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ActionBets Terms
  1. The Terms at ActionBets conform very closely to those found at all Las Vegas sportsbooks, and are used to protect both our company and you, the bettor.
  2. All customers' accounts at ActionBets are private and confidential, and all calls are recorded on tape and held for disputes for a period of 14 days.
  3. All Clients must be at least 18 years of age.
  4. One account per person, MAX at ActionBets. Any violation of this rule may result in a loss of funds and permanent suspension of all accounts involved. Also, any wagers assosciated with said accounts may constitue NO ACTION.
  5. An analysis of ActionBets.com website traffic allows ActionBets.com to determine the behavior of its customers. The use of illegal software or bot abuse in the gaming software provided on ActionBets.com is not allowed under any circumstance. A customer doing this will have his account immediately suspended and any winnings providing from this activities removed.
  6. ActionBets reserves the right to refuse any wager at any time, from any client without cause, and can refuse wagers from clientele who reside in states or provinces that prohibit sports wagering. International law is very complex, and we do not know the specific laws that may apply to you where you live. We operate under strict compliance with all local laws, and urge you access our site only if you feel that you are in compliance with yours.
  7. All Terms, Conditions, and payoffs listed in this publication are subject to change without prior written notice.
  8. Each client is required to identify himself by his account number and password on each call or login to ActionBets. The client has sole responsibility for their specific password and account number. Customers are responsible for any unauthorized use of their account. In the event that a third party places a bet or is thought to have placed a bet, said bet shall be valid, whether or not the alleged third party had the prior consent or knowledge of the customer. Under no circumstances will any bet be cancelled for that reason. In the event that a customer suspects that a third party may have it's password or username, the customer may at anytime ask that ActionBets.net provide the customer with a new password and username.
  9. Account balances will reflect any wagers on future propositions or pending wagers.
  10. Customers at ActionBets cannot risk more money than is available in their account. (Any soft limit excluded)
  11. 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 but we have received a wager type, team(s) and amount, the bet will be a valid wager.
  12. No wagers can be cancelled once the caller confirms them 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 initially wagered. (And lay the juice)
  13. On over/under wagers, over-time periods are included in the final score. Except in soccer matches.
  14. When wagering on half-time lines, the over-time period(s) will be included as a part of the second half.
  15. All minimums, maximum, and payout prices are subject to change without prior written notice.
  16. Maximum payout for any parlay is $10,000.
  17. All wagering disputes shall be resolved by the “read-back ” from the recorded call and shall be ruled final.
  18. With regard to suspended games, protest games, or overturned decisions, ActionBets follows Las Vegas gaming Terms for wagering purposes. Otherwise ActionBets does not recognize suspended games, protests and overturned decisions for wagering purposes.
  19. All sporting events must be played on the schedule date. Exceptions to this rule are on a game by game basis and will be ruled action or not depending upon the decision made in Las Vegas. If an event is postponed and/or rescheduled or there is a change of venue, that event may constitute "no action", which means all monies for that event would be refunded (Unless Vegas Terms otherwise). All parlays/exotics will be recalculated excluding that leg of the parlay, using payout charts for that sport/betting option.
  20. All payoffs are calculated on the odds in effect at the time of the wager. (Except in the event of a pitching change in baseball, where the odds are recalculated)
  21. It is prohibited to parlay the same team with both the point spread and the money line.
  22. ActionBets does not report your transactions to any financial institution or government agency. It is the client's sole responsibility to report any such information to the appropriate taxable jurisdiction.
  23. ActionBets is not responsible for any misrepresentation by any client upon application for membership.
  24. ActionBets is not responsible for clients who disclose their password and account number to other parties.
  25. The winner of an event, or game, will be determined on the date that the event is concluded.
  26. All wagers are in U.S. dollars.
  27. In the case of an obvious error on the posted line, scheduled time, or maximum wager, any wagers will be deemed as " NO ACTION ”, and all money will be credited accordingly.
  28. Dates and kick-off times of events shown are for guidance purposes only. Bets will be accepted up to the advertised kick-off time. If for any reason a bet is inadvertently accepted after an event or match has started, the selection(s) affected will be made void.
  29. All future wagers are accepted as “ACTION”. In the event that the scheduled season is not completed or required numbers of games are not reached, all wagers on said event will result in “NO ACTION ”. Please be sure to read all banners attached to the proposition for any additional Terms.
  30. 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
    • All other sporting events - 55 minutes of play
    • Overtime periods, quarters or extra innings are counted in the final score when wagering on totals, money lines and spreads, unless otherwise specified and with the exception of soccer lines including a quote for a draw.
    • On half time wagers, overtime periods are included as part of the second half.
    • Other sports: All other contests that involve a scheduled length of play time or time limit must be played to play to their conclusion or have five minutes or less of scheduled playing time remaining when the contest concludes to be considered official for wagering purposes.
Action Points

