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Craps is a
fast-moving, exciting game played on a large
table that offers a variety of bets on the
layout. Each bet is dependent upon the point
value of the uppermost side of two dice that
have come to rest after having been thrown
by a Player or "Shooter" .
A. Pass Line:
If you place a bet on the Pass Line and the
first roll of the dice (known as the "Come
Out Roll") is a 7 or 11, you win
automatically. If a 2, 3, or 12 is rolled,
you "crap out" or lose. Any other number
rolled (i.e., 4, 5, 6, 8, 9 or 10) becomes
the Pass Line "point". Pass Line Bets win if
the Shooter rolls the point before rolling a
7. If a 7 is rolled prior to the point being
made, the Shooter "sevens out" and the Pass
Line Bet loses. The Shooter continues to
roll the dice until he/she sevens out,
whereupon the dice pass to the next player.
You need not be the Shooter to make a Pass
Line Bet.
B. Don't Pass Line:
The Don't Pass Line Bet is the opposite bet
of the Pass Line. That is, the bet wins
automatically on the Come Out Roll if a 2 or
3 is rolled, and loses automatically if a 7
or 11 is rolled. A roll of a 12 is a
stand-off on the Don't Pass Line. Any other
number rolled becomes the point. To win, a 7
must roll before the point is thrown. If the
point is rolled prior to a 7, the bet loses.
As before, you need not be the Shooter to
make this bet.
C. Come:
You can
only bet the "Come" after a point has been
established on the Pass Line. The win-loss
rules are the same as for the Pass Line. The
next roll of the dice determines whether you
automatically win or lose, or establishes
the Come point which must be rolled before a
7 to win. The Come Bet and Come point are
independent of the Pass Line point.
D. Don't Come:
The Don't Come Bet can only be made after a
Pass Line point has been established. The
win-loss rules are the same as for the Don't
Pass Line, but the automatic win, loss or
determination of the "Don't Come" point is
established by the next roll of the dice.
Like the Come Bet, the Don't Come Bet allows
a Player to bet on each roll of the dice.
Pass Line, Don't Pass Line, Come and Don't
Come Bets are paid even money. Pass Line and
Don't Pass Line Bets may be made only on the
Come Out Roll and may not be bet after the
point is established. Pass Line and Come
Bets cannot be removed or reduced after a
"Come Out Point" or "Come Point" has been
established. Don't Pass Line and Don't Come
Bets may be decreased or removed at any time
but never increased or replaced.
Odds:
A player
may elect to make a wager in addition to the
original or "flat" bet any time after the
point is established. A player may "take"
odds on any Pass Line or Come Bet. A Player
also may "lay" odds on any Don't Pass Line
or Don't Come Bet. All odds bets may be
removed or reduced at any time. Odds are
paid based on true odds and wins if the flat
bet wins and vice versa, except on the Come
Out roll. Odds payouts are shown on the
accompanying table.
E. & F. Buy & Lay
Bets:
Buy and Lay Bets pay odds without requiring
flat bet and may be directly on a 4, 5, 6,
8, 9 or 10 at any time without waiting for
the number to roll the first time. The Buy
Bet is a bet that the number will roll
before a 7. A Lay Bet is a bet that a 7 will
roll before the number bet. In either case,
the wager is paid according to true odds as
shown on the table. A five percent
commission or "vigorish" is charged on all
Buy and Lay Bets, either on the amount bet,
if it is a Buy Bet, or on the amount that
can be won, if it is a Lay Bet. If no
decision is made on a Buy or Lay Bet and the
Player wishes to take the bet down, the
vigorish will be returned to the Player.
G. Place Bets to
Win:
You may make a Place Bet on a 4, 5, 6, 8, 9
or 10 at any time. All odds, Buy Bets and
Place Bets may be increased, decreased,
taken back by the Player or called "off", or
not working at any time. Come Odds, Buy Bets
and Place Bets are always off on the Come
Out Roll unless designated otherwise by the
Player. The Player is responsible for
placing Pass Line odds and keeping track of
all bets.
H. Hard Ways:
Hardways Bets are located in the centre of
the layout and are placed by the Dealer.
Hardways may be bet on any roll. The four
possible Hardways Bets, Hard Six (two 3's)
and Hard Eight (two 4's), pay 9 to 1, and
Hard Four (two 2's) and Hard Ten (two 5's),
pay 7 to 1. You win if the Hardway you are
betting rolls before a 7 or a non-pair
combination of the number bet. For example,
a Hard Six wins only if two 3's are thrown
before a 7 or before an "Easy Way" 5-1 or
4-2 combination. Hardways are always off
unless you designate the bet to be in action
on the Come Out roll.
I. Field:
If 2, 3, 4, 9, 10, 11 or 12 is rolled, you
win. All numbers pay even money except 2 and
12 which pay double. These bets are also
one-roll bets. These bets are made by the
player on either side of the table.
The following are bets that may be made on
any roll and they win or lose depending upon
the outcome of the next roll of the dice.
They win if the number or numbers bet rolls,
and lose if any other number rolls.
J. Any 7:
If 7 rolls, you win and are paid 4 to 1.
K. Any Craps:
If 2, 3 or 12 roll, you win and are paid 7
to 1.
L. Two Craps or
Aces:
If two aces or 2 is rolled, you win and are
paid 30 to 1.
M. Twelve Craps:
If two 6's
are rolled or 12, you win and are paid 30 to
1.
N. Three Craps or
Ace-Deuce:
If ace-deuce or 3 is thrown, you win and are
paid 15 to 1.
O. Eleven:
If 11 is rolled, you win and are paid 15 to
1.
P. Horn High Bets:
Horn High Bets are typically bet in units of
5 since you are effectively one unit on 2,
3, 11 and 12, with one additional unit bet
on one number. For example, $5 High Horn 12
has one dollar bet on 2, 3 and 11 and two
dollars bet on 12. If one of these four
numbers rolls, the pay-off is according to
the payout odds for that number and the
number of dollars effectively wagered on
that number less the amount bet on the three
losing numbers.
Q. Horn Bet:
A player may also make a Horn Bet which is
simply one unit each on 2, 3, 11, and 12.
The payoff follows the same rules as for the
Horn High Bet.
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