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The main idea in Craps is to establish a Point number and roll that number again before rolling a 7 (craps). Only the numbers 4, 5, 6, 8, 9, or 10 can be point numbers and the rest of the numbers in the dice have special meanings depending if the point is established or not.

The casino game of Craps is played with a set of two dice with each die having six white dots (1 to 6). Each throw of the dice is called a roll. The first roll is called Come Out Roll.

 
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HOW TO PLAY

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.

BETS YOU CAN DO

Name Description Odds Min Max
Pass Bet A bet that the shooter will throw a 7 or 11 on the come out roll or, alternatively, that the shooter will make the point before the next 7 is rolled.

1: 1

1

Table Max

Don't Pass Bet This is the opposite of the pass bet. This bet is placed against the shooter and wins if craps (2, 3 or 12) is thrown on the come-out roll or if the shooter fails to make the point. If a 12 is thrown, the bet ties.

1 : 1

1

Table Max

Come Bet This bet is similar to the pass bet but cannot be made on the come-out roll. It is a bet that the next roll will produce a 7 or 11 or that a point will be established in subsequent rolls. (Traditionally the Come and Don't Come bets allow fresh players just joining the table to take part in the action immediately, instead of having to wait for the shooter to make or miss the point!)

1 : 1

1

Table Max

Don't Come Bet A bet that the next roll will produce a 2, 3 or 12 or that a point will be established which will NOT be made in subsequent rolls.

1 : 1

1

Table Max

Odds Bet An additional bet made on a pass, don't pass, come or don't come bet which has already been placed. 'Odds' bets can only be made once the point has been established. The advantage of an Odds bet is that it is paid out at True Odds.

True Odds

1

3 times pass bet

Win Bet A bet on 4, 5, 6, 8, 9 and 10. It is a bet that the chosen number will be thrown BEFORE a seven.

WINNING ON
4 = 9 : 5
5 = 7 : 5
6 = 7 : 6
8 = 7 : 6
9 = 7 : 5
10 = 9 : 5

1

Table Max

Lose Bet A bet on 4, 5, 6, 8, 9, 10. It is a bet that a seven will be thrown BEFORE the chosen number.

LOSING ON
4 = 2 : 5
5 = 4 : 7
6 = 4 : 5
8 = 4 : 5
9 = 4 : 7
10 = 2 : 5

1

Table Max

Field Bet A bet that the next throw will produce a 2, 3, 4, 9, 10, 11 or 12.

2 : 1 if a 2 or 12 is thrown, otherwise even money

1

Table Max

Hardways Bet A bet on 4, 6, 8 or 10. It is a bet that the number chosen need to appear on both dice after the roll, before a seven AND before that number is thrown in any other combination.

HARDWAYS
4 =7 for 1
6 = 9 for 1
8 = 9 for 1
10 = 7 for 1

1

50

Any Seven A bet that a seven will be thrown in the next roll of the dice.

4 : 1

1

500

Any Craps A bet that a 2, 3 or 12 will be thrown in the next roll of the dice.

7 : 1

1

65

Craps Two A bet that a two will be thrown in the next roll of the dice.

30 : 1

1

17

Craps Twelve A bet that a twelve will be thrown in the next roll of the dice.

30 : 1

1

17

Craps Three A bet that a three will be thrown in the next roll of the dice.

15 : 1

1

35

Eleven A bet that an eleven will be thrown in the next roll of the dice.

15 : 1

1

35