This type of wager is available for football and basketball. This is for the bettor who not only can predict which team will win the game, but by how many points. Your 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, you risk $110 for every $100 wagered.

Example:

Boston Celtics 195
Cleveland Cavaliers -5

Suppose you wager $100 a point on the Cleveland Cavaliers and ask for a cap of 10 points. Cleveland must win by at least 5 points, and for every point over the point spread of 5 that they win by, you win $100. You have the chance of winning between $100 and $1,000. If Cleveland wins by 9 points, your net winnings would be $400. On the other hand, if Cleveland fails to cover the point spread, you risk $110 for every point that they fall short of the 5-point spread. You can also use totals either over or under, or the underdog in the game.

Money Lines

With this type of wager, you pick which team is going to win, disregarding the point spread.

Example:

Miami -280
Detroit +240

If you wager on Miami -280 you lay $280 to win $100.

If you wager on Detroit +240 you lay $100 to win $240.

Parlays

This play is a selection of multiple teams (2-10 teams) in no particular order, all in one play. All teams must win by the point spread margin. The more teams in the parlay, the greater the payoff.

Example:

Portland Trail Blazers +4
San Antonio Spurs -10

The payout in a 2 team parlay is 13/5. This means you are risking $100 to win $260. In case of a tie or no action the parlay will revert to the lower level payoff, except in a 2 team parlay where a tie reverts to a straight bet. (Remember, you cannot lose more than your original risk amount in a parlay. So if you had a 2 team parlay for $100 with a PUSH and it reverted to a straight bet, it would be risking $100 to win $91)

Teasers

A Teaser is a bet on 2 or more teams or selections.

The difference between a teaser and a parlay is that in a teaser YOU ADJUST (tease) THE LINE IN YOUR FAVOR.

For example, the New England Patriots are giving up 7 points in one game and the Buffalo Bills are getting 10 points in another game.

A 6-point two-team teaser would adjust the points spread 6 points in the customer's favor.

New England would now give up only 1 point (7-6=1) and Buffalo would now be getting 16 points.

In a case of a tie or push with a win in a two team teaser, your wager is refunded.

A tie or push in a three to six team teaser will reduce the wager to the next lowest level. A 6 team teaser with a push and fives wins becomes a 5 team teaser.

Actionbets has standard teasers and super teasers.

Super teasers give you more points than standard teasers.

Super teasers with a TIE or CANCELLED game are no action.

Check chart below for Super Teaser odds.

Football Teasers

Teams 6 pts. 6½ pts. 7 pts. 7½ pts. 8 pts. 8½ pts. 9 pts.
2-team -110 -120 -140 -160 -170 -180 -190
3-team 180 160 130 110 100 -110 -120
4-team 230 210 190 140 120 110 100
5-team 360 310 280 230 200 180 130
6-team 520 430 320 400 280 230 180
7-team 730 630 560 430 330 280 230

Basketball Teasers

Teams 4 pts. 4½ pts. 5 pts. 5½ pts. 6 pts. 6½ pts. 7 pts.
2-team -110 -120 -140 -160 -170 -180 -190
3-team 180 160 130 110 100 -110 -120
4-team 230 210 190 140 120 110 100
5-team 360 310 280 230 200 180 130
6-team 520 430 320 400 280 230 180
7-team 730 630 560 430 330 280 230
3 TEAM SUPERTEASER
10 PTS FOOTBALL -125
8 PTS BASKETBALL -130
* WIN AND TIE(s) = PUSH
4 TEAM SUPERTEASER
12 PTS FOOTBALL -120
* WIN AND TIE(s) = PUSH
"If" Bets

