Craps Rules – How to Play Craps
A player may also call, "No Action" when a point is established, and the bet will not be moved to its point. A player may hit, establish and hit several points before he finally rolls a 7, or he may roll a 7 on the first roll after he establishes his first point. CasinoTop10 is a definitive guide to online casinos, their bonuses and to playing casino games online. The house edge overall is When a new round of craps begins the following takes place: For all three wagers, the order in which the numbers are hit does not matter. Due to the random nature of the game, in popular culture "a crapshoot" is often used to describe an action with an unpredictable outcome.
The shooter must handle the dice with one hand only when throwing and the dice must hit the walls on the opposite end of the table.
In the event that one or both dice are thrown off the table, they must be inspected usually by the stickman before putting them back into play. The craps table can accommodate up to about 20 players, who each get a round of throws or at 'shooting' the dice.
If you don't want to throw the dice, you can bet on the thrower. Several types of bets can be made on the table action. The casino crew consist of a Stickman, Boxman and two Dealers. The game is played in rounds, with the right to roll the dice by each player moving clockwise around the craps table at the end of each round.
A player may choose not to roll but can continue to bet. Each round has two phases: Come Out and Point. To start a round, the shooter makes one or more Come Out rolls. A Come Out roll of 2, 3 or 12 called Craps , the shooter is said to 'crap out' ends the round with players losing their Pass Line bets. The shooter continues to make Come Out rolls until he rolls 4, 5, 6, 8, 9, or 10, which number becomes the Point. The dealer then moves an On button to the point number signifying the second phase of the round.
If the shooter rolls the point number, the result is a win for bets on the Pass Line. If the shooter rolls a seven a Seven-out , the pass line loses and the round ends. The first roll of the dice in a betting round is the Come Out roll - 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, that is, fails to make the Point or makes a Seven-out rolls a seven.
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 - so the game moves in a clockwise fashion around the craps table. The dice are rolled across the craps table layout. The layout is divided into three areas - two side areas separated by a center one. Each side area is the mirror reflection of the other and contains the following: The center area is shared by both side areas and contains the Proposition bets.
Pass bets win when the come out roll is 7 or 11, while pass bets lose when the come out roll is 2, 3, or Don't bets lose when the come out roll is 7 or 11, and don't bets win when the come out roll is 2 or 3. Don't bets tie when the come out roll is 12 2 in some casinos; the ' Bar ' roll on the layout indicates which roll is treated as a tie. A player joining a game and wishing to play craps without being the shooter should approach the craps table and first check to see if the dealer's 'On' button is on any of the point numbers.
If the point number is Off then the table is in the Come Out round. If the dealer's button is 'On', the table is in the Point round where most casinos will allow a Pass Line bet to be placed. All single or multi roll 'Proposition bets' may be placed in either of the two rounds. Between dice rolls there is a period for the dealers to make payouts and collect the losing bets, after which players can place new bets. The stickman monitors the action at the table and decides when to give the shooter the dice, after which no more betting is allowed.
Players may bet both the Come and Don't Come on the same roll if desired. Come bets can only be made after a point has been established since, on the come-out roll, a Come bet would be the same thing as a pass line bet. A player making a Come bet will bet on the first point number that "comes" from the shooter's next roll, regardless of the table's round.
If a 7 or 11 is rolled on the first round, it wins. If a 2, 3, or 12 is rolled, it loses. If instead the roll is 4, 5, 6, 8, 9, or 10, the Come bet will be moved by the base dealer onto a box representing the number the shooter threw. This number becomes the "come-bet point" and the player is allowed to take odds, just like a pass line bet. Also like a pass line bet, the come bet is a contract bet and is always working, and cannot be turned "Off", removed or reduced until it wins or loses.
However, the odds taken behind a Come bet can be turned "Off" not working , removed or reduced anytime before the bet loses. In Atlantic City and Pennsylvania, the combine odds and pass bet must be table minimum so players can bet the minimum single unit depending on the point.
