USA Online CrapsBelow is an in-depth tutorial on the history, rules, odds and tutorial on the game of Craps |
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USA ONLINE CRAPS
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Craps is a game of dice played against others or against the casino “house”. It originated from a similar game called “hazard” played in England. It found its way to New Orleans where it became popular and flourished amongst African Americans.
In a “crap game” (for this is how a single game must always be referred to) players either bet against one another (“street craps”) or the house (“bank craps”) on the result of 1 or more rolls of the dice. Due to its simplicity it can be played without elaborate tables or layouts and is sometimes played socially amongst friends or colleagues where side betting (to cover other players' bets) is frequently seen.
Playing Against The House
This is the game you will almost certainly face when playing at a casino. The house will cover all wagers from all players. Play takes place at a special table with high sides to catch the thrown dice. Players roll the dice in turn. The player currently holding the dice to roll is known as the “shooter”. A complete round of play is made. The round commences with what's termed a “come out roll”.
If a player wishes to be the shooter he must first bet the table minimum or more on “Pass” or “Don't Pass” (occasionally referred to as “Win/Don't Win”). The chance to shoot moves round the table. Players may choose not to be shooter, although they are still permitted to wager on the subsequent shooter's play. The shooter is offered (usually) 5 dice, selecting two with which to play. The three dice that remain are handed back to the “stickman”.
The shooter then makes his come out roll to earn a point (roll a 4,5,6,8,9,10). If this roll is 2, 3 or 12 he “craps out”. The round is over and any player betting “pass” lose their bets. Don't pass bets on 2 or 3 will win, and a 12 will tie the bet.
If the players come out roll is 7 or 11 all pass bets win. He has rolled a “natural”. Don't pass bets lose. The come out rolls will persist until a point is made. This number now becomes the point number and the shooter carries on until the point number is rolled again or a 7 appears. If the point is achieved, pass bets win and don't pass bets lose. If the 7 is rolled (termed “7-out”) pass bets lose and don't pass bets win. The round will end with a 7-out and the shooter changes.
Players wanting to bet but not as the shooter must look to see if a point number is indicated (by the placement of an “on” button). If there is no point number the table is considered to be in the come out phase. If a point number is in play, the player must check with the dealer to see if a pass or don't pass bet is permitted.
Between rolls, the dealer collects lost wagers and pays out winning bets. After this, players may continue betting. Once the stickman has decided no more bets may be placed, he will hand the dice to the shooter.
The craps table is designed to allow the maximum number of players to join in. Often a table can be almost obscured by the number of players crowded round trying to get a piece of the action. It's operated by 4 people. The “boxman” who handles and changes chips, 2 dealers who collect and payout wagers and the stickman who controls the dice as well as announcing each roll result.
Each of these check payouts are correct. When quiet, only one dealer is used with only half the table being available for the players to use.
Shooters are obliged to use one hand only when rolling the dice. This is to prevent cheating (usually by switching the dice for a “loaded” pair). When rolled, they must both rebound from the end wall. Any dice falling on the floor will be inspected before being returned into play for the same reason.
Each different roll is given a nickname, sometimes locals use their own terms. These terms can be different depending upon how a number is made from the two dice.
Nicknames |
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1 |
2 |
3 |
4 |
5 |
6 |
1 |
Ace Deuce |
Easy Four |
Five (Fever Five) |
Easy Six |
Natural or Seven Out |
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2 |
Ace Deuce |
Hard Four |
Five (Fever Five) |
Easy Six |
Natural or Seven Out |
Easy Eight |
3 |
Easy Four |
Five (Fever Five) |
Hard Six |
Natural or Seven Out |
Easy Eight |
Nine (Nina) |
4 |
Five (Fever Five) |
Easy Six |
Natural or Seven Out |
Hard Eight |
Nine (Nina) |
Easy Ten |
5 |
Easy Six |
Natural or Seven Out |
Easy Eight |
Nine (Nina) |
Hard Ten |
Yo (Yo-leven) |
6 |
Natural or Seven Out |
Easy Eight |
Nine (Nina) |
Easy Ten |
Yo (Yo-leven) |
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Craps Layout
Line Bets
A wager on the pass or don't pass line must be made if a player wishes to become the shooter.
