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To win this bet, the shooter must hit five small numbers 2, 3, 4, 5, 6 before a seven. The bet loses whenever a seven 7 is rolled; including a seven 7 on the come out roll.
If all of the Small numbers are rolled, the side bet will pay 34 to 1 and be taken down. Players may make this wager on the first come-out-roll of a new shooter only.
To win this bet, the shooter must hit five big numbers 8, 9, 10, 11, 12 before rolling a seven. The Fire Bet pays based on how many unique points a shooter can make before sevening out.
Please see my page on the Fire Bet for the rules rules and analysis. The Different Doubles pays based on the number of distinct doubles the shooter rolls before a seven.
Please see my page on the Different Doubles for the rules rules and analysis. Details about this side bet can be found in my Ride the Line page.
This is a simple side bet that wins if the come out roll is a seven or a "point-7" point established and seven on the next roll.
For the full rules and analysis, please see my page on Muggsy's Corner. This set of three side bets, originally called the Hot Hand, can be found at the Hard Rock Cincinnati.
They if various sets of totals are rolled before a seven. Please see my page on Hard Rockin' Dice for more information. This pair of bets are based on the total of the dice in one throw.
The "Low Dice" bet pays 1 to 1 on totals of 3 to 6 and 5 to 1 on a total of 2. The "High Dice" pays 1 to 1 on totals of 8 to 11 and 5 to 1 on a total of The following return table on the Low Dice bet shows the house edge is 5.
The High Dice bet is the opposite so has the same house edge. In some jurisdictions, namely California, dice alone may not determine the outcome of a bet.
In the game of "Card Craps" card decks are used each consisting of ranks ace to six in all four suits. Two cards are drawn to simulate the roll of the dice.
If the suits are different the "roll" stands. If the suits are the same, then the roll is ignored for all craps bets.
The odds on all craps bets are the same as if dice were used. However, there is an extra bet called the "No Call.
The house edge depends on the number of card decks used as shown below. The Showboat in Atlantic City I'm told has a Midway bet in the normal location of the Big 6 and Big 8 on a total of 6 to 8 in the next roll.
A hard 6 or 8 pay 2 to 1, and all other totals of 6 to 8 pay 1 to 1. Imagine that instead of significant events being determined by the roll of dice, one at a time, consider them as an instant in time.
Assume the time between events has a memory-less property, with an average time between events of one unit of time.
In other words, the time between events follows an exponetial distribution with a mean of 1. This will not matter for purposes of adjudicating the bet, because event still happen one at a time.
The following is the probability any given total has NOT been rolled at least once within x units of time:. For the integration,I used this integral calculator.
In "Krabs" later spelled Crabs was an English variation on the dice game Hazard also spelled Hasard. Craps developed in the United States from a simplification of the western European game of hazard.
The origins of hazard are obscure and may date to the Crusades. Hazard was brought from London to New Orleans in approximately by the returning Bernard Xavier Philippe de Marigny de Mandeville , the young gambler and scion of a family of wealthy landowners in colonial Louisiana.
Both hazard and its simpler derivative were unfamiliar to and rejected by Americans of his social class, leading de Marigny to introduce his novelty to the local underclass.
Celebrating the popular success of his novelty, de Marigny gave the name Rue de Craps to a street in his new subdivision in New Orleans.
The central game, called Pass from the French word Pas meaning pace or step, has been gradually supplemented over the decades by many companion games which can be played simultaneously with Pass.
Now applied to the entire collection of games, the name craps derives from an underclass Louisiana mispronunciation of the word crabs , which in aristocratic London had been the epithet for the numbers two and three.
In hazard, both crabs are always instant losing numbers for the first dice roll regardless of the shooter's selected main number. Also in hazard, if the main number is seven then the number twelve is added to the crabs as a losing number on the first dice roll.
This structure is retained in the simplified game called Pass. All three losing numbers on the first roll of Pass are jointly called the craps numbers.
For a century after its invention, craps was abused by casinos using unfair dice. To remedy the problem, in approximately a dice maker named John H.
Winn in Philadelphia introduced a layout which featured bets on Don't Pass as well as Pass. Virtually all modern casinos use his innovation, which provides incentive for casinos to use perfectly fair dice.
Craps exploded in popularity during World War II , which brought most young American men of every social class into the military.
The street version of craps was popular among servicemembers who often played it using a blanket as a shooting surface. Their military memories led to craps becoming the dominant casino game in postwar Las Vegas and the Caribbean.