If the player requests the Come odds to be not working "Off" and the shooter sevens-out or hits the Come bet point, the Come bet will be lost or doubled and the Come odds returned. If the casino allows put betting a player may increase a Come bet after a point has been established and bet larger odds behind if desired. Put betting also allows a player to bet on a Come and take odds immediately on a point number without a Come bet point being established.
The dealer will place the odds on top of the come bet, but slightly off center in order to differentiate between the original bet and the odds. The second round wins if the shooter rolls the come bet point again before a seven. Winning come bets are paid the same as winning pass line bets: If, instead, the seven is rolled before the come-bet point, the come bet and any odds bet loses.
Because of the come bet, if the shooter makes their point, a player can find themselves in the situation where they still 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 usually 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-bet point lose their initial wager but will have their odds bets returned to them.
If the come-bet point is rolled on the come-out roll, the odds do not win but the come bet does and the odds bet is returned along with the come bet and its payoff. 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.
Many players will use a come bet as "insurance" against sevening out: The risk in this strategy is the situation where the shooter does not hit a seven for several rolls, leading to multiple come bets that will be lost if the shooter eventually sevens out.
In the same way that a come bet is similar to a pass line bet, a don't come bet is similar to a don't pass bet. Like the come, the don't come can only be bet after a point has already been established as it is the same as a don't pass line bet when no point is established. A don't come bet is played in two rounds.
If a 2 or 3 is rolled in the first round, it wins. If a 7 or 11 is rolled, it loses. If, instead, the roll is 4, 5, 6, 8, 9, or 10, the don't come bet will be moved by the base dealer onto a box representing the number the shooter threw.
The second round wins if the shooter rolls a seven before the don't come point. Like the Don't Pass each player may only make one Don't Come bet per roll, this does not exclude a player from laying odds on an already established Don't Come points. Players may bet both the Don't Come and Come on the same roll if desired. The player may lay odds on a don't come bet, just like a don't pass bet; 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 don't come bet.
Lay odds behind a Don't Come are subject to the same rules as Don't Pass lay odds. Unlike a standard lay bet on a point, lay odds behind a don't come point does not charge commission vig and gives the player true odds.
Like the don't pass line bet, don't come bets are no-contract, and can be removed or reduced after a don't come point has been established, but cannot be turned off "not working" without being removed.
A player may also call, "No Action" when a point is established, and the bet will not be moved to its point. This play is not to the player's advantage. If the bet is removed, the player can no longer lay odds behind the don't come point and cannot restore or increase the same don't come bet. Players must wait until next roll as long as a pass line point has been established players cannot bet don't come on come out rolls before they can make a new don't come bet.
Las Vegas casinos which allow put betting allows players to move the Don't Come directly to any Come point as a put, however this is not allowed in Atlantic City or Pennsylvania. Unlike the don't come bet itself, the don't come odds can be turned "Off" not working , removed or reduced if desired. In Las Vegas, players generally must lay at least table minimum on odds if desired and win less than table minimum, in Atlantic City and Pennsylvania players combined bet must be at least table minimum, so depending on the point number players may lay as little as 2 minimum units e.
If the player requests the don't come odds be not working "Off" and the shooter hits the don't come point or sevens-out, the don't come bet will be lost or doubled and the don't come odds returned. Winning don't come bets are paid the same as winning don't pass bets: Unlike come bets, the odds laid behind points established by don't come bets are always working including come out rolls unless the player specifies otherwise. 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.
Most multi-roll bets may fall into the situation where a point is made by the shooter before the outcome of the multi-roll bet is decided. These bets are often considered "not working" on the new come-out roll 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.
Dealers will usually announce if bets are working unless otherwise called off. If a non-working point number placed, bought or laid becomes the new point as the result of a come-out, the bet is usually refunded, or can be moved to another number for free.