Pass Bet
This is the most basic wager of the game. It is sometimes called a “win” bet. If 7 or 11 is rolled on the come out, the pass line bet will win. If it's a 2,3 or 12 (crap out) it will lose. Anything else and the number becomes the point number. If a 7 appears before the same point number re-appears (7-out) the pass line bet will lose.
Don't Pass Bet
This works in the reverse of the pass bet. It will lose to a come out 7/11, win to a 2/3 and tie with a 12. If a point number is made and returns, the bet loses. If a 7 is rolled first, it will win. Many players traditionally will not bet “don't pass”.
Odds For The Pass Bet
If the point is achieved pass bettors may wager (in some casinos) up to 100 times their initial bet, although this is usually much smaller. This bet will win if the point appears again before a 7. If the point number is 4/10 the bank pays out at the rate of 2 to 1. If the point number is 5/9 the bank pays out at 3 to 2 and if the point is a 6 or an 8, the bank pays out at odds of 6 to 5.
Sometimes a casino may give odds advertised as “345X Odds”. This means that the largest permissible odds wagers are 3X if the point number is 4/10, 4X if the point number is 5/9 and 5X if the point number is 6/8. The percentages are much less in the house's favor when playing this bet because the true probability is reflected in the odds given.
Odds For The Don't Pass Bet
Similar odds possibilities exist for the don't pass bet, however this time the player is seeking the 7 before the point is rolled again. True odds are payable (again, reflecting the actual probability). 1:2 if the point is 4/10, 2:3 if the point is 5/9 and 5:6 if the point is 6 or 8.
The “Come” Bet
If the shooter achieves a 7/11 the come bet will win, whereas a 2/3/12 will be a loser. If the shooter rolls a 4/5/6/8/9/10 the come bet is moved into the point number box corresponding to the point number rolled. The player may now make additional bets on this point bet. Chips for the odds bet are offset from the original to distinguish them. If the shooter achieves the point before rolling a 7 these bets will win. If not, they lose.
The “Don't Come” Bet
If the shooter rolls 2/3 the don't come bet will win. If 7/11 is achieved, it will lose. With a 12, the result is a tie and the bettor may withdraw the original bet. If the shooter rolls 4,5,6,8,9,10 the bet is moved to that numbered square. The bet will subsequently win if the shooter manages to conjure up a 7 before the don't come point number is re-rolled.
Further odds bets may be placed in the same manner as the pass bet which again, must be recognizable from the original (no odds) don't come bet.
Betting On An Individual Roll
These bets are placed for you by the stickman in a special section in the middle of the layout. Here are the individual roll bets you can place:
Field Bets A field bet is a bet in which the player is stating that one of the following numbers will be the outcome of the next roll: 2, 3, 4, 9, 10, 11, 12. The numbers 3, 4, 9, 10, and 11 pay 1 to 1 while 2 and 12 pay 2 to 1. This is the only single roll bet that the player may place themself.
Hop Bets A Hop Bet is a bet in which a player is stating that a specific outcome will occur on each of the two dice. For instance, a hop bet may be "Hop the 4-5". This means that the player is stating that the next roll will be a 9 rolled as 4 plus 5. A player may also state that they would like to "Hop the eights" which means that they would like to split their money among all possible combinations of 8 (5+3, 4+4). "Hopping the hard ways" is stating that the player would like to split their money on 4+4, 3+3, 2+2, and 5+5 combinations for a single roll. Hop bets pay 15 to 1 or 30 to 1 depending on the two dice combination.