“If” Bets allow the customer to make a second wager pending a win on the first selection. “If” Bets must be made on one call, and the second part of the “if” wager can exceed the amount of the first selection. There are two types of “If” wagers, “If Action” and “If-Win-Only”. In an “If Action” wager, the bottom half of the wager will have “Action” on any scenario except a LOSS from the top. In other words, you will have a valid wager in the event that the top part of the “If Action”: Wins, Ties or Cancels. In an “If-Win-Only” wager, the top part of the wager MUST WIN, in order to have action on the bottom half. If it does not WIN, there is no action to the bottom half. You cannot use a spread to a money line or a money line to a spread in this type of wager.

Example:

Dallas Cowboys -5 $110 to win $100
IF (If Action)
Carolina Panthers +4 $110 to win $100

If the Cowboys lose, the wager stops there and is scored a loser -$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 becomes a $10 loss.

Reverse Wagers

Reverse wagers are double action IF bets.

Part A:
Cowboys -5 $110 to win $100
IF (win, tie or cancel)
Dolphins -14 $110 to win $100
Part B:
Dolphins -14 $110 to win $100
IF (win, tie or cancel)
Cowboys -5 $110 to win $100

+400

One win, one loss

-120

Both teams lose

-220

One Pushes

+200

In the event of a PUSH on one side and a loss on the other, you would have double action on the other side of the wager. For example, the Dolphins win the game by 14 points (A PUSH) but the Cowboys do not win by 5 or more points, the wager would result in a total loss of -220 because the Cowboys would lose twice due to the PUSH.

Circled Games
  • CIRCLED games are not allowed in hook-ups. This means straight wagers only.
  • You cannot buy points on a CIRCLED game.
  • The reason a game is put into a CIRCLE is due to an unknown status of a key player or players. Once the information about the player or players is released, we will release the CIRCLE allowing normal wagering to resume.
Specific Internet Terms

1. You should determine whether or not ActionBets's services are permitted under the laws of your jurisdiction.

2. Account balances must be verified by the player on each Internet login prior to wagering. When you verify and accept your account balance, you agree that all previous transactions are correct and you do not have any claims. Claims or disputes must be settled at this time. For disputes, claims, additional account information, or to report account discrepancies, contact Customer Service at 1-877-BET-ActionBets or by e-mail to contact@ActionBets.net.

3. All Internet transactions are logged and backed-up regularly. In any and all cases of dispute, both management and the player agree that the log backup shall serve as the final authority in the dispute and that all wagers will be adjusted accordingly. Claims must be lodged within five days from the date the wager was made. No claims will be honored after this five-day period. Players are responsible for verifying the accuracy of all account transactions. In order to log an internet claim the customer must provide a valid ticket# which is given for every internet play.

4. Any manipulation of prices and or spread will result in the ticket being marked a loser.

Football Terms

NFL General Terms

Bets are considered official after 55 minutes of play. If 55 minutes of play is not conducted, a bet on the team is treated as no action, and a parlay bet will be reduced accordingly.

Bets on 1st, 2nd half's and all quarters will be considered action upon completion of the period in question.

Bets on spread, money line, totals for the whole game and all bets on second half's always include overtime scoring. Bets for 4th quarter do not include overtime scoring.

NFL Props

NFL – Team to SCORE FIRST: 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 – Team to SCORE LAST: 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 7 ½ MINUTES: 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: Must be an official game (55 minutes of play) and includes overtime.
NFL - FIRST SCORING PLAY (touchdown or FG/safety): If a team scores and the game is canceled or postponed afterward, all wagers stand regardless of how many minutes have been played.
3 UNANSWERED SCORES- Extra points or 2 point conversions do NOT count.
PLAYER PROPS- All players must take the field and play for action. Results are based on the official stats from the game. (Unless otherwise specified)
Football Payoffs.

