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Craps is perhaps the most gregarious, robust game of chance
played in any casino. It's popularity dates back to the height of the Roman
Empire. The quintessential dice game, the majority of the wagers come down to
whether the "shooter" (the person rolling the dice) rolls
"craps" (most often the number 7), the "point" (the original
number rolled by the shooter that he/she is trying to replicate), or any number
in-between. Gaming Instructions Players stand around a large, felt covered table. Embedded upon the top of the table are the many varied bets available. There are no restrictions as to the number of players in a game of Craps, making available space and monetary table limits your only restraints. The game begins with a player rolling a pair of dice. This person is known as "the shooter." The first roll of any Craps game is referred to as the "come out" roll. Only one player has control of the dice at a time. The "shooter" will continue to roll until he or she rolls "Craps." The dice are then passed to the next player moving in a clockwise direction. Before the initial, "come out" roll, bets may be placed. Subsequently, additional wagers can be made before each additional roll. While there are a tremendous number of gaming opportunities involved, the game itself essentially comes down to whether "the shooter" will roll "the point" (numbers 4,5,6,8,9,or 10 established during the "come out" roll) before he or she rolls a 7. But the game is much, much more than that. With a rich history, a lexicon all its own ("boxcars," "centerfield," "shooting from the don't"), and a furious pace, Craps can be a daunting experience. But after a brief overview of the rules, and five-minutes at a table, even the most novice of gamers begin to appreciate the excitement of this game. Please feel free to ask any of our professional and friendly stickmen or pit supervisors for assistance in learning Craps or any of the many games that we offer. They will be happy to answer your questions. Explanation Of The Bets Pass / Don't Pass Pass Bet Don't Pass Bet Free Odds Bets (Line Bets) Payout Guide: Taking Odds: Laying Odds: Come / Don't Come Bets "Come" and "Don't Come" bets take on the same characteristics as "Pass" and "Don't Pass" bets, however, they can only be made after the "come out" roll. Much like the "Front Line" wagers, the first roll of a "Come" bet is deemed a winner if 7 or 11 is rolled, and a loser if 2, 3, or 12 are rolled. Similarly, the first roll on a "Don't' Come" wins if a 2 or 3 is rolled. After the initial roll on a "Come" or "Don't Come" wager, these bets play out like their "Pass" and "Don't Pass" counterparts. Free Odds Bets (Come / Don't Come Bets) Similar to "Front Line" wagers, "Come" and "Don't Come" bets can be augmented with "Free Odds" bets. See "Free Odds Bets (Front Line)" for greater explanation. Place Bets Place Bets can be made at any time during play on any of the "point numbers" (4,5,6,8,9,10). Should the number rolled correspond with your Place Bet, you're a winner. Place Bets pay 9 to 5 on the four or ten, 7 to 5 on the five or nine and 7 to 6 on the six or eight. These bets may be taken down, remain up or "pressed" up at any time. Buy Bets These bets function much like "Place Bets." However, they pay out at true odds in exchange for a 5% commission. Buy Behind or Lay Bets Similar to a Buy Bet, these wagers are made against a point (that the shooter will roll 7 before the established "point"). These pay out at true odds in exchange for a 5% commission. Field Numbers A "Field Bet" is a one-roll wager that wins or loses every roll. If 3, 4, 9, 10 or 11 rolls you win even money. If a 2 or a 12 rolls you are paid double. If 5, 6, 7 or 8 rolls, all field bets lose. Big 6 or Big 8 These are two separate bets in which you bet either Six or Eight will roll before seven. This bet pays even money. Propositions These bets are found in the center of the dice layout and are placed by the stickman. A brief run-down of the various" Proposition Bets" available to you: Any Craps - If the shooter rolls a two, three or twelve on the next roll you win 7 to 1. Any Seven - If the shooter rolls a seven on the next roll you win 4 to 1. Eleven - If the shooter rolls an eleven on the next roll you win 15 to 1. Ace/Deuce - If the shooter rolls a three on the next roll you win 15 to 1. Two - If the shooter rolls a two on the next roll you win 30 to 1. Twelve - If the shooter rolls a twelve on the next roll you win 30 to 1. Horn Bet - A Horn Bet is evenly divided between the number two, three, eleven and twelve. If three or eleven rolls you win 3 to 1. If two or twelve rolls you win 6.75 to 1. Hard Ways - A Hard Way bet will win if the shooter rolls a pair. Hard Ways lose if a seven rolls or if the number is thrown "the easy way" (not a pair). Example: Your bet is Hard 8. If each dice rolls four, you will win your Hard Way bet. If one dice rolls a five and the other rolls a three, you will lose. 10/04/2007
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