2/3/11/12 A player may play a one roll bet on the numbers 2 (deuce/low/snake eyes), 3, 11 (yo) or 12 (box cars/high). Sometimes players will make a bet for "hi-lo" in which they are asking that their money be evenly split between 2 and 12. Wagers on the 2 and 12 pay 30 to 1 and wagers on the 3 and 11 pay 15 to 1.
Horn Bets A horn bet is a bet where money wagered is equally divided between the 2, 3, 11, and 12 single roll bets. In Atlantic City, this bet must be made in increments of 4. A player may place a "horn high xx" (iobet in order to make a wager in increments of 5 by adding the extra dollar to one of the 4 horn outcomes. The payout depends on the outcome.
Any Seven An any seven bet is a wager in which the player is stating that the next roll of the dice will be a seven. Any seven rolls pay 4 to 1
World/Whirl This bet, referred to as both world bet and whirl bet, is a combination of a horn bet and an any seven bet. May players will place this bet on the come out roll in combination with a pass line bet as "insurance" This is because the world/whirl bet pays when a crap number come out and pushes when a seven comes out.
Any Craps An any craps bet is a wager in which the player is stating that a crap number (2, 3, or 12) will be the outcome of the next roll. Any Craps pays 7 to 1
C&E C&E is a bet where the player wants their money split evenly between the 11 and an any crap. This bet utilizes the same outcomes as a horn bet but pays differently because the money is distributed between the numbers in a different way.
Multiple Play Bets
Multiple play bets are never decided upon a single roll of the dice. Most commonly, these bets run after the shooter has made point. Different casinos have varying rules, but the bet is generally “not-working” until the next point is achieved, unless the player requests it considered “working”.
The Hard-Way Bet
A hard-way is basically a double. Therefore hard-way 4,6,8 and 10 are double 2,3,4 and 5. The player may bet on each of these results. Hard-way 4 and 10 pays odds of 7 to 1. Hard-way 6 and 8 pays odds of 9 to 1.
The Easy-Way Bet
This is the exact opposite of a hard-way bet. The easy way is any way of making the same 4, 6, 8 or 10 without rolling a pair. For example, a 2 and a 4 is an easy-way 6. This bet is normally only made by betting on a point number, and this makes no difference whether the result is hard-way or easy-way.
Big Six, Big Eight
You can bet on a 6 or 8 turning up before a 7. This is not a good bet percentage wise. The player can place this bet himself.
Place Bet & Buy Bet
Bets placed on any point number (4, 5, 6, 8, 9, 10) by placing the chips in the come area. The dealer must be notified, "place 4" or "buy 10". These wagers require the point number to be rolled again before the appearance of a 7. The difference in the two bets is in the offered odds: buy bets paying true odds, but with a 5% commission being payable to the house (some casinos will only charge this if the bet wins). Place bets pay no commission, but the odds are not as generous.
Lay Bets
This is the exact opposite bet to a place/buy bet. Players are betting on a 7 to appear before the bet upon number is rolled, or “laying it off”. This bet pays true odds with the same commission which in a similar fashion, is sometimes only charged if the bet wins.
Fire Bet
Various casino's allow players to wager that the shooter will make many different value points. The shooter must make at least 4 points before the bet wins. 4 th point pays 25/1, 5 th point pays 250/1 and 6 th point pays 1000/1. The points must each be different numbers.
Bet odds
Not all casinos will payout wagers at the same "Odds Paid" ratio shown here. However, these are the most frequently used odds. "Actual Odds" will always remain constant.