XFL RULES

XFL Rules Modifications:
35 second play clock
3 Overtime scoring rounds per team
3 timeouts per half
4th quarter - onside kick alternative (option to keep the ball with 4th and 15)
EXTRA POINTS
  • Tiered extra points are back
  • Teams will have three run/pass only options for extra points following a touchdown
  • 2-yard line = one point; 5-yard line = two points; 10-yard line = three points
  • Defense awarded same number of points for a touchdown
GAME TIMING
  • The XFL will operate with a 35-second play clock, which begins following the previous play
  • Clock will start following incomplete passes and out of bounds plays prior to two-minute warning of either half
  • Clock will stop following first downs after two-minute warning of either half.
  • The first and second half will be split by a 10-minute halftime
  • Three timeouts per team per half
KICKOFFS
  • Teams begin play five yards apart - kicking team at opponent’s 35-yard line and return team at own 30-yard line
OPTIONS TO KEEP BALL
  • Teams will have two options to keep the ball after scoring:
    • Traditional onside kick (any time during game) or
    • 4th and 15 conversion from own 25-yard line (4thquarter only)
DOUBLE FORWARD PASS
  • If a team completes a forward pass behind the line of scrimmage, that team may throw a second forward pass, as long as the ball has not crossed the line of scrimmage
  • Once the ball has passed the line of scrimmage, no forward passes are permitted
  • The first pass may fall incomplete rather than becoming a fumbled lateral.
OVERTIME
  • Consists of alternating attempts from opponent’s 5-yard line
  • Three attempts per team (two points per score) or until winner is decided
INSTANT REPLAY
  • Centralized replay with all plays subject to review from Replay Official
  • Replay may correct errors on non-reviewable plays, player safety at any point during the game, and any issue in the last five minutes of regulation plus overtime
  • Head coach may challenge one on-field ruling per game, including those involving a foul or potential foul
    • Final ruling made by designated members of officiating department in central location
Aussie Rules

  • For wagering purposes, winners and losers are determined by the final score (including overtime, if applicable).
  • All Aussie Rules matches must go at least 80 minutes to have action, except for pre-season matches that are scheduled to play less time.
  • If an Aussie Rules match is postponed for more than 48 hours from its original starting time, all bets on the match will be void/no action and the stake will be returned to your account.
  • For Parlays/Accumulators in the case of an event ending in a draw, bets on the Moneyline are considered pushed and the parlay/accumulator will be recalculated and reduced based on the remaining legs that have action.
  • Australian Rules Brownlow Medal Betting (Event held as player voted "MVP" of the AFL competition): This event is determined on a "win-only" basis. The eligible player who compiles the most votes after the 22-round season will be declared the winner. Any player who was suspended during the season is not eligible to win the award. If that player polls the most votes, the following eligible player is declared the winner. In the event of a tie (dead-heat), both players will be declared the winner.

USFL RULES

Extra points

When teams score a touchdown in the USFL, they'll have the option to attempt a one-, two- or even three-point conversion. Teams will receive:

  • One point for a kick made with the ball snapped from the 15-yard line
  • Two points for a scrimmage play from the two-yard line that successfully crosses the goal line
  • Three points for a scrimmage play from the 10-yard line that successfully crosses the goal line

As a result, a team trailing by nine points can still tie the game with a touchdown (and a three-point conversion), while an 18-point lead is still a two-possession game.

Onside kicks

Teams will have two options to retain possession after scoring. The first option will be a traditional onside kick attempt from the 25-yard line.

The second will be running a 4th-and-12 play from their own 33-yard line. If the team makes a first down, fantastic — it retains possession from that spot. If the team attempting the "onside" fails, however, the defense gets the ball wherever the offense is downed.

Overtime

Overtime will be a shootout in which each team's offense will alternate plays against the opposing defense from the two-yard line. Each team will run a total of three plays, and each successful scoring attempt will receive two points. The team with the most points after each team has run its three plays wins.

If the score is tied after each team runs three plays, the subsequent attempts become sudden death until a winner is declared.

Two forward passes

Offenses will be allowed to throw two forward passes behind the line of scrimmage, expanding teams' playbooks while adding even more excitement and trick-play potential to games.