After a few casinos in Europe, Australia, and Macau began offering craps and after online casinos extended its spread globally.
Bank craps or casino craps is played by one or more players betting against the casino rather than each other. Both the players and the dealers stand around a large rectangular craps table.
Sitting is discouraged by most casinos unless a player has medical reasons for requiring a seat. Players use casino chips rather than cash to bet on the Craps "layout," a fabric surface which displays the various bets.
The bets vary somewhat among casinos in availability, locations, and payouts. The tables roughly resemble bathtubs and come in various sizes.
In some locations, chips may be called checks, tokens, or plaques. Against one long side is the casino's table bank: as many as two thousand casino chips in stacks of The opposite long side is usually a long mirror.
The U-shaped ends of the table have duplicate layouts and standing room for approximately eight players. In the center of the layout is an additional group of bets which are used by players from both ends.
The vertical walls at each end are usually covered with a rubberized target surface covered with small pyramid shapes to randomize the dice which strike them.
The top edges of the table walls have one or two horizontal grooves in which players may store their reserve chips. The table is run by up to four casino employees: a boxman seated usually the only seated employee behind the casino's bank, who manages the chips, supervises the dealers, and handles "coloring up" players exchanging small chip denominations for larger denominations in order to preserve the chips at a table ; two base dealers who stand to either side of the boxman and collect and pay bets to players around their half of the table; and a stickman who stands directly across the table from the boxman, takes and pays or directs the base dealers to do so the bets in the center of the table, announces the results of each roll usually with a distinctive patter , and moves the dice across the layout with an elongated wooden stick.
Each employee also watches for mistakes by the others because of the sometimes large number of bets and frantic pace of the game.
In smaller casinos or at quiet times of day, one or more of these employees may be missing, and have their job covered by another, or cause player capacity to be reduced.
Some smaller casinos have introduced "mini-craps" tables which are operated with only two dealers; rather than being two essentially identical sides and the center area, a single set of major bets is presented, split by the center bets.
Responsibility of the dealers is adjusted: the stickman continuing to handle the center bets, and the base dealer handling the other bets as well as cash and chip exchanges.
By contrast, in "street craps", there is no marked table and often the game is played with no back-stop against which the dice are to hit. Despite the name "street craps", this game is often played in houses, usually on an un-carpeted garage or kitchen floor.
The wagers are made in cash, never in chips, and are usually thrown down onto the ground or floor by the players. There are no attendants, and so the progress of the game, fairness of the throws, and the way that the payouts are made for winning bets are self-policed by the players.
Each casino may set which bets are offered and different payouts for them, though a core set of bets and payouts is typical.
Players take turns rolling two dice and whoever is throwing the dice is called the "shooter". Players can bet on the various options by placing chips directly on the appropriately-marked sections of the layout, or asking the base dealer or stickman to do so, depending on which bet is being made.
The game is played in rounds and these "Pass" and "Don't Pass" bets are betting on the outcome of a round. The shooter is presented with multiple dice typically five by the "stickman", and must choose two for the round.
The remaining dice are returned to the stickman's bowl and are not used. Each round has two phases: "come-out" and "point". Dice are passed to the left.
To start a round, the shooter makes one or more "come-out" rolls. The shooter must shoot toward the farther back wall and is generally required to hit the farther back wall with both dice.
Casinos may allow a few warnings before enforcing the dice to hit the back wall and are generally lenient if at least one die hits the back wall.
Both dice must be tossed in one throw. If only one die is thrown the shot is invalid. A come-out roll of 2, 3 or 12 is called "craps" or "crapping out", and anyone betting the Pass line loses.
On the other hand, anyone betting the Don't Pass line on come out wins with a roll of 2 or 3 and ties pushes if a 12 is rolled.
Shooters may keep rolling after crapping out; the dice are only required to be passed if a shooter sevens out rolls a seven after a point has been established.
A come-out roll of 7 or 11 is a " natural "; the Pass line wins and Don't Pass loses. The other possible numbers are the point numbers: 4, 5, 6, 8, 9, and If the shooter rolls one of these numbers on the come-out roll, this establishes the "point" — to "pass" or "win", the point number must be rolled again before a seven.
