player speed parity scale: 50

    CPU Skill - Passing

    1. QB accuracy: 50
    2. Pass blocking: 50
    3. WR catching: 50

    CPU Skill - Rushing

    1. Run blocking: 50
    2. Fumbles: 50

    CPU Skill- Pass Defense

    1. Reaction time: 50
    2. Interceptions: 50
    3. Pass coverage: 50

    CPU Skill- Rush Defense

    1. Tackling: 50

    CPU Skill - Special Teams

    1. FG power: 50
    2. FG accuracy: 50
    3. Punt power: 50
    4. Punt accuracy: 50
    5. Kickoff power: 50

    CPU Skill - Penalties

    1. Offside: 50
    2. False start: 50
    3. Offensive holding: 50
    4. Facemask: 50
    5. Illegal block in the back: 50
    6. Roughing the passer: 50
    7. Defensive pass interference: 50
    8. Ineligible receiver downfield: 50
    9. Offensive pass interference: 50
    10. Kick catch interference: 50
    11. Intentional grounding: 50
    12. Roughing the kicker: 50
    13. Running into the kicker: 50

    NBA 2K22 Rules:

    1. Blacktops matches will consist of 1 on 1 to 5 vs 5 with all-time or current players at full-court or half-court.
    2. Tradition blacktop will finish as the winner reach to 50 points, at least 2 points superior to the other team.
    3. In the case of short game Blacktop, it will be 30 points.
    4. The spread will grade when the winner wins by 2 points to finish the match.
    5. The total of tradition blacktop will be graded, when the first team score to 40 points or more, 80 points is the maximum of both teams' score.
    6. In the case of short game blacktop is the first-team score to 20 points or more and the 40 points is the maximum.
    7. Basketball SIM games use default setting of hall of fame.
    8. Matches will be on screen prior to the match so rankings are displayed for at least 5 minutes before the match.