Prediction typesBeginner13 min read
Half-Time / Full-Time Predictions Explained (HT/FT)
Half-time/full-time (HT/FT) is one prediction that names the result at half-time and the result at full-time, giving nine possible combinations from HH to AA.
Prediction Academy · Updated
Add goals, watch the markets settle
Add home and away goals at any minute from 1 to 90 and see which of the nine half-time/full-time combinations the match lands in.
Minute of the goal
Half-time 1–1Full-time 3–1
A goal in first-half stoppage time counts as a first-half goal: set it to 45.
Goals so far
How the markets settle
| Full-time | ||||
|---|---|---|---|---|
| HHome | DDraw | AAway | ||
| Half-time | HHome | HHincorrect | HDincorrect | HAincorrect |
| DDraw | DHcorrect | DDincorrect | DAincorrect | |
| AAway | AHincorrect | ADincorrect | AAincorrect | |
In short
- Each code has two letters: the first is the half-time result, the second is the full-time result.
- H means home leading or winning, D means level, A means away leading or winning. That makes 3 × 3 = 9 combinations.
- Both halves must be right. Calling the final result correctly is not enough on its own.
- On ScoreHub every one of the nine combinations is worth 20 points in the current scoring schedule, compared with 10 for a plain match result.
- Half-time means the first half including its stoppage time, so a goal at 45+3 counts for the first half.
On this page
- 01What half-time/full-time means
- 02The nine combinations
- 03How half-time and full-time are decided
- 04Which combinations are common and which are rare
- 05How HT/FT relates to the match result
- 06How to choose a combination
- 07The 20-point value compared with match result
- 08Common HT/FT mistakes
- 09How half-time/full-time works on ScoreHub
01
What half-time/full-time means
A normal match result prediction picks one outcome at the end of the game: home win, draw or away win. Half-time/full-time, usually shortened to HT/FT, asks for two outcomes in a single prediction. You name who you think will be ahead (or whether it will be level) when the referee blows for half-time, and then you name the result at the final whistle. Both parts have to be correct.
Because each part has three possible answers, there are nine combinations in total. Each one is written as two letters. The first letter is the half-time situation and the second letter is the full-time result.
| Letter | Meaning at half-time | Meaning at full-time |
|---|---|---|
| H | The home side is ahead | The home side has won |
| D | The score is level | The match is a draw |
| A | The away side is ahead | The away side has won |
So HH means the home side leads at half-time and wins the match. DA means it is level at the break and the visitors win. AD means the visitors lead at half-time and the match ends level. Read left to right, the code tells a short story of the match.
Build a match, see its code
Add goals for either team at a chosen minute, then watch the half-time and full-time results combine into one of the nine boxes in the grid.
Minute of the goal
Half-time 1–1Full-time 3–1
A goal in first-half stoppage time counts as a first-half goal: set it to 45.
Goals so far
How the markets settle
| Full-time | ||||
|---|---|---|---|---|
| HHome | DDraw | AAway | ||
| Half-time | HHome | HHincorrect | HDincorrect | HAincorrect |
| DDraw | DHcorrect | DDincorrect | DAincorrect | |
| AAway | AHincorrect | ADincorrect | AAincorrect | |
02
The nine combinations
It helps to see all nine side by side, with the kind of match each one describes. Three of them are matches where nothing changes between the break and the end. Six of them involve a change of state in the second half.
| Code | Half-time | Full-time | What the match looks like |
|---|---|---|---|
| HH | Home ahead | Home win | Home side leads early and holds on or extends |
| HD | Home ahead | Draw | Home side leads, then the visitors pull level |
| HA | Home ahead | Away win | Home side leads, then the visitors turn it round |
| DH | Level | Home win | Goalless or equal at the break, home side wins late |
| DD | Level | Draw | Level at the break and still level at the end |
| DA | Level | Away win | Level at the break, visitors win in the second half |
| AH | Away ahead | Home win | Visitors lead, then the home side turns it round |
| AD | Away ahead | Draw | Visitors lead, then the home side pulls level |
| AA | Away ahead | Away win | Visitors lead early and stay in front |
Notice the pattern. The three codes where both letters match (HH, DD, AA) are the stable ones: the half-time picture simply carries through to the end. HD and AD are partial comebacks, where the side that trailed rescues a draw. HA and AH are full turnarounds, where the leader at half-time ends up losing. DH and DA are matches that are decided entirely after the break.
A worked example of each kind
| Goals (minute) | Half-time | Full-time | Code |
|---|---|---|---|
| Home 20', Home 70' | 1–0 | 2–0 | HH |
| Away 55' | 0–0 | 0–1 | DA |
| Away 30', Home 60', Home 82' | 0–1 | 2–1 | AH |
In the first match the home side scores at 20 minutes, so it leads 1–0 at the break and finishes 2–0: HH. In the second match nothing happens until the visitors score at 55 minutes, so it is 0–0 at half-time and 0–1 at full-time: DA. In the third match the visitors score first at 30 minutes, the home side then scores twice after the break, so the code is AH.