Players can bet any point number 4, 5, 6, 8, 9, 10 by placing their wager in the come area and telling the dealer how much and on what number s , "30 on the 6", "5 on the 5" or "25 on the 10". These are typically "Place Bets to Win". These are bets that the number bet on will be rolled before a 7 is rolled. These bets are considered working bets, and will continue to be paid out each time a shooter rolls the number bet. By rules, place bets are not working on the come out roll but can be "turned on" by the player.
Players may remove or reduce bet must be at least table minimum this bet anytime before it loses seven out. Place bets to win payout at slightly worse than the true odds: For the 4 and 10, it is to the player's advantage to 'buy' the bet see below.
There are also "Place Bets to Lose". Rarely casinos offer these bets. This bet is the opposite of the place bet to win and pays off if a 7 is rolled before the specific point number. The place bet to lose typically carries a lower house edge than a place bet to win.
Payouts are 4—5 on points 6 or 8, 5—8 on 5 or 9, and 5—11 on 4 or In most cases, there are other methods to bet on point numbers than placing them, depending how the casino charges commissions and what bets are allowed. See Buy, Lay, and Put bets. Buy bets are placed with the shooter betting at a specific number will come out before a player sevens out. Traditionally, the buy bet commission is paid no matter what, but in recent years a number of casinos have changed their policy to charge the commission only when the buy bet wins.
Some casinos charge the commission as a one-time fee to buy the number; payouts are then always at true odds. Players may remove or reduce this bet bet must be at least table minimum excluding vig anytime before it loses. Buy bets like place bets are not working when no point has been established unless the player specifies otherwise.
The house edges stated in the table assume the commission is charged on all bets. They are reduced by at least a factor of two if commission is charged on winning bets only. A lay bet is the opposite of a buy bet, where a player bets on a 7 to roll before the number that is laid.
Players may only lay the 4, 5, 6, 8, 9 or 10 and may lay multiple numbers if desired. Just like the buy bet lay bets pay true odds, but because the lay bet is the opposite of the buy bet, the payout is reversed. Therefore, players get 1 to 2 for the numbers 4 and 10, 2 to 3 for the numbers 5 and 9, and 5 to 6 for the numbers 6 and 8. Like the buy bet the commission is adjusted to suit the betting unit such that fraction of a dollar payouts are not needed.
Casinos may charge the vig up front thereby requiring the player to pay a vig win or lose, other casinos may only take the vig if the bet wins. Taking vig only on wins lowers house edge. Players may removed or reduce this bet bet must be at least table minimum anytime before it loses.
Some casinos in Las Vegas allow players to lay table minimum plus vig if desired and win less than table minimum. Lay bet maximums are equal to the table maximum win, so if a player wishes to lay the 4 or 10, he or she may bet twice at amount of the table maximum for the win to be table maximum.
Similar to buy betting, some casinos only take commission on win reducing house edge. Unlike place and buy bets, lay bets are always working even when no point has been established. The player must specify otherwise if he or she wishes to have the bet not working. If a player is unsure of whether a bet is a single or multi-roll bet, it can be noted that all single-roll bets will be displayed on the playing surface in one color usually red , while all multi-roll bets will be displayed in a different color usually yellow.
A put bet is a bet which allows players to increase or make a Pass line bet after a point has been established after come-out roll. Players may make a put bet on the Pass line and take odds immediately or increase odds behind if a player decides to add money to an already existing Pass line bet. Put betting also allows players to increase an existing come bet for additional odds after a come point has been established or make a new come bet and take odds immediately behind if desired without a come bet point being established.
If increased or added put bets on the Pass line and Come cannot be turned "Off", removed or reduced, but odds bet behind can be turned "Off", removed or reduced. The odds bet is generally required to be the table minimum. Player cannot put bet the Don't Pass or Don't Come. Put betting may give a larger house edge over place betting unless the casino offers high odds.
Put bets are better than place bets to win when betting more than 5-times odds over the flat bet portion of the put bet. Looking at two possible bets: The player needs to be at a table which not only allows put bets, but also high-times odds, to take this advantage.
This bet can only be placed on the numbers 4, 6, 8, and In order for this bet to win, the chosen number must be rolled the "hard way" as doubles before a 7 or any other non-double combination "easy way" totaling that number is rolled.
