Price every player prop before the market does.
Slateline simulates the raw events of a game, then projects every player prop as a full distribution — and grades every projection against results and closing lines. The market’s number, our model’s number, and the gap between them, in the open.
Edges decay. Track them live.
Seven surfaces, one projection engine.
Every module reads from the same graded projections — so the board you scan, the grid you sort, and the backtest you audit are all the same model, held to the same standard.
Signal Board
The strongest projection gaps right now — Market % vs Model % vs Edge, graded and sortable.
Prop Grid
Every prop across every book: projection, sharp market benchmark, and live hit rates in one scan.
Market Map
Every prop on one plane — edge against confidence. The top-right cluster is where to look first.
Platform Lens
One projection scored through PrizePicks, Underdog, Betr, and Sleeper — where the scoring divergence is the edge.
Model Room
The accountability layer: hit rate, calibration, Brier, closing-line value — per market and per model version.
Slip Lab
Group props into research slips with correlation and structure context. Research only — never a bet slip.
Signal Alerts
Rules on grades, edges, and line movement — so a signal reaches you the moment it clears your bar.
A projection, then proof — not a hit-rate average.
A prop is only interesting when the number is wrong. We project the raw events first, convert them into every market, and then measure whether we were right — the loop a scanner can't close.
Project raw events
A sport-specific Monte-Carlo simulation produces the atoms of every prop — plate appearances, possessions, drives, points — as a full distribution, not a last-5 average.
Convert to markets
Those events roll up into every player-prop market: hits, strikeouts, points, rebounds, receiving yards, aces — with push probability on integer lines.
Score per platform
The same projection runs through each DFS platform's own scoring rules, so a player is a different number on PrizePicks than on Underdog — and the divergence is an edge.
Grade the edge
Model probability minus the de-vigged sharp market becomes a signed edge, graded A+ to D by conviction and calibrated against history.
Prove it
Every projection is timestamped before the event and scored against the box score and the closing line. The track record is public — the losses too.
One projection. Four scoring formulas.
PrizePicks, Underdog, Betr, and Sleeper each score the same box score differently — so the same player is a different number on every platform. Platform Lens shows exactly where the scoring divergence creates the edge.
- Hits
- 1.24
- Total Bases
- 1.59
- Runs
- 0.52
- RBIs
- 0.40
- Walks
- 0.21
- HR
- 0.03
- SB
- 0.03
One projection. Each platform scores it with its own formula — so the same player is worth a different number on every book.
No fantasy-score lines posted for this player this slate — the scores above are our projection converted through each platform’s formula. Line + gap appear here the moment a book posts one.
The distribution is the projection.
Drag the line and watch the over probability respond in real time — the same interaction that drives the Signal Board, on the same simulated distribution.
Twelve engines. Honest about which are live.
Seven sports run on real lines and grade nightly. The other five engines are built and audited — they light up when their season or data feed opens. We never claim live data that doesn't exist.
Projects hitter and pitcher props from thousands of full-game simulations per slate, priced against live DFS lines and a sportsbook consensus. Live and graded nightly.
How this engine works
Live DFS lines plus a de-vigged sportsbook reference; every projection grades nightly against final box scores.
- 9-batter lineup through a base-out state machine vs starter → bullpen
- Empirical-Bayes matchup rates × platoon splits × park/weather × umpire zones
- Statcast contact/whiff/arsenal tilts; posted lineups; steals simulated in-game
Projects points, rebounds, assists, and combo props from possession-level simulations built on minutes and availability. Live on real lines and graded nightly.
How this engine works
Live lines from four DFS books, priced on player rates measured from recent box scores; graded nightly. Injury statuses default to healthy until a licensed feed is connected, and affected projections are flagged.
