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If you happen to hear a group of people making a lot of noise in a land based or online casino, they're probably playing Crap's. Craps is by far the fastes't table game in the land based or online casinos & can often be one of the most exciting. A single throw of the dice can often win a lot of big money. The game *Craps* is thought to have originated in the U.S.; derived from a popular game that existed long ago in England.
Object of the Game
The object of the game is for the gambler to roll a pair of dice & bet on the outcome of that roll. Payoff's are made based on the number combination displayed, when the dice come to res't. Most bet's are based on one (1) of two (2) thing's:
- That a particular total of the dice turn's UP before another total;
- The number combination of the next roll;
Object of the Game
- Come Out *Roll/Pass* Line & Do Not Pass Bet's A new game in Craps always begins with what is called a *come out* roll which is the shooter's first throw. The most basic & common bet in Crap's is the *pass line* bet or it's opposite, the *do not pass* bet). On the comeout roll, a pass line bet win's, if the shooter roll's a *7*, or an *11* (called a *natural*), & loses his or her bet if the roll is a *2*, *3* or *12* (called *craps*). If the shooter roll's a *4*, *5*, *6*, *8*, *9* or *10* on the come out roll, this number become's the shooters *point* which the dealer mark's on the table with a puck, a black & white marker placed white sideup in that numbered space. The shooters new goal is to roll this same number again to win (called a *pass*), before rolling the number *7* (which would lose the bet). The do not pass bet, being opposite to the pass line bet, loses on a *11* or *7* & wins on a *3* or *2*. A *12* is considered a *push* for a do not pass, so the bet is neither won nor lost. If the shooter roll's a *4*, *5*, *6*, *8*, *9* or *10*, this become's the new point & the shooter must now roll a *7* (to wins), before rolling the point number again.
- Odds Bet's The odd's bet can only be made after youve made a pass line bet; come bet; do not pass bet or do not bet & a point is established. Once the point is established for your pass line, or come bet, you can place an odd's betup to an additional two (2) times you'r original bet. The odd's bet is won or lost whenever the associated pass line, do not pass, come or do not come bet win's or lose's. The difference is that gambler is paid true odd's on the odd's bet when it wins. For example, the true odd's for a *4* & *10* are 2:1 (read *2* to *1*). Suppose that the shooter has a point of *4* established with a $5,00 (US) pass line bet & a $10,00 (US) odd's bet on the pass line. If the point is made by rolling another *4*, he or she would win even money (1:1) on the pass line bet $5 US but would win true 2:1 on the odd's bet $20 (US).
- *Come* & *Do Not Come* Bet's A *come* bet is practically the same bet, as a pass line bet. The *do not come* bet is similar to the do not pass bet. The only difference is that pass line & do not pass bet's can only be made on the come out roll, while come & do not come bet's can only be made after a point has been established. If the shooter rolls a *4*, *5*, *6*, *8*, *9* or *10* on the come out roll, play continue's but the shooter can no longer place any pass line, or do not pass bet's. This is when come bet's & do not come bet's can made. A come bet win,s if the next roll is a *11* or *7*; just as on the first roll for a pass line bet. The bet loses if the shooter rolls a *12*, *3* or *2*. Any other numbers causes the bet to be moved from the large *come* area on the table to the smaller box containing that numbers located just above the *come* area. Once a bet has been moved to one of these smaller boxe's, the bet win's when the shooter roll's that number again, or loses if a *7* is rolled first. The do not come bet is opposite to the come bet, losing on a *11* or *7* & winning on a *3* or *2*. Just like the do not pass bet, a *12* is considered a *push* & the do not come bet is neither won nor lost. Any other numbers causes the bet to be moved behind the box containing, that number into the do not come box. This bet will now win, if you roll a seven (7), before rolling this number again or lose the bet if the number turn's up first.
| POINT | TRUE ODD'S | | *10* & *4* | 2 to 1 | | *9* & *5* | 3 to 2 | | *8* & *6* | 6 to 5 |
- Odd's on the Do Not Come, or Do Not Pass Bet's When a gambler want's odd's on a do not come or do not pass bet, it is called *playing odds* as opposed to *taking odds* with a come or pass line bet. Because do not come & do not pass bet's want a seven to roll before the point, the true odd's for do not come & do not pass bet's are opposite those of come & pass line bet's. The true odds for a *10* & *4* are 2:1, which mean's the odds on do not come & do not pass bet's will pay 1:2. Suppose that the shooter has a point of *4* established with a $5,00 (US) do not pass bet & a $10,00 (US) odd's bet on the do not pass. If the shooter roll's a seven before rolling another *4*, he or she would win even money (1:1) on the do not pass bet ($5,00 (US)) & would win 1:2 on the odds bet ($5,00 (US)).
- Buy Bet's A buy bet is similar to a place bet. The buy bet say's that the number bet on will be rolled before a *7*. The buy bet offer's the gambler true odd's on his or her bet by having the gambler pay a 5% *vigorish* commission. The commission is paid at the time the bet is made. If the gambler want's to make a buy bet for $20,00 (US) on the *10*, he or she must actually make the bet for $21,00 (US) => $20,00 (US) + $1,00 (US) is's 5% of $21,00). If the roll win's, he or she is paid true odd's (2:1 for the *10*) on $20,00 (US) which would equal $40,00 (US). This version of craps assumes that every buy bet made includes the 5% commission, which his calculated by dividing the amount bet by 1.05 (***$21,00/1.05 = $20,00).