03
How half-time and full-time are decided
The half-time result is the score at the end of the first half. That includes stoppage time added to the first half. A goal in the 45th minute and a goal in the 45+4 minute both belong to the first half. A goal scored after the restart, even one minute into the second half, belongs to the second half and cannot change the half-time part of your prediction.
The full-time result is the result of the match, using the normal scoring rules of the game. On ScoreHub, extra time counts when it is played, and penalty shootout kicks never count as goals or as results. For ordinary league matches there is no extra time, so full-time simply means the final score after 90 minutes plus stoppage time. For the exact treatment of knockout games, check the ScoreHub game rules.
| Goals (minute) | Score at half-time | Final score | Correct code |
|---|---|---|---|
| Home 10', Away 44', Away 71' | 1–1 | 1–2 | DA |
| Home 45+2' | 1–0 | 1–0 | HH |
| Away 46' | 0–0 | 0–1 | DA |
| Home 12', Away 19', Home 66', Away 88' | 1–1 | 2–2 | DD |
The second row is the one that surprises people. The goal at 45+2 is a first-half goal, so the home side is ahead at the break and the code is HH. The third row is the mirror image: a goal at 46 minutes is a second-half goal, so the break is still goalless and the code is DA.
Worked example
Reading a match back into a code
The visitors score in the 39th minute. The home side equalises in the 45+1 minute. In the second half the home side scores again in the 77th minute and the match finishes 2–1.
- Both first-half goals count for the first half, because 45+1 is still the first half.
- The score at half-time is 1–1, so the half-time letter is D.
- The final score is 2–1 to the home side, so the full-time letter is H.
The match settles as DH. A prediction of AH would have been wrong, even though the visitors did score first.
04
Which combinations are common and which are rare
The nine combinations are not equally likely, and that is the single most useful thing to understand about this prediction. Without quoting figures for any real competition, the general shape is easy to describe in words.
| Group | Codes | How often it tends to happen |
|---|---|---|
| Stable outcomes | HH, DD, AA | Relatively common, especially HH and DD between closely matched teams |
| Decided after the break | DH, DA | Fairly common, because many matches are level at half-time |
| Partial comebacks | HD, AD | Less common, they need a goal back from the trailing side |
| Full turnarounds | HA, AH | Rare, the half-time leader has to lose the match |
The reason is simple. Most teams that lead at half-time go on to win. Teams that are level at half-time split between a draw and a win for one side. A leader losing the match is the hardest sequence of events. The codes HA and AH are the long shots of this prediction.
✗ Myth
Every HT/FT combination is a fair guess because they are all worth the same 20 points.
✓ Reality
The points are equal, but the chances are not. HH and DD happen far more readily than HA or AH, so equal points means the rare combinations are a lot harder to land for the same reward.
That does not make the rare codes foolish. A match where the home side is far stronger but the visitors have a habit of scoring early can plausibly produce AH. The point is to know what you are asking for. A turnaround code needs two things to go your way: one team scoring first and the other side winning anyway.
05
How HT/FT relates to the match result
Every HT/FT code contains a full-time match result in its second letter. That means each combination is a narrower version of a match result prediction. If you pick HH, you also need the match result to be a home win. If the match result is wrong, the HT/FT is wrong too.
| Full-time result | HT/FT codes that fit it |
|---|---|
| Home win | HH, DH, AH |
| Draw | HD, DD, AD |
| Away win | HA, DA, AA |
Each full-time result is split three ways by the half-time picture. If you are fairly sure the home side will win, you still have to choose between HH, DH and AH. That choice is a different question from the match result: it is about the shape of the game.
Where comebacks fit in
A comeback is simply a code whose two letters point to different leaders. AH and HA are the full comebacks in this prediction: the team that was behind at half-time wins the match. HD and AD are smaller recoveries, where the team that trailed at the break at least rescues a draw. DH and DA are not comebacks at all, because nobody was behind at the interval.
One limit of HT/FT is worth knowing. It only looks at two snapshots, half-time and full-time. A team could trail 0–1 early, level before the break and win 2–1, and the code would be DH, because the break was level. A team could also lead 1–0 at half-time and be 1–2 down at full-time without ever being far behind. The code only records who was ahead at the two snapshots. The separate Comeback Win prediction asks a different question: whether the winner trailed at any point in the match. See the guide on win margin and big wins for how that one works.
Worked example
Same winner, different codes
Two matches both end 2–1 to the home side. In the first, the home side scores at 15 minutes and 60 minutes and the visitors score at 80 minutes. In the second, the visitors score at 25 minutes and the home side scores at 50 and 85 minutes.
- In the first match the home side leads 1–0 at half-time and wins, so the code is HH.
- In the second match the visitors lead 0–1 at half-time and the home side wins, so the code is AH.
- The full-time match result is a home win in both matches.
A match result prediction of Home would be right in both. HH is right only in the first and AH only in the second.
06
How to choose a combination
Because the points are the same for every code, your decision is about which story is most likely, not which pays the most. A good habit is to build the prediction in two steps instead of jumping straight to a two-letter code.
- Decide the likeliest full-time result first, using form, venue record and squad news, exactly as you would for a match result prediction.
