- Match result (1X2)
- Who wins after 90 minutes: 1 is the home side, X a draw, 2 the away side. The three probabilities add to 100%, and the pick is the likeliest of them.
- Double chance
- Two of the three results at once: 1X is home win or draw, X2 is draw or away win, 12 is either side winning. It is likelier than a single result by construction, so its price is shorter.
- Over / under goals
- Whether the match produces more or fewer goals than a line, counted in normal time. Over 2.5 needs three or more goals; under 2.5 needs two or fewer. The half-goal means there is never a push.
- Both teams to score (BTTS)
- Yes if each side scores at least once, no if either keeps a clean sheet. The final score does not matter, only that both goal counts are above zero.
- Best tip
- The single pick the engine leads with for the fixture: the likeliest call among those that beat how often their market lands in that competition anyway, or simply the likeliest where none do. Corners and cards are priced and listed on the match page but are never the best tip.
- Draw no bet (DNB)
- Back one side to win. If the match is drawn the stake is returned, so a draw is neither a win nor a loss and is left out of the win rate. Its percentage is the chance that side wins given that the match is not drawn: the home win divided by home plus away.
- Confidence
- Where the fixture ranks, out of ten, for how closely the engine's independent estimators agree, against every fixture it has priced: 5 is typical, 9 or more is in the top tenth. It describes agreement, not the chance of winning, which is what the percentage on each pick says.
- Prices and the ≈ mark
- A price is a bookmaker's where one was quoted. Where none was, the cell shows the pick's own fair price, 100 divided by its probability, marked ≈. A fair price has no bookmaker margin, so it is not a price you can bet at.