- Usage → shot/FT/turnover → rebound battle → assist/steal/block attribution
- Per-sim minutes and availability rolls; probabilities are DNP-conditional (DFS voids DNP legs)
- Combos and fantasy correlate by construction (same simulated possessions)
Projects scoring, rebounding, and playmaking props with rest days, load management, and blowout minutes built into every simulation. Ready for opening night in late October.
How this engine works
The engine is built and has passed two audits. Live player rates and DFS lines connect when the season opens in late October.
- Load management as a first-class availability channel (rest posture × schedule spots)
- On-ball usage redistribution when stars sit (∝ minutes × on-ball share, conservation proven)
- Garbage time simulated: blowout sims split into competitive + bench-heavy floors
Projects passing, rushing, and receiving props from drive-by-drive simulations that follow the flow of the game. Ready for the September season.
How this engine works
The engine is built and audited. Play-by-play data and DFS lines connect with the September season.
- Environment (drives/plays/points/weather) → per-drive script-adjusted pass rate
- Role-based allocation: targets = routes × TPRR, carries = rush share, TDs = end-zone equity
- Conservation by construction: QB passing yards ≡ Σ receiver yards per sim (structural stack correlations)
Projects college football props with the sport's own realities simulated: early starter pulls, backup snaps, and wide differences in team tempo. Ready for the late-August season.
How this engine works
The engine is built and audited. College data feeds and a check of DFS line coverage land with the late-August season.
- Starter pulls and garbage time are simulated (per-staff pull margins; backups absorb usage)
- Per-team tempo identities (55–85 plays/game); mismatch-scale environments
- Roster volatility engine: transfer/freshman/committee inputs → demotion-heavy grading
Projects college basketball props around the college game's own rules: five fouls, bonus free throws, and deliberate late-game fouling. Ready for the November season.
How this engine works
The engine is built and audited, and simulates college structure directly: five fouls, the bonus free-throw ramp, end-game fouling, two-foul benching, and transfer-heavy rosters. Live stats and lines connect with the November season, and every grade is capped at B+ until the backtest earns more.
- Minutes come first: availability, foul trouble (five-foul disqualification), two-foul first-half benching by coach tendency, blowout compression, and tournament rotation tightening are realized per simulation — every probability is DNP-conditional
- The bonus / one-and-one FT structure is simulated within each half (foul accumulation ramps team FT trips; front-end misses are live rebounds) — the closed-form FTA claim is audited against the sim
- End-game fouling is a first-class channel: close-but-not-tied finishes extend the game with intentional-foul cycles (leading team shoots two, trailing team forces threes) — FTA and 3PA distributions carry the real late-game fat tail
Plays out every service game, tiebreak, and set to project aces, games won, and match length for ATP and WTA players. Live on real lines year-round.
How this engine works
Live DFS lines priced on serve and return rates measured from each player's recent matches, split by surface. No sportsbook posts tennis player props, so edges read model versus line, and every grade is capped at B+ until the backtest earns more.
- Deuce games, tiebreaks (1-2-2 rotation, tb10 deciders), sets, Bo3/Bo5
- Barnett–Clarke serve/return blend over tour × surface anchors
- Per-player rates measured from recent matches (surface-split, recency), EB-shrunk toward the anchors
Projects birdies, strokes, and cut chances hole by hole, with PGA cut weeks and LIV's 54-hole events treated as genuinely different formats. Built and audited; waiting on a strokes-gained data feed.
How this engine works
The engine is built, harness-verified, and adversarially audited, with PGA cut events and LIV 54-hole shotgun events as separate formats. DFS golf lines are confirmed available; the missing piece is a licensed strokes-gained data feed, not the calendar.
- Course environment comes first: per-hole difficulty sets the outcome environment, realized exactly by the sim
- PGA and LIV as different structures: 36-hole cut truncation vs 54-hole no-cut shotgun
- The player's own simulated rounds decide his cut — cut risk correlates with every prop
Projects significant strikes, takedowns, and fight time from moment-by-moment fight simulations where an early finish settles the number instead of voiding it. Live on real lines for UFC cards.
