100Tip publishes free football tips across 26 betting markets every matchday. This page explains what each market means, how it settles, when it offers value, and where to find today's tips for it. Markets are grouped by type — result markets, goal markets, half-time markets, handicap markets and specials.
Result markets
- 1 — Home win
- X — Draw
- 2 — Away win
90 minutes. Extra time and penalties excluded unless stated.
Form dominance at the relevant venue is clear, and market odds imply lower probability than your model rating.
The most popular market globally. All three outcomes are available. The draw typically has the widest implied probability gap versus model probability — often where the most value is found.
- 1X — Home win or draw
- X2 — Draw or away win
- 12 — Home or away win (no draw)
90 minutes.
You are confident a team will not lose but the 1X2 win price is too short. DC 1X gives you the win and the draw for lower odds than a straight win but more coverage.
DC removes one of the three 1X2 outcomes, lowering odds but increasing the probability of success. 1X is most commonly used on strong home sides. 12 is used when a draw is considered very unlikely.
- Team wins — bet wins
- Match draws — stake refunded
- Team loses — bet loses
90 minutes.
You are backing a team to win but want protection against the draw. Best used where the team has a strong win rate but a non-trivial draw rate — stake refund on draw reduces risk without eliminating it.
DNB odds sit between the 1X2 win price and the DC 1X price. The stake refund on draw is its key feature — you effectively purchase draw insurance at the cost of reduced odds versus a straight win.
- 1 HT — Home leads at break
- X HT — Level at break
- 2 HT — Away leads at break
The score at exactly 45+stoppage minutes.
Teams with strong early-game xG averages and opponents who habitually concede first. Also strong for HT X on tight tactical fixtures where neither side will open up in the first half.
The most common HT result across European football is a draw (teams level at half-time), followed by the home lead. Away HT wins carry the highest odds and can be value plays in elimination scenarios.
- 1/1 · X/1 · X/X · 1/X · X/2 · 2/2 · 1/2 · 2/X · 2/1
Both the HT score and FT score must match the selected combination.
Comeback scenarios (X/1 or X/2) in fixtures where a team concedes early but wins. Strong home sides with slow starts are good for 1X2 HT/FT plays.
The highest-odds result market. Nine combinations are available. The most common is 1/1 (home leads at break and wins). X/1 (draw at break, home win at FT) and X/2 (draw at break, away win at FT) offer large value edges in the right contexts.
- 1 WTN — Home win with a clean sheet
- 2 WTN — Away win with a clean sheet
90 minutes.
Strong defensive teams facing low-scoring opponents. Home sides with the best defensive records in a league against away sides with the lowest goals-per-game average.
Win to Nil requires both the result and a clean sheet, so it carries higher odds than a straight win. It is most useful for matches where the opponent has a very low away-goals average — typically 0.6–0.8 per game.
Goal markets
- YES — Both teams score at least one goal
- NO — One or both teams fails to score
90 minutes.
Both teams have scored in a high proportion of their recent matches (8+ of last 10) and the head-to-head shows consistent BTTS Yes rates. NO is value when a strong defensive side faces a low-scoring away team.
The result is irrelevant — a 3-0 win settles as NO. Only whether both teams scored matters. BTTS Yes is the more popular direction; BTTS No carries higher odds and is often overlooked.
- Over 2.5 — 3 or more goals in the match
- Under 2.5 — 2 goals or fewer in the match
90 minutes. The half-line (0.5) ensures no push.
Combined xG projection is clearly above or below the 2.5 line. Over 2.5 is value in high-tempo attacking fixtures; Under 2.5 in tight tactical games between two solid defences.
The most popular goal line — deepest market, most competitive odds. Over 2.5 lands in approximately 53% of European top-flight matches. Other lines (0.5, 1.5, 3.5) are also available — see the links in the sidebar.
- ODD — Total goals is an odd number (1, 3, 5…)
- EVEN — Total goals is an even number including 0 (0, 2, 4…)
90 minutes. A 0-0 result settles as EVEN.