Wager |
Actual Odds |
Odds Paid |
House Edge |
Pass / Come |
251:244 |
1:1 |
1.41% |
Don't Pass / Don't Come (Bar 12) |
1031:949 |
1:1 |
1.36% |
Pass Odds / Come Odds |
Same as paid |
2:1 on 4 or 10 |
0% |
Don't Pass Odds / Don't Come Odds |
Same as paid |
1:2 against 4 or 10 |
0% |
Yo (11) |
17:1 |
15:1 |
11.11% |
3 |
17:1 |
15:1 |
11.11% |
2 |
35:1 |
30:1 |
13.89% |
12 |
35:1 |
30:1 |
13.89% |
Hi-Lo |
17:1 |
15:1 |
11.11% |
Craps |
8:1 |
7:1 |
11.11% |
C & E |
5:1 |
3:1 on craps |
11.11% |
Any 7 |
5:1 |
4:1 |
16.67% |
Field |
5:4 |
1:1 on 3,4,9,10 or 11 |
5.56% |
Field |
5:4 |
1:1 on 3,4,9,10 or 11 |
2.78% |
The Horn |
5:1 |
27:4 on 2 or 12 |
12.5% |
Whirl/World |
2:1 |
26:5 on 2 or 12 |
13.33% |
Hard way 4 / Hard way 10 |
8:1 |
7:1 |
11.11% |
Hard way 6 / Hard way 8 |
10:1 |
9:1 |
9.09% |
Big 6 |
6:5 |
1:1 |
9.09% |
Big 8 |
6:5 |
1:1 |
9.09% |
Place 4 / Place 10 |
2:1 |
9:5 |
6.67% |
Place 5 / Place 9 |
3:2 |
7:5 |
4% |
Place 6 / Place 8 |
6:5 |
7:6 |
1.52% |
Buy 4 / Buy 10 |
2:1 |
2:1 + 5% commission |
4.76% |
Buy 5 / Buy 9 |
3:2 |
3:2 + 5% commission |
4.76% |
Buy 6 / Buy 8 |
6:5 |
6:5 + 5% commission |
4.76% |
Lay 4 / Lay 10 |
1:2 |
1:2 + 5% commission |
2.44% |
Lay 5 / Lay 9 |
2:3 |
2:3 + 5% commission |
3.23% |
Lay 6 / Lay 8 |
5:6 |
5:6 + 5% commission |
4.00% |
The mathematical possibility of each situation occurring is what determines the odds. Here you can see the various permutations required to achieve each number. The rarest numbers are 2 and 12 as there is only one possible way of achieving each of these numbers. The central number in the whole game is 7 as it's the easiest result.
Dice Roll |
Possible Dice Combinations |
2 |
1-1 |
3 |
1-2, 2-1 |
4 |
1-3, 2-2, 3-1 |
5 |
1-4, 2-3, 3-2, 4-1 |
6 |
1-5, 2-4, 3-3, 4-2, 5-1 |
7 |
1-6, 2-5, 3-4, 4-3, 5-2, 6-1 |
8 |
2-6, 3-5, 4-4, 5-3, 6-2 |
9 |
3-6, 4-5, 5-4, 6-3 |
10 |
4-6, 5-5, 6-4 |
11 |
5-6, 6-5 |
12 |
6-6 |
Overall, the “expected value” of wagers is negative. This means a regular player, playing a typical game will end a loser. The reason for this is the house will payout less than the true odds of an event occurring. The only bet which does not have a negative expected value happens when players place “odds” bets following the establishment of the point on a pass/don't pass bet. The odds part which remains separate from the initial bet has an expected value of zero, however when the original bet is factored in, the whole bet still has a negative value. If this bet is made at the highest permitted limit, it will still never be possible for it to overhaul the casino's advantage. Mast casinos will limit this bet to 5 times the original wager.
Betting Variations
Different casinos may offer one or more of the following variations. Different tables in the same casino may also offer variations.
11 now becomes a point. Yo bet still wins. Point pays 3:1 odds and line bets pay 1:1 (evens). The chances of making point are reduced, so the casino's advantage is increased.
Rolling twelve will payout 3:1 on the field.
Rolling eleven will payout 2:1 on the field.
No “Big 6/8” This is the same as buy/place 6/8 as points with better odds, and therefore not popular with the casinos.