- Look at how each team starts games. A side that scores early and often will often be ahead at half-time. A cautious side that holds its attacks for the second half is more likely to be level.
- Pick the half-time letter that fits the likeliest story. If one team is much stronger, its letter at half-time is plausible. If the teams are careful and evenly matched, D at half-time is more plausible.
- Check the code you formed against the rarity of its group. HH, DD and AA are easier than HA or AH, so do not choose a turnaround without a specific reason.
- Ask whether a plain match result prediction would do the job. The same 20 points is not needed if you would be happy with 10 for a safer pick.
Start with the match, then the break
Picking the full-time result first keeps you honest. If your view of the match is a close home win, then your reasoning for the half-time letter becomes concrete: do you expect the home side to take the lead before the break, or to break the deadlock afterwards? That is where team style matters.
Think about game state
Matches change shape as the score changes. A team ahead at half-time often defends more in the second half, which can help a draw or a narrow win. A team behind at the break has to take risks, which can create the chances for a turnaround or leave space for a second goal against it. Both ideas are tendencies, not rules, and neither guarantees an outcome.
07
The 20-point value compared with match result
In the current scoring schedule every correct half-time/full-time prediction is worth 20 points, whichever of the nine combinations you pick. A correct Match Result is worth 10. So HT/FT is worth twice as much as the match result for being right, in exchange for needing two things to be right instead of one.
| Match result | HT/FT | |
|---|---|---|
| Things you must get right | Full-time result | Half-time result and full-time result |
| Points if correct | 10 | 20 |
| Possible answers | 3 | 9 |
| Best when | You have a clear view of the winner | You also have a view on how the game will unfold |
The exchange rate is worth thinking about. A match result has three possible answers and an HT/FT has nine. Doubling the points for tripling the number of possible answers means the harder, rarer codes are priced the same as the easy ones. That is why the stable codes, and especially the ones that fit the most common game shapes, are the ones to lean on unless you have a strong, specific reason to expect a turnaround.
Remember the entry rules as well. An entry is one selection or a stack of 2 to 5 selections from the same fixture. Every selection in a stack has to be right to earn the points, and if any selection is wrong the entry earns no points and deducts half of its potential points. Some combinations on the same match are not allowed. HT/FT contains a match result inside it, so it is worth reading the clash rules before stacking it with a result pick.
08
Common HT/FT mistakes
- Treating it as a match result with a bonus. The second letter must be right, but so must the first. A correct winner with the wrong half-time picture still loses.
- Forgetting stoppage time. A first-half goal at 45+3 belongs to the first half, and a goal at 46 minutes does not.
- Choosing HA or AH because a comeback sounds exciting. Those are the rarest codes and need a goal-by-goal story to justify them.
- Ignoring D at half-time. A level score at the break is one of the most natural half-time states, and DH, DD and DA are all built on it.
- Reading the code backwards. In HD the first letter is half-time and the second is full-time, so it is a home lead that ends level, not the other way round.
- Assuming any team that trailed at some point counts as a comeback here. HT/FT only compares two snapshots, so a team that fell behind and levelled before the break leaves no trace in the code.
The common thread is that HT/FT is a precise prediction about two moments. The more clearly you can describe the first half and the second half separately, the more sensible your pick will be.
✗ Myth
If a team leads at half-time, HH is almost certain.
✓ Reality
A lead at the break is a good sign, but the match can still end level or turn round. That is exactly what the HD and HA codes cover, and why HH is only one of three possible full-time endings after a home lead.
09
How half-time/full-time works on ScoreHub
Half-time/full-time is one of the prediction types on the ScoreHub prediction screen. You pick one of the nine combinations. In the current scoring schedule a correct pick earns 20 points, the same for every combination. Predictions are scored for points, never for money, because ScoreHub is a free prediction game.
Half-time means the first half including stoppage time, and full-time follows the normal match result rules, with extra time counted when it is played and penalty shootouts never counted. MatchHub is the settlement source of truth, and if the official data is corrected, points can be recalculated. Because HT/FT includes a full-time result, it can clash with some other selections on the same match, so look at the clash rules before building a stack.
Frequently asked questions
What does HT/FT mean in football predictions?
HT/FT stands for half-time/full-time. It is a single prediction that names the result at half-time and the result at full-time, such as HH for home ahead at the break and a home win at the end.
What does DA mean in half-time/full-time?
DA means the match is level at half-time and the away side wins at full-time. The first letter is the half-time result and the second letter is the full-time result.
Does a goal in first-half stoppage time count for half-time?
Yes. The half-time score is the score at the end of the first half, including stoppage time. A goal at 45+2 counts for the first half, while a goal at 46 minutes counts for the second half.
Is HT/FT worth more than a match result prediction?
On ScoreHub, in the current scoring schedule, a correct half-time/full-time prediction is worth 20 points and a correct match result is worth 10. HT/FT needs both halves of the prediction to be right.
Test yourself
4-question quiz
Question 1 of 4
A match is 0–0 at half-time and ends 1–0 to the home side. What is the HT/FT code?
Keep reading
Put it into practice
Make free football predictions on real matches, earn points and see how you compare with other fans. No money is staked.