The dealer flips a button to the "On" side and moves it to the point number signifying the second phase of the round. If the shooter "hits" the point value again any value of the dice that sum to the point will do; the shooter doesn't have to exactly repeat the exact combination of the come-out roll before rolling a seven, the Pass line wins and a new round starts.
If the shooter rolls any seven before repeating the point number a "seven-out" , the Pass line loses, the Don't Pass line wins, and the dice pass clockwise to the next new shooter for the next round.
Any single roll bet is always affected win or lose by the outcome of any roll. While the come-out roll may specifically refer to the first roll of a new shooter, any roll where no point is established may be referred to as a come-out.
By this definition the start of any new round regardless if it is the shooter's first toss can be referred to as a come-out roll. Any player can make a bet on pass or don't pass as long as a point has not been established, or come or don't come as long as a point is established.
All other bets, including an increase in odds behind the pass and don't pass lines, may be made at any time.
All bets other than pass line and come may be removed or reduced any time before the bet loses. This is known as "taking it down" in craps.
The maximum bet for Place, Buy, Lay, Pass and Come bets are generally equal to table maximum. Lay bet maximum 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.
Odds behind Pass, Come, Don't Pass and Don't Come may be however larger than the odds offered allows and can be greater than the table maximum in some casinos.
Don't odds are capped on the maximum allowed win some casino allow the odds bet itself to be larger than the maximum bet allowed as long as the win is capped at maximum odds.
Single rolls bets can be lower than the table minimum, but the maximum bet allowed is also lower than the table maximum.
The maximum allowed single roll bet is based on the maximum allowed win from a single roll. In all the above scenarios, whenever the Pass line wins, the Don't Pass line loses, and vice versa , with one exception: on the come-out roll, a roll of 12 will cause Pass Line bets to lose, but Don't Pass bets are pushed or "barred" , neither winning nor losing.
The same applies to "Come" and "Don't Come" bets, discussed below. A player 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.
In either case, all single or multi-roll proposition bets may be placed in either of the two rounds. Between dice rolls there is a period for dealers to make payouts and collect losing bets, after which players can place new bets.
The stickman monitors the action at a table and decides when to give the shooter the dice, after which no more betting is allowed.
When joining the game, one should place money on the table rather than passing it directly to a dealer. The dealer's exaggerated movements during the process of "making change" or "change only" converting currency to an equivalent in casino cheques are required so that any disputes can be later reviewed against security camera footage.
The dealers will insist that the shooter roll with one hand and that the dice bounce off the far wall surrounding the table.
These requirements are meant to keep the game fair preventing switching the dice or making a "controlled shot". If a die leaves the table, the shooter will usually be asked to select another die from the remaining three but can request permission to use the same die if it passes the boxman's inspection.
This requirement exists to keep the game fair and reduce the chance of loaded dice. There are many local variants of the calls made by the stickman for rolls during a craps game.
These frequently incorporate a reminder to the dealers as to which bets to pay or collect. Rolls of 4, 6, 8, and 10 are called "hard" or "easy" e. Hard way rolls are so named because there is only one way to roll them i.
Consequently, it is more likely to roll the number in combinations easy rather than as a double hard. The shooter is required to make either a pass line bet or a Don't Pass bet if he wants to shoot.
On the come out roll each player may only make one bet on the Pass or Don't Pass, but may bet both if desired.
The Pass Line and Don't Pass bet is optional for any player not shooting. In rare cases, some casinos require all players to make a minimum Pass Line or Don't Pass bet if they want to make any other bet , whether they are currently shooting or not.
The fundamental bet in craps is the pass line bet, which is a bet for the shooter to win. This bet must be at least the table minimum and at most the table maximum.
The pass line bet is a contract bet. Once a pass line bet is made, it is always working and cannot be turned "Off", taken down, or reduced until a decision is reached — the point is made, or the shooter sevens out.
A player may increase any corresponding odds up to the table limit behind the Pass line at any time after a point is established. Players may only bet the pass line on the come out roll when no point has been established, unless the casino allows put betting where the player can bet Pass line or increase an existing Pass line bet whenever desired and may take odds immediately if the point is already on.
A don't pass bet is a bet for the shooter to lose "seven out, line away" and is almost the opposite of the pass line bet.
Like the Pass bet, this bet must be at least the table minimum and at most the table maximum. The don't pass bet is a no-contract bet. After a point is established, a player may take down or reduce a don't pass bet and any corresponding odds at any time because odds of rolling a 7 before the point is in the player's favor.
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