Other rules changes

Instant replay: Each coach will be allowed one replay challenge. Replay Command at FOX Sports Control Center in Los Angeles will make all replay decisions, meaning that one replay crew will make all the decisions. This will ensure accurate, consistent, and faster rulings.

USFL Replay Command will have the authority to overrule incorrect personal foul calls, including roughing the passer, hits on defenseless players, face-mask penalties, horse-collars, and more. USFL Replay Command will also be responsible for determining whether the act of pass interference is obviously intentional when it occurs 15 yards beyond the line of scrimmage (see below).

Defensive pass interference: The penalty for defensive pass interference will mirror the NCAA rule, with exceptions. Defensive pass interference will be a spot foul if it occurs less than 15 yards from the line of scrimmage, but it is a 15-yard penalty if the spot of the foul is beyond 15 yards. The goal is to decrease the punitive nature of defensive pass interference penalties.

However, a defender intentionally tackling a receiver beyond 15 yards past the line of scrimmage would be a spot foul.

Offensive pass interference: If a pass does not cross the line of scrimmage, there can be no penalty for either offensive pass interference or ineligible player downfield.

This rule change opens up the offense without undermining defense and forgoes punishment for infractions unrelated to the play.

Kickoffs: All kickoffs will be from the 25-yard line. No kicking team member may line up any further back than one yard, while the receiving team must have a minimum of eight players in the set-up zone between their 35- and 45-yard lines. After a kickoff travels 20 yards, the first touch must be by the receiving team. If an untouched kick becomes dead, the ball belongs to the receiving team at that spot.

Wagering on Football

Football Spread Wager

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

Miami Dolphins -7
Denver Broncos +7

If the straight wager is on the Dolphins -7 then the Dolphins 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”.

Football Totals (Over/Under)

This is a wager on the combined scores (total) of both teams in a game.
If you place a wager for UNDER 38, the combined total score of both teams must fall UNDER 38 pts.
Example:

If you place a wager 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'.

Football Money Line Wager

Baltimore Ravens vs. Atlanta Falcons
Total 38

With this type of wager you stipulate which team is going to win. Disregarding the point spread.
Example:

Miami Dolphins -280
Denver Broncos +240

If you wager on Miami -280 you lay $280 to win $100.
If you wager on Denver +240 you lay $100 to win $240.

The payout in a 2 team parlay is 13/5 this means you are risking $100 to win $260. In case of a tie or no action the parlay will revert to the lower level payoff, except in a 2 team parlay where a tie reverts to a straight bet. (Remember, you cannot lose more than your original wager amount in a parlay. So if you had a 2 team parlay for $100 with a PUSH and it reverted to a straight bet, it would be risking $100 to win $91)

Football Teaser Wager

A Teaser is a bet on 2 or more teams or selections.

The difference between a teaser and a parlay is that in a teaser YOU ADJUST (tease) THE LINE IN YOUR FAVOR.

A tie or push in a three to six team teaser will reduce the wager to the next lowest level. A 6 team teaser with a push and fives wins becomes a 5 team teaser.

FOOTBALL TEASERS

Teams 6 pts. 6½ pts. 7 pts. 7½ pts. 8 pts. 8½ pts. 9 pts.
2-team -110 -120 -140 -160 -170 -180 -190
3-team 180 160 130 110 100 -110 -120
4-team 230 210 190 140 120 110 100
5-team 360 310 280 230 200 180 130
6-team 520 430 320 400 280 230 180
7-team 730 630 560 430 330 280 230
3 TEAM SUPERTEASER
10 PTS FOOTBALL -125
* WIN AND TIE(s) = PUSH
4 TEAM SUPERTEASER
12 PTS FOOTBALL -120
* WIN AND TIE(s) = PUSH

Football Parlay Wager

This play is a selection of multiple teams (2-10 teams) in no particular order, all in one play. All teams must win by the point spread margin. The more teams in the parlay, the greater the payoff.

The payout in a 2 team teaser for 7 points is 10/14 In this case you will lay $140 to win $100.

