Player props are quoted in shorthand that assumes you already know it. This page unpacks the shorthand — first the vocabulary that applies everywhere, then the specific markets sport by sport.
The basics
Player prop
A bet on one player’s individual statistical result, independent of who wins the game. “Over 27.5 points” cashes if that player scores 28 or more, whether their team wins by thirty or loses by thirty.
The line
The number the sportsbook sets. Almost always a half-point — 27.5, not 27 — because a half-point makes ties impossible, so every bet resolves cleanly one way or the other.
Over / Under
Which side of the line you’re taking. Over needs the real result to exceed the number; under needs it to fall short.
Push
A tie — the result lands exactly on the line — which normally refunds the stake. Half- point lines exist specifically to prevent this, so pushes only appear on whole-number markets.
Juice (or vig)
The sportsbook’s built-in margin, expressed in the odds rather than the line. Two sides priced at −110 each means you risk $110 to win $100 on either — the book keeps the difference regardless of outcome. This is why beating a prop long-term takes more than a better-than-even hit rate.
Alt line
An alternative number on the same market, priced differently. If the main line is 27.5, a book may also offer 24.5 at worse odds or 31.5 at better odds. Our parlay builder lets you adjust a leg to whatever number your book is actually posting.
Line shopping
Checking the same prop across multiple sportsbooks and taking the best available number. The difference between 26.5 and 27.5 on a scoring prop is substantial, and it costs nothing to look. Every card here lists each book we have a line from.
Parlay
Several selections combined into one bet. The payout multiplies, but every leg must win — so each leg you add makes the whole thing meaningfully less likely. Our parlay builder is a calculator for exploring those combinations, not a bet slip.
Hit rate
How often a player has finished above the current line in their recent games. Ours are explained in full on the methodology page.
NFL
Passing yards
Total yards gained on completed passes. Sacks subtract yardage from a quarterback’s rushing total, not their passing total.
Rushing yards
Yards gained carrying the ball. Quarterback kneel-downs count as negative rushing yards, which is why a QB rushing line can be surprisingly low.
Receiving yards
Yards gained after catching a pass. Highly volatile for deep threats — one long reception can clear an entire line by itself, which is why hit rate matters more than average here.
Receptions
Catches, regardless of yardage. Steadier than receiving yards because it tracks target volume rather than explosive plays.
Anytime touchdown
Whether the player scores at least one touchdown. A yes/no market rather than a number, and heavily dependent on goal-line role rather than overall usage.
Pass completions / attempts
Volume markets driven as much by game script as by ability — a team trailing badly throws far more than one protecting a lead.
NBA & WNBA
Points
The headline market. Sensitive to blowouts: a star resting the fourth quarter of a thirty-point game can miss a line they would otherwise clear comfortably.
Rebounds
Offensive and defensive combined. Depends on opportunity as much as skill — a game where both teams shoot well produces fewer misses to rebound.
Assists
Passes leading directly to a made basket, which means an assist line depends on teammates converting. A playmaker can create the same chances and miss the line because shots didn’t fall.
PRA (points + rebounds + assists)
The three combined into one number. Usually steadier than any single component, because a quiet scoring night is often offset by rebounds or playmaking.
PR / PA / RA
Two-category combinations — points+rebounds, points+assists, rebounds+assists. Same smoothing logic as PRA, applied to a narrower pair.
Three-pointers made
Among the most volatile markets on the board. Attempt volume is fairly predictable; whether they go in is not.
Steals / blocks
Low-count markets where lines sit at 0.5 or 1.5, so a single play decides the outcome.
MLB
Strikeouts (pitcher)
Batters struck out by a starting pitcher. Driven by how deep into the game they’re allowed to go as much as by dominance — an efficient pitcher on a short leash can be pulled before reaching the line.
Hits, runs, RBIs
Individual batting markets, usually at 0.5 or 1.5. Baseball’s per-game variance is severe: a good hitter still fails most trips to the plate, so these are noisy over short windows.
Total bases
Bases earned by hitting — single 1, double 2, triple 3, home run 4. Rewards power rather than contact, so it separates sluggers from high-average hitters.
Hits + runs + RBIs (HRR)
The three combined. Smooths some of the volatility of the individual markets, in the same spirit as basketball’s PRA.
Earned runs allowed
Runs charged to a pitcher excluding those caused by fielding errors.
NHL
Shots on goal
Shots that would enter the net untouched. Far steadier than goals — a forward’s shot volume is reasonably consistent night to night, while whether any go in is not.
Points (goals + assists)
A skater’s combined scoring contribution. Hockey’s low-scoring nature makes these typically 0.5 or 1.5 lines.
Goalie saves
Shots stopped. Counterintuitively, a goalie behind a weak defence often has the higher line — more shots faced means more chances to save.
Blocked shots / hits
Defensive-effort markets, driven by role and matchup rather than skill.
Soccer
Shots / shots on target
Total attempts versus those actually testing the keeper. On-target lines are lower and harder to clear.
Anytime goalscorer
Whether a player scores at any point. Given how few goals a typical match produces, even elite forwards miss this more often than they hit it.
Assists
The final pass before a goal. Depends entirely on a teammate finishing.
Cards
Whether a player is booked. Driven by role, referee tendency and the fixture’s temperature far more than by the individual.
MMA
Fight to go the distance
Whether the bout reaches the final bell rather than ending by stoppage.
Method of victory
How the fight ends — decision, knockout/TKO, or submission — usually priced per fighter.
Round betting
Which round the fight ends in. High variance, priced accordingly.
Significant strikes
Landed strikes judged meaningful by the official statisticians, which is a narrower count than total strikes thrown.
Golf
Golf works differently from the team sports above. Because a golfer plays one tournament rather than a series of discrete games, its markets are tournament-long outrights rather than per-game props — which is why golf appears in player props here but not in game odds.
Make the cut
Whether a player survives the halfway cut and plays the weekend.
Top 5 / Top 10 / Top 20
Whether a player finishes inside that placing, ties usually paid at reduced odds.
Outright winner
Whether the player wins the tournament. Long odds by nature — a strong field means even the favourite is usually priced well above 10-to-1.
Tournament matchup
A head-to-head between two named golfers, settled on which finishes higher regardless of where either places overall.
A note on responsible use
Understanding these markets better does not make them beatable. The vocabulary above describes what you’re looking at; it isn’t a system, and nothing on this site is advice to place a wager. If gambling stops being fun, help is free and confidential: call or text 1-800-GAMBLER (1-800-426-2537) in the US.