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Craps (American Dice)

Rules of Play

Craps is a game played by 1 or more players. Players take turns rolling two dice. The player rolling the dice is called the "shooter." The game is played in rounds, with the first roll of a new round called the "come-out roll."

 

On the come-out roll, if the total of the two dice is 2, 3, 7, 11, or 12, the round ends immediately and the shooter must roll another come-out roll. A result of 2, 3 or 12 is called 'craps' while a result of 7 or 11 is called a 'win' or a 'natural.' When any other number (4, 5, 6, 8, 9, or 10) is rolled on the come-out roll, this number becomes what is called the point. If a point is established, then the shooter will re-roll the dice continuously until either a 7 is rolled or the point is rolled again. If the shooter rolls the point again, the round ends and the game starts over with the same shooter rolling another come-out roll. If the shooter rolls a 7 instead of the point, this is called a 'seven-out,' the round ends, and the dice pass to the next player to the left, who becomes the new shooter.

 

Players can make any of a large number of bets. Most of these are betting on the way the round will end (point comes or a seven out). Other betting can include betting on a specific total being rolled, or a specific total being rolled before a 7.

 

A new shooter, who must bet the table minimum on either the "pass" line or the "don't pass" line to play, is presented five dice by the stickman and picks two.

 

The dealers will usually insist that the shooter roll with one hand and that the dice bounce off the wall surrounding the table. These requirements are meant to prevent cheating attempts by players switching the dice or making a "controlled shot."

Types of Wagers

Line bets

The shooter is required to make either a Pass Line bet or a Don't Pass bet if he wants to shoot. Line bets are based around points.

 

Pass line: The fundamental bet in craps is the pass line bet, also called the win line. A pass line bet is won if the come-out roll is a 7 or 11. If the come-out roll is 2, 3 or 12, the bet loses. If instead the come-out roll establishes a point, and that point is rolled again, the bet wins. If a point is established and a 7 is rolled before the point is re-rolled, the bet loses.

 

Don't pass: The opposite of the pass line bet is the don't pass bet. The don't pass bet is opposite in that it loses if the come-out roll is 7 or 11 and wins if the come-out roll is 2 or 3. A 12 will draw (this depends on the casino); either way a player cannot lose if 12 is rolled. A draw (the word "BAR," printed on the Craps layout, means "Standoff") on 12 is done to ensure the casino maintains a house edge regardless of whether players are betting pass or don't pass. If a point is established and that point is rolled again, the don't pass bet loses. If a 7 is rolled instead of the point being re-rolled, the don't pass bet wins. Betting on don't pass is often called "playing the dark side," and it is considered by some players to be in poor taste, or even taboo, because it goes directly against conventional play.

 

Pass odds: If a 4, 5, 6, 8, 9, or 10 is thrown on the come-out roll (i.e., if a point is set), most casinos allow pass line bettors to take odds by placing from one to five times (and at some casinos, up to 100 times) the pass line bet behind the pass line. This additional bet wins if the point is rolled again before a 7 is rolled (the point is made) and pays at the true odds of 2-to-1 if 4 or 10 is the point, 3-to-2 if 5 or 9 is the point, and 6-to-5 if 6 or 8 is the point.

 

Don't pass odds: If a player is playing don't pass instead of pass, they may also take odds by placing chips behind the don't pass line. If a 7 comes instead of the point coming, the odds pay at true odds of 1-to-2 if 4 or 10 is the point, 2-to-3 if 5 or 9 is the point, 5-to-6 if 6 or 8 is the point. For most players the perceived disadvantage of putting up the long side of the bet makes the don't pass odds less desirable, however putting up the long side reduces variance.

 

Come bet: The rules for the come wagers are the same as for the pass line except that they can only be made after the come-out roll. If the roll the come bet is made on is a 7 or 11 it wins, if it is a 2, 3 or 12 it loses, just like a pass bet. If instead the roll is 4, 5, 6, 8, 9, 10 then the come bet will be moved by the base dealer onto a box representing that number. If the number is rolled again before a seven, the bet wins. If the seven comes before the number (the come-bet), the bet loses. Odds can also be placed on a come-bet just like a normal pass point; in this case the dealer (not the player) places the odds bet on top of the bet in the box, because of limited space, slightly offset to signify that it is an odds bet and not part of the original come bet.

 

Because of the come bet, if the shooter makes their point, a player can find themselves in the situation where they have a come bet (possibly with odds on it) and the next roll is a come-out roll. In this situation odds bets on the come wagers are presumed to be not working for the come-out roll. That means that if the shooter rolls a 7 on the come-out roll, any players with active come bets waiting for a come-point lose their initial wager but will have their odds money returned to them, if the come-point is rolled the odds do not win but the come bet does and the odds are returned. The player can tell the dealer that they want their odds working, such that if the shooter rolls a number that matches the come point, the odds bet will win along with the come bet, and if a seven is rolled both lose.