PARLAY ODDS
2 Teams 13/5
3 Teams 6/1
4 Teams 10/1
5 Teams 20/1
6 Teams 40/1
7 Teams 75/1
8 Teams 150/1
9 Teams 300/1
10 Teams 600/1

Note: Maximum parlay payout is $ 20,000

Example:

2 team parlay for $100
Miami Dolphins -7
Kansas City Chiefs +2½

The payout in a 2 team parlay is 13/5 this means you are risking $100 to win $260. In case of a tie or no action the parlay will revert to the lower level payoff, except in a 2 team parlay where a tie reverts to a straight bet. (Remember, you cannot lose more than your original wager amount in a parlay. So if you had a 2 team parlay for $100 with a PUSH and it reverted to a straight bet, it would be risking $100 to win $91).

BUYING POINTS

½ point Lay -120
1 point Lay -130

For every half point you buy, you get charged 10 cents.

Buying onto/off of/or thru a 3 in NFL and NCAA Football
NCAA -110 surcharge to BUY onto, off of or thru a 3.
NFL -110 surcharge to BUY onto, off of or thru a 3.

Example:

Arizona +6
Dallas -6

To wager on Dallas -5½ you would wager $120 to win $100.
To wager on Dallas -5 you would wager $130 to win $100.
To wager on Arizona +6½ you would wager $120 to win $100.
To wager on Arizona +7 you would wager $130 to win $100

Example:

Washington Redskins -3½

To wager on Washington Redskins @ -3, you would wager $130 to win $100.

To wager on Washington Redskins @ -2½, you would wager $140 to win $100.

Basketball Terms

Wagering on Basketball

Basketball Straight Wager

This wager is made when you choose a team and the point spread. The cost of the wager is 10/11 or $110 to win $100.

Example:

Toronto Raptors +6
Chicago Bulls -6

If the straight wager is on the Bulls -6 then the Bulls must win by 7 or more 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 game is a “PUSH” and will result in “NO ACTION”

Basketball Totals (Over/Under)

This is a wager on the combined scores (total) of a game. You can bet on either over or under the total combined points. The cost of the wager is 10/11.

Example:

Dallas Mavericks vs. Indiana Pacers
Total 178

If you place a wager for UNDER 178, the combined total score of both teams must fall UNDER 178 pts.

If you place a wager for OVER 178, the combined total score of both teams must go OVER 178 pts.

If the combined total score falls on 178 points the wager is a "PUSH" and there is "NO ACTION".

Basketball Money Line Wager

With this type of wager, you pick which team is going to win. Disregarding the point spread.

Example:

Orlando Magic -280
Houston Rockets +240

If you wager on Orlando -280 you lay $280 to win $100.

If you wager on Houston +240 you lay $100 to win $240.

Basketball Parlay Wagers

This play is a selection of teams in no particular order, in one play. All teams must win by the point spread margin. The more amount of teams, the greater the payoff.

Example:

2 team parlay for $100
Portland Trail Blazers +4
San Antonio Spurs -10

The payout in a 2 team parlay is 13/5 this means you are risking $100 to win $260. In case of a tie or no action the parlay will revert to the lower level payoff, except in a 2 team parlay where a tie reverts to a straight bet.

Basketball Teaser Wagers

A Teaser is a bet on 2 or more teams or selections.

The difference between a teaser and a parlay is that in a teaser YOU ADJUST (tease) THE LINE IN YOUR FAVOR.

A tie or push in a three to six team teaser will reduce the wager to the next lowest level. A 6 team teaser with a push and fives wins becomes a 5 team teaser.

Teams 4 pts. 4½ pts. 5 pts. 5½ pts. 6 pts. 6½ pts. 7 pts.
2-team -110 -120 -140 -160 -170 -180 -190
3-team 180 160 130 110 100 -110 -120
4-team 230 210 190 140 120 110 100
5-team 360 310 280 230 200 180 130
6-team 520 430 320 400 280 230 180
7-team 730 630 560 430 330 280 230
3 TEAM SUPERTEASER
8 PTS BASKETBALL -130
* WIN AND TIE(s) = PUSH