- Place Bet's & Do Not Place Place bet's allow the gambler to bet that the number will be rolled before a *7*. If a *7* is rolled first, the bet is lost. This is similar to a come bet or pass line bet except the number is chosen by the gambler & there is no chance to win on a *11* or *7* with the next roll, or lose it on a *12*, *3* or *2*. The only number's that the gambler can place are the possible point numbers: *4*, *5*, *6*, *8*, *9* & *10*. Place bet's are made in the box just below the box marked with the number you want to place. Place bet's must be made in increments of $5,00 (US) on the *4*, *5*, *9* & *10* & $6 increments on the *8* & *6*. The reason for this is that the odds are 9:5 for the *4* & *10*, 7:5 for the *9* & *5*, & 7:6 for the *8* & *6*.
- Lay Bet's A lay bet is the opposite of a buy bets. With a lay bet, the gambler is hoping that a seven will be rolled before the number bet on. If a *7* is rolled before that number turn's up again, the bet is won. If the number bet on rolls before a *7*, the bet is lost. If any other number is rolled, nothing happens to the bet. Just like a buy bet, a lay bet pay's true odd's, & the gambler must pay a 5% *vigorish* commission to make this bet. One difference is that the vigorish for a lay bet is *5* percent of the amount the gambler win's if the lay bet is successful. Remember, that true odd's when betting against the number are opposite to the true odd's when betting for the number. For example: assume the gambler has a lay bet of $40,00 (US) on the ten. If the gambler roll's a ten before a *7*, he or she win's true odd's (1:2) on the bet for a total of $20,00 (US). The 5% commission is then charged on the winning amount (5% of $20,00 (US) = $1,00 (US)), so the gambler is given $19,00 (US).
- Horn Eleven This is a one roll bet that the shooter will roll an *11* (nicknamed *yo* to limit the confusion of yelling *seven* & *eleven*) on the next roll. If the next roll is an *11*, the gambler wins a 15:1 on his or her bet. If any other number is rolled, the bet is lost.
- Big *8*, or Big *6* The Big *8* & Big *6* bet's are made in lower right corner of the table marked with a big red *8* & *6*. The bet work's the same as a place bet on the *8* or *6* except that the minimum bet on the Big *8* & Big *6* is simply the table minimum, & the Big *8* & Big *6* pay even money. Just like a place bet, this bet win's if whichever of the two (2) the gambler select's is rolled before a *7*. If a *7* is rolled first, the bet is lost.
- Field Bet This is a bet that on the next roll, one (1) of the following seven number's with turn-up: *2*, *3*, *4*, *9*, *10*, *11* or *12*. The bet is lost if a *5*, *6*, *7*, or *8* is rolled. If the winning roll is a *12* or *2*, the bet pay's 2:1. All other winning roll's pay even money (1:1). The bet is made by simply placing an amount in the area marked *field* between the do not pass bar & the come area.
- Any Seven This is a one roll bet that the shooter will roll a *7* on the next roll. If the next roll is a *7*, the gambler wins 4:1 on his or her bet. If any other number is rolled, the bet is lost.
- Any Craps This is a one roll bet that the shooter will roll a *12*, *3* or *2* on the next roll. If the next roll is a *12*, *3* or *2*, the gambler win's 7:1 on his or her bet. If any other number is rolled, the bet is lost.
- Horn Twelve This is a one roll bet that the shooter will roll a *12* on the next roll. If the next roll is a *12*, the gambler win's an exciting 30:1 on his or her bet. If any other number is rolled, the bet is lost.
- Horn Two This is a one roll bet that the shooter will roll a *2* on the next roll. If the next roll is a *2*, the gambler win's an exciting 30:1 on his or her bet. If any other number is rolled, the bet is lost.
- Hard Ways When the shooter roll's & both dice turn-up with the same number, it is called a *hard way*. Rolls of *12* & *2* are not considered hard way's because either total can only be rolled by one combination. In the case of other hard way bet's, the total can be rolled by other combination's of the dice. For example: a hard way *10* (or hard *10*) mean's two *5*'s were rolled on the dice for a total of *10*. A *10* can also be achieved by a *4* & *6*.
Hard *4* When the gambler bet's a hard *4*, he or she is hoping for a *2* to come-up on both dice before any other *4* combination or a *7* turn's up. If the shooter rolls a *3* & *1* or a *7*, the bet is lost. The payout for a hard *4* is 7:1. Hard *10* When the gambler bet's a hard *10*, he or she is hoping for a *5* to come-up on both dice before any other *10* combination or a *7* turns-up. If the shooter rolls a *4* & *6*, the bet is lost. The payout for a hard *10* is 7:1. Hard *6* When the gambler bet's a hard *6*, he or she is hoping for a *3* to come-up on both dice before any other *6* combination, or a *7* turns-up. If the shooter rolls a *5* & *1*, *4* & *2* or a *7*, the bet is lost. The payout for a hard *6* is 9:1. Hard *8* When the gambler bets a hard *8*, he or she is hoping for a *4* to come-up on both dice before any other *8* combination or a *7* turns-up. If the shooter rolls a *6* & *2*, *5* & *3* or a *7*, the bet is lost. The payout for a hard *8* is 9:1.
- Horn Three This is a one roll bet that the shooter will roll a *3* on the next roll. If the next roll is a *3*, the gambler wins 15:1 on his or her bet. If any other number is rolled, the bet is lost.
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