Advantageous Betting
With every bet the player places the casino has the odds in their favor. Being the casino is the best strategy. However, it's prudent to place wagers that offer the least chance of the casino winning your money, thus diminishing your deficit. Pass/Don't Pass and Come/Don't, Place 6. Place 8, Buy 4 and 10 (where the casino charges commission if the bet wins) offer the lowest advantage to the casino. The remainder of the bets all lose much faster because of the increased house advantage.
Place and buy wagers may be withdrawn anytime because they are “proposition” bets.
Something worth considering is the casino's edge “per roll” which may be indicated as the expected loss per hour the table should have made. An almost full table should expect to make 102 rolls each hour.
$10 Pass line bets 0.42% per roll, $4.28 per hour, $86 per trip
$10 Place 6,8 bets 0.46% per roll, $4.69 per hour, $94 per trip
$10 Place 5,9 bets 1.11% per roll, $11.32 per hour, $226 per trip
$10 Place 4,10 bets 1.19% per roll, $12.14 per hour, $243 per trip
$1 Single Hard-ways 2.78% per roll, $2.84 per hour, $56.71 per trip
$1 All hard-ways 2.78% per roll, $11.34 per hour, $227 per trip
$5 All hard-ways 2.78% per roll, $56.71 per hour, $1134 per trip
$1 Craps only on come out 3.29% per roll, $3.35 per hour, $67.09 per trip
$1 Eleven only on come out 3.29% per roll, $3.35 per hour, $67.09 per trip
Remember that good management will be far more profitable.
- Do not play outside your bankroll
- Decide your strategy for the shooter or period and stick with it.
- Stick to your loss limit (cash or lost games)
- Stick to your win limit then leave the table. Do not pay back any more than you
- Never bet against the table assuming number is overdue.
Etiquette
Apart from the rules and guidelines, players must follow a set of unwritten rules. The game is played fast and furious, and courtesy is essential. All players should first observe how experienced players act at the table before attempting to play themselves.
Security
If you are about to become shooter, the stickman passes at least 5 dice to you. Take 2. You may pass the dice to the next “qualified” player. To roll the dice:
- Use a firm overhand grip for a good, solid roll.
- Hold the dice in one hand. If you wish to change hands, place the dice on the table then pick them up with the other hand. Players have been known to switch a whole set of dice for a loaded set.
- Rebound from the far wall of the table. If not, the staff may have a word with you.
- Don't throw them off the table . If they are picked up they will be inspected.
- Keep clear of stacks of chips. Avoid knocking them over when rolling the dice.
- Never say “seven.” It's considered very bad luck.
- Avoid touching the shooter on the shoulder. Again superstition.
- Make an occasional “tip bet” for the dealers etc.
Betting Systems
Martingale
One of the most frequently attempted “systems” is the Martingale. Each time the player loses he doubles his last wager, thus hoping to win one unit. Given that extremely long runs do occur, the player either runs out of cash or exceeds the table limit.
Other betting techniques rely upon something known as the “gamblers fallacy”. This is the misunderstanding that previous rolls, spins or coin tosses influence the next actions. This is simply not the case. Imagine spinning a coin. “heads” has exactly a 50% chance of winning. Now imagine the last 49 spins have all been heads. What are the odds on the next spin of heads winning? The answer is still 50%. The past spins have no effect upon what's to come.
It's the same with craps. Every roll from the shooter is an unrelated occurrence. The phrase heard is “the dice have no memory” and in roulette “the wheel has no memory”.
Controlling The Dice
Dice can be held in the hand and thrown exactly the same way, producing non-random results. To prevent this, the casino requires the shooter to bounce the dice from off the back wall and baffles are used to deflect the dice.
Playing v Other players
When not playing craps on a proper table “street craps” can be played. This is a similar game, played using hardly any note worthy table or layout.
Different varieties of Street Craps exist, all with simple bet choices.