 

Don't come: There is also a don't come box which is the opposite of a come bet in that the player is betting that craps will come on the next roll instead of 7 or 11, or that if a come point is made, that value won't be rolled again before a 7. It pays just as don't pass and also has odds in the same way.

Single roll bets

Single Roll bets have a result in a single shooter roll. They include:

 

Yo: Wins if the shooter rolls 11.

 

3 (ace-deuce): Wins if the shooter rolls a 3.

 

2 (craps aces): Wins if shooter rolls a 2.

 

12 (craps): Wins if shooter rolls a 12.

 

2 or 12 (hi-lo): Wins if shooter rolls a 2 or 12. The stickman places this bet on the line dividing the 2 and 12 bets.

 

Craps: Wins if the shooter rolls 2, 3 or 12.

 

C & E: A combined bet, a player is betting half their bet on craps and the other half on yo (11). One of the two bets will always lose, the other may win.

 

Any seven: Wins if the shooter rolls a 7. This bet is also nicknamed Big Red, since the 7 on its betting space on the layout is usually large and red.

 

Field: This bet is a wager that one of the numbers 2, 3, 4, 9, 10, 11, or 12 will appear on the next roll of the dice. This bet typically pays more 2:1 or 3:1 if 2 or 12 is rolled, and 1:1 if 3, 4, 9, 10 or 11 is rolled. Unlike the other proposition bets which are handled by the dealers or stickman, the field bet is placed directly by the player.

 

The Horn: This is a bet that involves betting on 1 unit each for 2, 3, 11 and 12 at the same time for the next roll. The bet is actually four separate bets, and pays off depending on which number is actually rolled, minus three units for the other three losing bets. Many players, in order to eliminate the confusion of tossing four chips to the center of the table or having change made while bets are being placed, will make a five-unit Horn High bet, which is a four-way bet with the extra unit going to one specific number. For example, if you toss a $5 chip into the center and say "horn high yo," you are placing four $1 bets on each of the horn numbers and the extra dollar will go on the yo (11).

 

Whirl or World: bet is a five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet.

Multi roll bets

These are bets that may not be settled on the first roll and may need any number of subsequent rolls before an outcome is determined.

 

Hard way: You may bet that the shooter will throw a specific hard way (either 4, 6, 8 or 10), before he throws a seven or the corresponding easy way. A hard way is when both dice show identical values, also known as "doubles," so 2 2 is hard way 4.

 

Easy way: Opposite of hard way is a bet that the shooter will throw a specific easy way (either 4, 6, 8 or 10), before he throws a seven. An easy way is a value that does not have two dice identical, so 3 1 is easy way 4.

 

Big 6 and Big 8: These wagers are considered by craps players as sucker bets because they pay even money while a player can bet on the same proposition (that the number will be rolled before a 7) by making place/buy bets on the 6 or the 8, which pay more money. Veteran craps players avoid these bets, and some casinos do not even offer them. The bets are located in the corners behind the pass line, and bets are placed directly by players.

 

Place: Players can place certain individual numbers (4, 5, 6, 8, 9, 10) by placing their wager in the come area and telling the dealer, "place the 6". Place bets are bets that the number bet on will be rolled before a 7 is rolled. Place bets are paid at odds worse than the true odds.

 

Lay: A lay bet is the opposite of a place bet, where a player bets on a 7 to roll before the number that is laid. The lay bets pay true odds.

 

Most multi-roll bets are similar to the Come bet above in that the round may be won by the shooter making point before the outcome of the bet is decided. As with the Come bet, these bets are considered "not working" until the next point is established, unless the player calls the bet as "working." Casino rules vary on this; some of these bets may not be callable, while others may be considered "working" during the come-out.

 

1

2

3

4

5

6

1

Snake Eyes

Loose deuce

Easy four

Fever five

Easy six

Natural or seven out

2

Loose deuce

Hard four

Fever five

Easy six

Natural or seven out

Easy eight

3

Easy four

Fever five

Hard six

Natural or seven out

Easy eight

nina

4

Fever five

 

Easy six

 

Natural or seven out

Easy eight

 

nina

Easy ten

5

Easy six

 

Natural or seven out

Easy eight

 

nina

Easy ten

Yo

6

Natural or seven out

Easy eight

 

nina

Easy ten

Yo

Boxcars

Names of rolls in Craps
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