| A new game in Craps
begins with the Come Out roll. A Come Out roll can be made
only when starting the game and when the previous game fails
to make a winning roll -- more correctly known as not making
the Point or seven out. If the roll does not mark a Point,
the dice are rolled again and a new "Come Out" roll
is rolled. On the Come Out roll,
the Pass Line bet wins if the shooter rolls a 7 or an 11.
The bet loses automatically if the shooter rolls 2, 3 or
12, this is known as rolling craps. If the shooter rolls
4, 5, 6, 8, 9 or 10 the shooter must roll this same number
again to win the Pass Line bet before rolling the number
7. Rolling any of these numbers on the Come Out roll is
called establishing the Point. Any number so rolled is thereafter
referred to as the Point.
The device that looks like a hockey puck
called the Puck is white on one side and black on the other,
and is used to identify the Point. Once the roll establishes
the Point, the puck will move to the Point number and turn
it the white side up. The puck stays on this Point until
a roll shows a Point or until it sevens out. When the puck
is moved to the Don't Come bar 12 area and turned black
side up. The significance of this device is only in tracking
the game. White side up over a Point indicates the game
is in progress and that this box number is the Point. Black
side up means a new Come Out roll is about to take place.
In Craps, winning or losing depends on
a variety of different possible outcomes on any roll of
the two dice. The two dice can produce many different number
combinations; some can be made several ways, others only
one way. For example, two dice can roll the number 6 as
follows: 5/1, 4/2, 3/3, 2/4 and 1/5. But the number 2 can
only be rolled one way: 1/1.
Numbers such as 6, which can be rolled
several ways, don't pay as much as numbers which can be
rolled only one way, unless you are betting that the number
will be rolled in a specific way, such has 3/3, known as
Hard ways. All winning payoffs are, therefore, determined
by the frequency in which any two-dice number combinations
can be rolled. Generally, the harder the combination is
to roll, the more it will pay, and vice versa.
Although really taking advantage of the
many betting options can involve a considerable degree of
mastery, in its simplest form, Craps is a game where a player
bet either that the roll will be the Point or that it will
not make the Point. Betting that the roll will be the Point
is called betting with the shooter (also called betting
right) and betting that the roll will not be the Point called
"betting against the shooter" (also called "betting
wrong").
To bet with the shooter, you must place
your bet in an area marked Pass Line, before a new roll.
The so-called Pass Line is a strip on the table layout marked
by two lines roughly two inches wide and it rims the entire
table layout. To bet against the shooter, you must place
your bet in an area marked Don't Pass. This area is also
a strip on the table layout and it rims the table directly
above the Pass Line.
Before the Come Out roll, there are a
variety of bets that can be made. The Pass Line and Don't
Pass Line bet are the most common bets to make. Once the
roll establishes a Point, you can then place an additional
bet besides your Pass Line bet. This is called taking odds.
In Homebets.com casino you can bet up
to three times the amount of your Pass Line bet. This is
called taking full odds.
Betting the Don't Pass Line is the exact
opposite of betting the Pass Line. The Don't Pass bet wins
if the shooter rolls any craps; 2 or 3 (12 is considered
a push; the bet neither wins nor loses, merely stays in
limbo till a decision is reached on subsequent rolls) and
loses if shooter rolls a 7 or 11.
Once the shooter establishes a Point your
Don't Pass bet stays in action, win until the shooter rolls
a 7 or make his/her "Point". Therefore, a Don't
Pass bet wins if the roll is not the Point, but loses if
the shooter does make the Point. You can also take odds
on a Don't Pass bet. |