Craps Rules
Box man: is the craps table supervisor who sits between the one
stickman and directly behind the thousands of dollars
worth of chips that the casino keeps on hand at each
craps table.
Dealers: the two dealers at the Craps table are responsible for
all the bets made on his half of the table. Whenever you want to make
free odds, place, or lay bet in a casino, you should give the money
to the dealer at your end of the table and he will make the bet for
you.
Floor men: are the supervisors who are responsible for the games
in the casino and the employees running them. Floor men spend their
time behind the tables watching over the games.
Marker Puck: is the plastic disk, which the dealers use to mark
the "Point" on the Craps table. When the puck is turned so that the
side inscribed with `off` is face up, then all free odds bets have
no action on the following roll of the dice.
Pit: is the area enclosed by all of the craps tables in a casino.
Floor men walk around in the pit and keep an eye on the craps games
in progress and the casino employees.
Stickman: is the casino employee who calls out the dice rolls and
returns the dice to the shooter. The stickman also is responsible
for the placing and paying the proposition bets.
Here`s how the game of craps is played:
The basic idea behind Craps is to establish a "point" number and roll that number again before rolling a 7 (craps). Only the numbers 4,
5, 6, 8, 9, or 10 can be a point number and all other rolls
on the dice have special meanings depending on when they are
rolled (before or after a point is established).
The casino game of Craps is played with a set of two perfectly balanced
dice with each die having six white dots numbered 1 through 6. The
game is played by tossing the dice from one of the short ends of the
table to the other (make sure that both die hit the opposite side
wall of the table). Payoffs are made based on the number combination
displayed when the dice come to rest.
The inside walls of the table are covered with a serrated egg-carton like
foam, designed to make the dice bounce around to assure randomness.
Each throw of the dice is called a "roll". Players take turn rolling
the dice, clockwise around the table, and the player rolling at any
given time is called the "shooter". When a new shooter is given the
dice, his or her first roll is called the ""Come Out"" roll. This
begins a new series of rolls by that shooter and lasts for as long
as that shooter continues to make winning rolls.
A new game in Craps begins with the ""Come Out"" roll. A ""Come Out""
roll can be made only when the previous shooter fails to make a winning
roll -- more correctly known as "not making the "Point"" or "seven
out". A new game then begins with a new shooter. If the current shooter
does make his "Point", the dice are returned to him and he then begins
the new "Come Out" roll. This is a continuation of that shooter`s
roll, although technically, the "Come Out" roll identifies a new game
about to begin.
When the shooter fails to make his or her "Point", the dice are then offered
to the next player for a new "Come Out" roll and the game continues
in the same manner. The new shooter will be the person directly next
to the left of the previous shooter.
On the "Come Out" roll, the "Pass Line" bet wins if the shooter rolls
a 7 or an 11. The bet loses automatically if the shooter rolls 2,
3 or 12. This is known as "rolling craps". If the shooter rolls 4,
5, 6, 8, 9 or 10 the shooter must roll this same number again (to
win) before rolling the number 7. Rolling any of these numbers on
the "Come Out" roll is called "establishing the "Point". Any number
so rolled is thereafter referred to as the "Point".
Establishing a "Point" is an event that happens as the immediate result of the
"Come Out" roll, unless that "Come Out" roll results in 7, 11, 2,
3 or 12, in which case more rolls must be made until a "Point" is
established.
It now becomes important to mention a device that looks like a hockey
puck called the "Puck". It is white on one side and black on the other,
and is used by the dealers to identify the "Point". Once the shooter
establishes the "Point", the dealer will move this puck to that "Point"
number and turn it the white side up. The puck stays on this "Point"
until the shooter either makes his "Point" or until he sevens out.
When the puck is moved to the "Don`t Come" bar 12 area and turned
black side up. The significance of this device is only in tracking
the game. White side up over a "Point" indicates the game is in progress
and that this box number is the "Point". Black side up means a new
"Come Out" roll is about to take place.
As with all table games, you will begin by changing your cash money into
gaming chips. In Craps you do this by throwing your money on the table
and yelling, "change". If the table is playing well there will be
a lot of people crowding around and a lot of noise, so make sure you
yell out. Also it is a good idea to wait and ask for change between
rolls of the dice.
In Craps, winning or losing depends on a variety of different possible
outcomes on any roll of the two dice. The two dice can produce many
different number combinations; some can be made several ways, others
only one way. For example, two dice can roll the number 6 as follows:
5/1, 4/2, 3/3, 2/4 and 1/5. But the number 2 can only be rolled one
way: 1/1.
Numbers such as 6, which can be rolled several ways, don`t pay as much as
numbers which can be rolled only one way, unless you are betting
that the number will be rolled in a specific way, such has 3/3,
known as "Hardways". All winning payoffs are, therefore, determined
by the frequency in which any two-dice number combinations can be
rolled. Generally, the harder the combination is to roll, the more
it will pay, and vice versa.
Although really taking advantage of the many betting options can involve a
considerable degree of mastery, in its simplest form, Craps is a game
where players bet either that the shooter will make his "Point" or
that he or she will not make their "Point". Betting that the shooter
will make his/her "Point" is called betting "with the shooter" (also
called "betting right") and betting that the shooter will not make
his/her "Point" is called "betting against the shooter" (also called
"betting wrong").
To bet with the shooter, you must place your bet in an area marked ""Pass
Line"", before the new shooter rolls the dice. The so-called "Pass
Line" is a strip on the table layout marked by two lines roughly two
inches wide and it rims the entire table layout across from the Box
Man. To bet against the shooter, you must place your bet in an area
marked "Don`t Pass". This area is also a strip on the table layout
and it rims the table directly above the "Pass Line".
No matter what stage the game is in, whether on the "Come Out" roll,
or in progress, you can jump in immediately and place any bets. The
only exception to this is the bet called the "Pass Line" bet with
odds", which can be made only on the "Come Out" roll. You can, however,
bet with the shooter even while the game is in progress by placing
a "Pass Line" bet without odds. Placing your chips halfway over one
of the two lines framing the "Pass Line" area does this.
Before the new shooter rolls the dice on his or her "Come Out" roll, there
are a variety of bets that can be made. The "Pass Line" and Don`t
Pass Line" bet are the most common bets to make. Once the shooter
establishes a "Point", you can then place an additional bet behind
your "Pass Line" bet. This is called "taking odds".
In most casinos you can bet up to three times the amount of your "Pass
Line" bet. This is called "taking full odds". Some casinos offer up
to 100 times odds! This simply means that you can bet up to 100 times
the amount of your "Pass Line" bet once a "Point" has been established.
Betting the "Don`t Pass Line" is the exact opposite of betting the "Pass Line".
The "Don`t Pass" bet wins if the shooter rolls any craps; 2 or 3 (12
is considered a push; the bet neither wins nor loses, merely stays
in limbo till a decision is reached on subsequent rolls) and loses
if shooter rolls a 7 or 11.
Once the shooter establishes a "Point" your "Don`t Pass" bet stays in
action, win until the shooter rolls a 7 or make his/her "Point".
Therefore, a "Don`t Pass" bet wins if the shooter fails to make
his "Point", but loses if the shooter does make the "Point". You
can also take odds on a "Don`t Pass" bet.
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