In Las Vegas casinos, this bet is generally working, including when no point has been established, unless the player specifies otherwise. In other casinos such as those in Atlantic City , hard ways are not working when the point is off unless the player requests to have it working on the come out roll. Like single-roll bets, hard way bets can be lower than the table minimum; however, the maximum bet allowed is also lower than the table maximum. The minimum hard way bet can be a minimum one unit.
The maximum bet is based on the maximum allowed win from a single roll. Easy way is not a specific bet offered in standard casinos, but a term used to define any number combination which has two ways to roll. For example, 6—4, 4—6 would be a "10 easy". The 4, 6, 8 or 10 can be made both hard and easy ways.
Betting point numbers which pays off on easy or hard rolls of that number or single-roll "hop" bets e. A player can choose either the 6 or 8 being rolled before the shooter throws a seven. These wagers are usually avoided by experienced craps players since they pay even money 1: The bets are located in the corners behind the pass line, and bets may be placed directly by players. In addition place bets are usually not working, except by agreement, when the shooter is "coming out" i.
Single-roll proposition bets are resolved in one dice roll by the shooter. Most of these are called "Service Bets", and they are located at the center of most craps tables. Only the stickman or a dealer can place a service bet. The lowest single roll bet can be a minimum one unit bet. Single bets are always working by default unless the player specifies otherwise.
Wins if shooter rolls a 2 or The stickman places this bet on the line dividing the 2 and 12 bets. A combined bet, a player is betting half their bet on craps 2,3,12 and the other half on 11 yo. The combine payout is 3: Another method of calculating the payout is to divide the total bet in half. The player would receive 7: If an 11 was rolled the player would receive Both methods of calculation yield the same result so either method can be used.
If a player wishes to take the bet down after a win the player would receive the whole bet not half even though only one of the two bets can win per roll. One of the two bets will always lose, the other may win. Wins if the shooter rolls a 7 with 4: This bet is also nicknamed Big Red, since the 7 on its betting space on the layout is usually large and red, and it is considered bad luck [ by whom?
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.
The combine payout is Each individual bet has the same payout as a single bet on the specific numbers, If a player wins the bet he can take down all four bets instead of a single bet even though only one bet can win per roll.
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. Horn bets are generally required to be in multiples of 4 or 5 with the minimum bet being 4 times the minimum unit allowed. 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.
The combine odds are The minimum bet is five of the minimum units. On the Hop, Hop or Hopping: A single roll bet on any particular combination of the two dice on the next roll including combinations whose sum is 7 e. For example, if you bet on "5 and 1" on the hop, you are betting that the next roll will have a 5 on one die and a 1 on the other die.
The bet pays Hard ways hop pays The true odds are When presented, hop bets are located at the center of the craps layout with the other proposition bets. If hop bets are not on the craps layout, they still may be bet on by players but they become the responsibility of the boxman to book the bet.
Sometimes players may request to hop a whole number. In this case the money on the bet different combinations. For example, if a player says "hop the tens" 6—4, 5—5, 4—6 the player must give the dealer an even number bet so it can be divided among the hard and easy ways.
If a player wishes to "hop the sevens" there would be three different combinations and six possible ways to roll a 7 6—1, 5—2, 4—3, 3—4, 2—5, 1—6 therefore the player should bet in multiples of 3 so the bet can be divided among each combination with a 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: The Field bet is a "Self-Service" Bet. Unlike the other proposition bets which are handled by the dealers or stickman, the field bet is placed directly by the player. Players identify their Field bets by placing them in the Field area directly in front of them or as close to their position as possible. A registered trademark owned by SHFL entertainment.
As different individual points are made by the shooter, they will be marked on the craps layout with a fire symbol. The first three points will not pay out on the fire bet, but the fourth, fifth and sixth will pay out at increasing odds. The fourth point pays at to-1, the fifth point pays at to-1 and the 6th point pays at to Note that the points must all be different numbers for them to count towards the fire bet. For example, a shooter who successfully hits a point of 10 twice will only garner credit for the first one on the fire bet.
