> ## Documentation Index
> Fetch the complete documentation index at: https://docs.ticktock.bet/llms.txt
> Use this file to discover all available pages before exploring further.

# Market Catalogue

> Complete reference of all 40+ market types with IDs and odds ranges

## Overview

All markets are **per-round, single-outcome (Yes/No)** propositions. The `odds` field represents the coefficient for "Yes" (the event will happen). If it doesn't happen, the bet is lost.

<Note>
  Every market carries human-readable descriptions in both English (`textEN`) and Russian (`textRU`) directly in the XML message. This is the **primary integration method** — no catalogue look-up required.

  For programmatic market naming, call `GET /cs2/v1/markets/active` (or `GET /cs2/v1/matches/{id}/markets`) — each offer carries the same human-readable descriptions plus a `specifiers` field for variables like `{round}`, `{player}` (player-scoped markets) and `{competitor}` (team-scoped economy markets).
</Note>

## Opening Kill Markets

| ID   | Type               | Description                           | Example                               |
| ---- | ------------------ | ------------------------------------- | ------------------------------------- |
| 1001 | `headshot_opening` | First kill of the round is a headshot | "First kill is a headshot — Round 12" |
| 1002 | `player_opening`   | Named player gets the opening kill    | "s1mple gets opening kill — Round 12" |
| 1003 | `awp_opening`      | First kill is with an AWP             | "AWP opening kill — Round 12"         |

## Weapon Kill Markets

| ID   | Type                 | Description                | Typical Odds |
| ---- | -------------------- | -------------------------- | ------------ |
| 1010 | `awp_kill`           | Any AWP kill in the round  | 1.4 – 3.5    |
| 1011 | `deagle_kill`        | Desert Eagle kill          | 3.0 – 8.0    |
| 1012 | `knife_kill`         | Knife kill                 | 15.0 – 40.0  |
| 1013 | `grenade_kill`       | HE grenade kill            | 5.0 – 15.0   |
| 1014 | `molotov_kill`       | Molotov / incendiary kill  | 8.0 – 25.0   |
| 1015 | `zeus_kill`          | Zeus (taser) kill          | 20.0 – 40.0  |
| 1016 | `shotgun_kill`       | Shotgun kill               | 6.0 – 20.0   |
| 1017 | `pistol_on_buy_kill` | Pistol kill on a buy round | 4.0 – 12.0   |
| 1018 | `sniper_duel`        | First kill is AWP vs AWP   | 6.0 – 20.0   |

## Highlight Kill Markets

| ID   | Type                 | Description               | Typical Odds |
| ---- | -------------------- | ------------------------- | ------------ |
| 1020 | `wallbang_kill`      | Kill through a wall       | 5.0 – 15.0   |
| 1021 | `noscope_kill`       | No-scope sniper kill      | 10.0 – 30.0  |
| 1022 | `through_smoke_kill` | Kill through smoke        | 3.0 – 8.0    |
| 1023 | `entry_revenge`      | Trade kill (revenge frag) | 2.0 – 4.0    |

## Multi-Kill Markets

| ID   | Type          | Description                           | Typical Odds |
| ---- | ------------- | ------------------------------------- | ------------ |
| 1030 | `triple_kill` | Any player gets 3+ kills in the round | 3.0 – 6.0    |
| 1031 | `quad_kill`   | Any player gets 4+ kills              | 8.0 – 20.0   |
| 1032 | `ace`         | Any player gets all 5 kills           | 20.0 – 40.0  |

## Round Dynamics Markets

| ID   | Type              | Description                     | Typical Odds |
| ---- | ----------------- | ------------------------------- | ------------ |
| 1040 | `high_kill_round` | 7+ total kills in the round     | 2.0 – 4.0    |
| 1041 | `massacre_round`  | 9+ total kills                  | 4.0 – 10.0   |
| 1042 | `low_kill_round`  | 3 or fewer kills                | 5.0 – 15.0   |
| 1045 | `fast_round`      | 4 or fewer kills (quick round)  | 4.0 – 10.0   |
| 1043 | `flawless`        | Winner takes 0 deaths           | 3.0 – 8.0    |
| 1044 | `clutch`          | Last player standing wins (1vX) | 5.0 – 15.0   |

## Bomb Event Markets

| ID   | Type           | Description                       | Typical Odds |
| ---- | -------------- | --------------------------------- | ------------ |
| 1050 | `bomb_planted` | Bomb is planted                   | 1.5 – 3.0    |
| 1051 | `bomb_defused` | Bomb is defused                   | 4.0 – 10.0   |
| 1052 | `retake`       | Bomb planted then defused         | 5.0 – 15.0   |
| 1053 | `ninja_defuse` | Defused while 2+ terrorists alive | 15.0 – 40.0  |
| 1054 | `bomb_site_a`  | Bomb planted at site A            | 1.8 – 3.5    |
| 1055 | `bomb_site_b`  | Bomb planted at site B            | 1.8 – 3.5    |

## Economy Markets

| ID   | Type            | Description                            |
| ---- | --------------- | -------------------------------------- |
| 1060 | `eco_upset`     | Named team/player wins on an eco round |
| 1061 | `eco_frags`     | Named team/player gets 3+ kills on eco |
| 1062 | `force_buy_win` | Named team/player wins on a force buy  |

<Info>
  Economy markets (`eco_upset`, `eco_frags`, `force_buy_win`) are **team-scoped**: they use the `{competitor}` template variable and the live `specifiers` carry `competitor=<team>` (e.g. `competitor=Navi`). The `{player}` / `player=` key is reserved for player-scoped markets (`player_opening`, `awp_player_kill`, `star_multi_kill`). The catalog declares the matching `<specifier name="competitor" type="variable_text"/>` for these markets, so substitute the `competitor` value into the `{competitor}` token.
</Info>

## Player Performance Markets

| ID   | Type              | Description                             |
| ---- | ----------------- | --------------------------------------- |
| 1070 | `star_multi_kill` | Named player gets 2+ kills in the round |
| 1071 | `awp_player_kill` | Named player gets an AWP kill           |

## Utility Markets

| ID   | Type             | Description                      |
| ---- | ---------------- | -------------------------------- |
| 1080 | `flash_kill`     | Flash-assisted kill occurs       |
| 1081 | `utility_damage` | Significant utility damage dealt |

## Novelty Markets

| ID   | Type               | Description                         |
| ---- | ------------------ | ----------------------------------- |
| 1090 | `team_damage_kill` | Friendly-fire lethal hit (teamkill) |
| 1091 | `suicide_round`    | Self-inflicted death                |

## Market Tiers

Markets are categorized into tiers that affect generation frequency and the `featured_score`:

| Tier           | Description                           | Examples                                                                                |
| -------------- | ------------------------------------- | --------------------------------------------------------------------------------------- |
| **Core**       | Always generated, highest reliability | `bomb_planted`, `headshot_opening`, `triple_kill`, `high_kill_round`, `star_multi_kill` |
| **Contextual** | Generated when game state is relevant | Weapon markets, economy markets, bomb site markets                                      |
| **Novelty**    | Rare long-shot outcomes               | `knife_kill`, `zeus_kill`, `ace`, `ninja_defuse`, `team_damage_kill`                    |

<Info>
  The `featured_score` (0.0–1.0) is a composite score computed from six weighted criteria: context relevance (30%), clarity (20%), odds attractiveness (20%), pricing confidence (15%), commercial appeal (10%), and novelty (5%). Core-tier markets receive a bonus. The feed uses this score to select the **top 3 markets per round** and emits them in timing order (earliest-resolving first) — see [Market Ordering](/amqp#market-ordering).
</Info>