Less commonly used as a primary market. Most useful when you have a view on total goals but not the direction — a high-scoring game tends toward odd totals if BTTS Yes and an asymmetric scoreline.
Each outcome is theoretically close to 50%, but historical distributions favour Even slightly in low-scoring leagues. The market is less liquid than BTTS or O/U and is primarily used as a specials play.
- Exact final scoreline — e.g. 2-1, 1-1, 0-2
90 minutes.
The model assigns a clear top-probability scoreline that is priced above its implied probability. Most useful when a common scoreline (1-0, 2-0, 1-1) is available at odds above 4.00.
The highest-odds common market. Even the most likely single scoreline rarely exceeds 30% probability. Value is found by consistently identifying the scoreline at the top of the model's probability distribution, not by chasing high odds arbitrarily.
Half-time goal markets
- Over/Under 0.5 — at least one goal before the break
- Over/Under 1.5 — at least two goals in the first half
Score at 45+stoppage minutes only.
Teams with high first-half xG averages. O 0.5 is most useful as a low-odds acca leg for sides with a near-perfect record of scoring in the first half. O 1.5 is for the most attacking fixtures.
In-play goals scored in the second half have no effect on this market. O 0.5 1H is one of the most reliably landing lines in football for top attacking sides.
- Over/Under 0.5 — at least one goal after the break
- Over/Under 1.5 — at least two goals in the second half
Goals scored between 46:00 and 90+stoppage minutes.
Teams that consistently attack harder in the second half, or matches where a team behind on the scoreline will push for an equaliser. Also strong for teams that substitute heavily and increase tempo after the break.
Second half goal rates are higher than first half rates across most European leagues — teams that are level or losing increase their attacking output after half-time.
Handicap markets
- Home −1 / Away +1 · Home +1 / Away −1 · etc.
The handicap is applied to the final score — e.g. Home −1 means the home team must win by 2+ goals for the bet to win. Three outcomes remain possible (win, draw, lose on handicap).
Strong sides against weak opposition where a straight win price is too short. −1 handicap is useful for dominant home sides with a clear margin of victory profile.
The European Handicap uses whole-number lines and allows three outcomes including a handicap draw. If the result on handicap is a draw (e.g. home wins by exactly 1 with a −1 handicap), you lose — unlike Asian Handicap.
- Half-lines (e.g. −0.5, +1.5) — no push possible
- Quarter-lines (e.g. −0.25, +0.75) — half stake refunded on push
The handicap is added to the final score. Half-lines produce a binary win/lose result. Quarter-lines split the stake — half at one line, half at the next.
When you want to back a team but the 1X2 odds are too short, or when you want protection for a team likely to win but not by a large margin. +0.5 AH means your side can lose by 0 and you still win.
The draw is eliminated from Asian Handicap. Half-line bets cannot push. Quarter-line bets (0.25, 0.75) partially refund on a push result, giving an intermediate position between two adjacent lines.
Specials markets
- Over/Under 9.5 — 10 or more corners vs 9 or fewer
- Over/Under 10.5 — 11 or more vs 10 or fewer
90 minutes. Corners in extra time excluded unless stated.
High-pressing, wide-attacking teams that consistently win set pieces. Fixtures with strong tactical incentive to attack from wide positions. The referee's award rate for corners is a secondary input.
The number of corners in a match correlates with possession patterns, team width and attacking urgency. A team that is losing in the second half generates more corners as they push for an equaliser.
- Over/Under 3.5 — 4+ cards vs 3 or fewer
- Over/Under 4.5 — 5+ cards vs 4 or fewer
90 minutes. Both yellow and red cards count as one card each in most markets. Some bookmakers use booking points instead.
The assigned referee has a high seasonal booking average. Derby fixtures and high-stakes matches with physical rivalry history. Both sides with high aggregate yellow card tallies for the season.
The referee is the single most predictive input for the cards market. Referees vary significantly and consistently in their booking rates — some average 2-3 per game, others 5-6. Always check the assigned referee before placing a cards bet.
All other markets covered on 100Tip
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