Roll the Dice
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.
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.
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 center 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.
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.
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.