The goal of the game of Craps is to successfully place bets on the outcome of the dice.
Some bets are only one time rolls while others stay on the table until specific win or loss conditions are met.
Most bets are allowed to be placed at any time, while others can only be made at certain times.
Craps is played in rounds, revolving around the 'point' being 'on' or 'off'.
At the beginning of a round, the point is 'off'. The rolling player rolls the dice until they roll a 4, 5, 6, 8, 9 or 10.
This results in the 'point' being set and turned 'on'. At a real table, the player to the left goes next.
You can choose to not roll if you want.
The following rules are for
this Craps game.
Available only before a point is set, the Pass Line
and Don't Pass Line
allow players a single way to play 'with' or 'against' the table. Once a point is set, the bet
cannot be removed and must either win or lose.
Both pay one for one,
with their difference being they are (mostly) complete opposites.
The
Pass Line
wins on 7 and 11 and loses on 2, 3 and 12 before
the point is set, and then wins
when the point is rolled again before a 7 is rolled.
The Don't Pass Line
is mostly the opposite, winning on 2 and 3, pushing on 12 and losing when a 7 or 11 is rolled
before
the point is set, and then winning when a 7 is rolled before the point is rolled again. The only thing that keeps them from being true opposites is that the 12
pushes
when it's hit
before the point is set.
Available only after
a point is set, the Come
and Don't Come
bets are a mini game within the game and, like the Pass Line
and Don't Pass Line, they work as (mostly) opposites of each other.
The
Come
wins on 7 or 11, loses on 2, 3 or 12 and for any other number, the bet moves up to that number. Once moved to a number, the
bet cannot be removed and wins when that number is
hit before a 7 is rolled. As you can see, it's a mini-version of the Pass Line.
The Don't Come
loses on 7 or 11, wins on 2 or 3 and pushes on 12. For any other number, it moves over to that number, losing when that number is
hit and winning on the 7. Like the Come, it's a mini-version of the Don't Pass Line.
The Pass Line, Don't Pass Line,Come and Don't Come
all allow you to place an Odds
bet once a point is set.
The amount you can wager for Odds
are multiples of your original bet.
For example, if your Pass Line
bet was $15, the Odds
bet would be in multiples of 15, meaning
you could bet $15, $30, $45 etc...
Odds
payouts are based on the real odds, meaning the actual odds the roll will happen versus not.
Pass Line and Come Payouts
4 and 10 pays 2 for 1.
5 and 9 pays 3 for 2.
6 and 8 pays 6 for 5.
Don't Pass Line and Don't Come Payouts
4 and 10 pays 1 for 2.
5 and 9 pays 2 for 3.
6 and 8 pays 5 for 6.
The Place, Lay
and Buy
bets are available at any time and are directly above and below the point numbers. They are direct bets that the
number of choice will (or won't) roll before the 7.
You can remove this bet at any time.
Place
The Place
bet allows you to wager that the number will roll before the 7. By default, they are 'off', meaning they are not in play
when the point is being set and thus you cannot win or lose on 'come out' rolls. They can be turned 'on' or 'off' at any time.
You can turn them 'on' by toggling the 'Always On?' option
that appears on the Bet Menu
Place
4 and 10
pays 9 for 5.
Place
5 and 9
pays 7 for 5.
Place
6 and 8
pays 7 for 6.
Lay
The Lay
bet is the opposite of the Place
bet in that it allows you to wager that the number won't
roll before the 7.
These are always 'off', meaning they are not in play
when the point is being set and thus you cannot win or lose on 'come out' rolls. Additionally, they must pay a %5 vig, or commission, to the casino
when they win.
Lay
4 and 10
pays 1 for 2 - 5%.
Lay
5 and 9
pays 2 for 3 - 5%.
Lay
6 and 8
pays 5 for 6 - 5%.
Buy
The Buy
bet is available only on the 4 and 10 and works almost like the Place, except the payout is different and the bet is always 'off'.
Additionally, they must pay a %5 vig, or commission, to the casino
when they win. The payout for the Buy
is technically better than the Place, but cannot be turned off, and thus cannot be
considered a strictly better or worse bet.
Buy
4 and 10
pays 2 for 1 - 5%.
Available anytime, these single roll bets come in a variety of payouts but all are direct bets
on the very next roll of the dice.
They either win or lose on the next roll.
Field
The Field
bet wins on the 2, 3, 4, 9, 10, 11 and 12, with the 2 paying twice your bet and the 12 paying 3 times your bet.
The 3, 4, 9, 10 and 11 pay 1 for 1.
The 2 pays
2 for 1
and the 12 pays 3 for 1.
Hops
Every dice pair has a Hops
bet available somewhere on the table. Most are found on the upper right, while
the 2, 3, 11 and 12 are found within the Horn.
Mismatched pairs all pay 15 for 1, while matched pairs pay 30 for 1.
Horn
The Horn
is a quick way of betting on the 2, 3, 11 and 12 Hops
bet. By clicking on the Horn
area, the game allows you to bet a specific amount that is then equally divided among the four numbers.
As a reminder, 3 and 11 pay 15 for 1, while 2 and 12 pay 30 for 1.
E
The E
bet is the Eleven bet. It
wins on the, well, 11!
E
pays 15 for 1.
C
or Any Craps
The C
or Any Craps
bet is the Craps bet. It
wins on the 2, 3 and 12.
C
or Any Craps
pays 7 for 1.
Any Seven
The Any Seven
bet wins on any 7.
Any Seven
pays 4 for 1.
The Hardways
are bets that the 'Hard' way of the number, meaning the dice are the same number, will roll before the
7 or 'Soft' way, meaning a mismatched dice amount.
For example, the 'Hardway 8' wins when
a pair of 4's are rolled before a 7 or any other combination that equals 8 but isn't a pair of 4's.
The 'Hardway 6' and 'Hardway 8' pay 10 for 1
The 'Hardway 4' and 'Hardway 10' pay 8 for 1.