How this engine works
Real DFS lines priced against measured fighter statistics. Full cards build on fight days, and every published prop grades against final fight statistics the morning after. No sportsbook posts these markets in usable multi-book form, so edges read model versus line, and every grade is capped at B+ until the backtest earns more.
- Fight structure comes first: a per-tick finish hazard yields closed-form fight time, round-reach, and decision claims the sim realizes exactly
- 3-round and 5-round fights as different structures; rounds start standing (ground spells end at the bell)
- Early finishes settle volume props — finish risk is priced into the distribution, never voided away
Projects shots, passes, tackles, and saves with lineups and substitution timing simulated first, because minutes decide everything. Live on real lines for World Cup and club matches.
How this engine works
Real DFS lines priced against measured team and player inputs: posted lineups with a confirmed-or-projected status, per-player match statistics, and substitution timing from recent matches. An unposted lineup caps every grade for that match. No sportsbook posts soccer player props in usable multi-book form, so edges read model versus line, and every grade is capped at B+ until the backtest earns more.
- Minutes come first: starts, sub-off timing, and sub-on windows are realized per simulation — every probability is appearance-conditional (DFS voids never-entered legs)
- Possession is zero-sum and splits the prop world: one environment drives your passing volume AND the opponent's defensive actions and keeper saves in the same sims
- Share slots conserve team volume exactly: substitutions pass the opportunity slot while conversion rates stay the player's own
Projects kills, assists, and creep score map by map, with game length driving every number and series sweeps priced in. Live on real lines for pro league matches.
How this engine works
Real DFS lines priced against measured pro match data: league pace, team styles, rosters, and role shares, using only games played before each series. Projections are made before champion select, so distributions widen to carry that uncertainty. No sportsbook posts these markets, so edges read model versus line, and every grade is capped at B+ until the backtest earns more.
- Game duration comes first: a per-minute end-hazard drives every claim — expected map length, P(reach 30/35), team kills — and the sim realizes each exactly
- Early ends settle volume props (a 22-minute stomp cashes unders); remake/forfeit/cancellation are the void events, never simulated in-map
- Line scope is part of the market: Map 1 / Maps 1-2 / Maps 1-3 / series lines sum over the maps actually played — P(map 3 happens) is a structural channel like the golf cut
Projects kills and headshots round by round, where close maps run long and lift both teams' totals. Live on real lines for pro matches.
How this engine works
Real DFS lines priced against measured match data: per-player kill and headshot shares, team strength, and map pools from recent finished maps. Before the map veto, projections mix the likely map pool and say so; a stand-in or unconfirmed roster caps the grade. No sportsbook posts these markets, so edges read model versus line, and every grade is capped at B+ until the backtest earns more.
- Rounds come first: a CS2 map is a race to 13 — every volume stat scales with rounds played, and the rounds distribution is exact score-race mathematics the simulation realizes directly
- Early ends settle volume props (a 13-3 stomp cashes unders); forfeit/cancellation are the void events, never simulated in-map
- The inversion: close maps run long and lift both teams' kills — opposing players' overs are positively related through rounds (surfaced on every relevant prop, the honest slip-stacking number)
A model you can audit, not a tout you have to trust.
Every projection is timestamped before the event and graded against results and closing lines. Calibration, hit rate, and closing-line value — in the open, including the misses.
Every projection is logged before games start and graded against results and closing lines. No cherry-picking, no deleted losses.
Straight answers.
What Slateline is, what it isn't, and how the model holds itself accountable.
What is Slateline?
How is Slateline different from a hit-rate or line-scanning tool?
Do you place bets or guarantee wins?
Which sports and platforms are supported?
What does “edge” mean here?
How are projections graded?
Why does model accountability matter?
Can I cancel anytime?
The market closes edges fast. See them first.
Start free with the Signal Board preview, or go live with the full board, Prop Grid, Platform Lens, and Model Room.