objective of playing Craps is for the shooter to establish
a "point" number and then roll that number again
(called making the point) before rolling a 7 (craps). Only
the numbers 4, 5, 6, 8, 9, or 10 can be a point number.
There are a variety of bets for you to choose from, but
it is in your best interest to first understand the basic
concepts of the game. Then you can place wagers on those
other alluring bets.
game is played by tossing the dice from one end of the table
to the other. Both dice should hit the far wall to be considered
"fair" but the crew at the table will overlook
the occasional short throw, especially if the shooter is
obviously a novice. The payoffs for each wager are based
on the the probability of a number combination being rolled
versus the probability of the seven being thrown. For instance,
the probability of the 4 being rolled is 3 out of 36 while
the 7 will appear 6 out of 36 rolls. Therefore the "true
odds" for the 4 is 6-to-3 or 2-to-1. The 4 is actually
paid at 9-to-5. Those are the "house odds". The
difference between the "true odds" and the "house
odds" is just another way the casino makes money. So,
in the example above, if you wagered $5 on the number 4,
and the shooter "made their point", you would
be paid $9, and your $5 bet would be returned. Don't get
too bogged down with payoffs at the beginning. The table
crew is there to help you. Don't hesitate to ask them questions!
throw of the dice is called a "roll". Players
take turns rolling the dice, passing clockwise around the
table. The player rolling the dice is called the "shooter".
You do not have to shoot the dice when it is your turn.
You may be inclined to "pass". When a new shooter
is given the dice, his or her first roll is called the "Come
Out" roll. The stickman (the crew member with the stick)
will generally call out, "New shooter comin' out!"
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". If the current shooter makes his "Point",
the dice are returned to him and he then begins again with
a new "Come Out" roll. The shooter will retain
the dice until he or she fails to make their point, ie:
the shooter "Sevens out", 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
the "Come Out" roll, there are two primary wagers.
The "Pass Line" and the "Don't Pass Line."
If you place a bet on the pass line, you are betting that
the shooter will make their point. If you place a bet on
the don't pass line, you are betting that the shooter will
"Seven Out." If on the "Come Out" roll,
the shooter rolls a 7 or an 11 (called a "natural"),
the pass line automatically wins and the don't pass automatically
loses. If on the "Come Out" the shooter rolls
*2, 3 or *12, known as "rolling craps", the pass
line automatically loses while the don't pass automatically
wins. (Either 2 or 12 will be a "push" number,
but don't concern yourself with that now). If the shooter
rolls either a natural or craps on the Come Out
they still retain the dice. If the shooter rolls 4, 5, 6,
8, 9 or 10, they have established that number as the "Point"
and the shooter must roll this same number again to win
before rolling the number 7. Establishing the "Point"
is the immediate result of the "Come Out" roll,
unless that "Come Out" roll results in 7, 11,
2, 3 or 12, in which case another "Come Out" roll
will be made until a "Point" is established.
the shooter establishes the "Point", the dealer
will move a puck that says "On 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
a shooter "Sevens Out", the puck is moved to the
"Don't Come" bar 12 area and turned black side
up, "Off". 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 number is
the "Point". Black side up means a new "Come
Out" roll is about to take place.
with all table games, you will begin your play by exchanging
your cash into gaming chips. In Craps you do this by throwing
your money on the table and yelling, "change".
DO NOT try to hand your money to one of the dealers! They
will not take the money out of your hand. Also it is a good
idea to wait and ask for change between rolls of the dice.
Some old time players also consider it bad form and bad
luck if change is made any time other than just before the
Come Out roll.
Craps, winning or losing depends on a variety of different
possible outcomes on any roll of the dice. The two dice
can produce 36 different number combinations; some can be
made several ways, others only one way. For example, the
number 6 can be thrown the following ways: 5/1, 4/2, 3/3,
2/4 and 1/5. But the number 2 can only be rolled one way:
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 "Hard Six" (hard 10
is 5/5, hard 4 is 2/2 hard 8 is 4/4, they are known as a
group as the "Hard Ways" ). All winning payoffs
are, therefore, determined by the frequency in which a two-dice
combination 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 or her "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").
bet with the shooter, you must place your bet in an area
marked "Pass Line", before the new shooter "Comes
Out." To bet against the shooter, you must place your
bet in an area marked "Dont Pass". This
area is generally located just inside "Pass Line"
on the table layout.
matter what stage the game is in, whether before the "Come
Out" roll, or after a point has been established, you
can jump in immediately and place any bets. The only exception
to this is "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 accomplishes this.
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 Dont 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
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.
the "Don't Pass Line" is the exact opposite of
betting the "Pass Line". The "Dont
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 "Dont Pass"
bet stays in action, until the shooter rolls a 7 or make
his/her "Point". Therefore, a "Dont
Pass" bet wins if the shooter fails to make his "Point",
but loses if the shooter makes their "Point".
You can also take odds on a "Dont Pass"
are several other common bet types, "Place" bets,
"Field" bets and "Proposition" bets
and "Come"/"Don't Come" bets.
make "Place" bets by making a wager on any (you
may choose as many as you like) of the point numbers 4,5,6,8,9,10.
These bets pay house odds so, if you make a "Place"
bet on the number 9 for $5, it will pay $7 every time the
shooter rolls a 9 before sevening out. The advantage of
"Place" bets is that they can be placed or taken
down at any time during a shooter's roll. On a $5 table,
the minimum "Place" bet is $5 on the 4,5,9,10
and $6 on the 6 and 8. The 6 and 8 "Place" bets
have to made in $6 increments because the payoff odds are
7 to 6 for them, and a $6 wager can be paid off correctly
and easily at $7. You may also "Place" numbers
to lose. This means you are betting that the 7 will appear
before the "Place" to lose number is rolled again.
These wagers are paid in inverse odds and the minimum bet
can sometimes be quite hefty because of the odds. You also
frequently have to pay a 5% "vig" (vigorish) just
to place the bet because the advantage is so much in your
favor. For instance, you can "Place" a "No
4" bet. (You're betting that the 7 will be rolled before
a 4 is rolled) You have to wager $40 to possibly win $20
AND pay a $1 vig. These are by no means poor bets, but they
do require a little more knowledge of the game than "Place"
and "Pass Line" wagers.
simplicity's sake, consider "Come" and "Don't
Come" bets to be a continuation of the "Pass Line"
/ "Don't Pass Line". These wagers can made any
time after the "Come Out" and once placed act
exactly like their "Come Out" counterpart. A "Come"
bet acts like a "Pass Line" bet, a "Don't
Come" bet acts like a "Don't Pass" bet. For
the nuances of all of these wagers, I would recommend one
of the books in the BOOKS area of this site.
"Field" is an alluring bet. It's right there in
the middle of the table in BIG LETTERS. The "Field"
is a one roll wager that the shooter will throw any of the
following numbers; 2,3,4,9,10,11,12. The "Field"
is payed off at 1 to 1 for 3,4,9,10,11 and sometimes double
or triple for the 2 and or 12. Some people swear by field
bets, but most experienced gamblers stay away from them.
last major bet types are called "Proposition"
bets. They have wonderful names like "Any Craps"
and "Horn." These too are one roll bets and most
of them have high payoffs. For instance the 11 pays 15 to
1 and the 12 pays 30 to 1. They're very seductive, but are
poor bets especially for the beginner. A rule of thumb for
the novice craps player is any wagers that the stickman
is hustling before a shooter throws the dice, "Who's
got a hard way bet?", is a wager to stay away from.
are many other wagers on the table. As your knowledge of
the game increases, you will become acquainted with them.
As a beginner, stick with the basics, learn, have a good