Players must hit the established point in order for it to count toward the fire bet. The payout is determine by the number of points which have been established and hit after the shooter sevens out. Is a registered trademark owned by Galaxy Gaming. These bets pay for-1, for a house advantage of 7. This pays for-1, for a house edge of 7. For all three wagers, the order in which the numbers are hit does not matter.
Whenever a seven is hit, including on the come out roll, all bonus bets lose, the bonus board is reset, and new bonus bets may be placed. The shooter continues to roll the dice until he or she rolls the point number 7. If the point number is rolled, then Pass line bettors win and Don't Pass bettors lose. If a 7 is rolled, Pass line bets lose and Don't Pass bets win.
Even though there are many bets to choose from, once you have to knowledge of how to play craps popular bets you can start playing practically immediately until you get the hang of the game. Pass line bets are the easiest craps bets to make. When you wager on the pass line, you are betting that either a 7 or an 11 will be the result of the come-out roll. If a shooter rolls a 7 or 11 on the come-out roll, you double your money. If the shooter rolls a 4, 5, 6, 8, 9 or 10 instead, then a point is established.
When you bet the Pass line, you want that point number to be rolled again, before the shooter rolls a 7. If the shooter does hit the number before rolling a 7, your Pass line bet is doubled. If the shooter rolls a 2, 3 or 12 or craps on the come-out roll, then you lose your Pass line bet. If a point is established and a 7 is rolled before that point value, this also results in a lost Pass line bet. Don't Pass bets are the opposite of Pass line bets. When you make a Don't Pass bet you are basically betting against the shooter.
You want the shooter to crap out roll a 2, 3 or 12 on the come-out roll. If a point is established on the come-out roll, then your goal as a Don't Pass bettor is to have the shooter roll a 7 before hitting their established number. A Come bet is like a Pass Line bet but it can be made at any time after the point has been made. If a shooter rolls a 7 or 11 after a Come bet is made, the Come bet wins.
If the shooter rolls a 2, 3, or 12 after a Come bet has been made, the Come bet loses. If the shooter rolls any other number that number becomes your own point number and if that number is rolled before the shooter rolls a 7, then the Come bet wins. If the 7 is rolled before the number, the Come bet loses. This bet pays even money.
This is the opposite of the Come bet. Don't Come bets win if a shooter rolls a 2 or a 3 after a point has been established a 12 results in a tie. If any other number is rolled that becomes your point number, then a seven must be rolled before that number is repeated again in order for the Don't Come bet to win.
You will not see this marked on the table, but you make it by placing chips directly behind your original bet. For example if you have placed a Pass bet and you take odds, you win the bet if the point number is rolled before the 7. If your original bet wins, your odds bet also wins. The odds bet can be made at any time, removed at any time, and you can increase or decrease the amount of the bet as well at any point during the game.
There is also a limit for bets to amount to times the original bet. Odds pay 2 to 1 for points 4 and 10, 3 to 2 for points 2 and 9, and 6 to 5 for points 6 and 8. Once you leave how to play craps single-roll bets they can be made whenever you want during a round and are placed in the area of the craps layout where you see images of dice combinations, as shown in the image below. You should always keep in mind that these bets offers a quite hefty house edge and they are not recommended by any craps experts.
By learning how to play craps single-roll bets you can use them sparingly throughout a game for a bit of added thrill. These bets are a group of single roll bets found together on the table. Proposition bets tends to have a very high house edge so you should only really play them once in a while when you want some action as you wait for your standing bets.
Wins if the shooter rolls a 3 and pays 15 to 1. Any 7 Big Red: Wins if the shooter rolls a 7 and pays 4 to 1. Any Craps Three way: Wins if the shooter rolls a 2, 3 or 12 and pays 7 to 1 for each number. Two Craps or Aces Snake Eyes: Wins if the shooter rolls a 2 and pays 30 to 1.