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The
Basics
When you walk up
to a Craps table be sure to check the table limit placard.
If the dice are in play and you need cheques, wait
until the shooter (player throwing the dice) throws before
exchanging your money. Do
not hand your money to the dealer; lay it on the table in
front of you. If
you want to bet on the roll that is about to take place tell
the dealer, “(dollar amount) action on the Pass Line (or
whatever bet you want, if available at this point in the
game).”
He will
announce: “That’s a bet” and slide your cheques towards
you when the dice are not in play and then place the bet you
announced in the appropriate betting area.
There are two rows of rails on top of the table for
placement of your cheques. Keep an eye on these at all times, even with the vast casino
security, thieves are possibly lurking, especially to those
not paying attention to their stake.
A Crap table
will accommodate approximately 16 players, eight per side
depending on the girth of some people.
The table’s felt layout looks complicated, but one
end of table layout mirrors the other.
There are two dealers (one per side) who pay and
collect wagers, are in charge of handling your money, and
making sure your bets are recognized, known as booking the
wager. Another
dealer is called the stickman. The stickman handles a long
flexible stick that pushes the dice around and “calls” the
game, kind of like a carnival barker or an auctioneer.
It is also the stickman’s responsibility to remind or
talk players’ into making the “sucker bets” located in
the center of the table.
This bet section is actually called the Proposition bet
area and the stickman is in charge of placing players’ bets
and pointing out the winners of these bets to the pay-out
dealers. Proposition
bets are not really advisable to take; however they can make
the game more interesting if a player does not go overboard.
Another casino person at a craps table is the Boxman,
who sits in the middle with his hands covering the thousands
of dollars’ worth of cheques.
He is in charge of the whole game.
His responsibilities include making sure wagers are
paid correctly, counting your money before the dealer makes
the chip exchange, and resolving any disputes.
And believe me, disputes can and do occur quite often.
Craps has two
segments within the game—the Come-Out roll segment and the
Point segment. A
black/white disk, called a buck or puck, indicates what
segment is taking place. On the Come Out roll the buck will be black in color with an
inscription of OFF on its face and will be located in a box on
the layout called DON’T COME.
The buck remains “off” until the shooter
establishes what is called a point.
The game starts when the stickman offers a player five
dice. The player
takes two and becomes the shooter.
Every player gets a chance to shoot and can pass the
dice if they choose.
The Come-Out
segment (the initial roll): if the shooter rolls a seven
or eleven, the DO bettors, who placed a wager on what is
called the Pass Line, win even money on their bet.
The DON’T bettors, with a wager on the Don’t
Pass, lose. If the shooter rolls a two, three, or twelve (these numbers
are referred to as Craps numbers), the DOs lose.
The DON’Ts only win if a two or three are rolled.
A twelve is considered a “push” for the DON’Ts
and no money is exchanged.
The shooter continues the Come-Out segment until one of
the other numbers appears.
The Point
segment: if the shooter rolls a four, five, six, eight,
nine, or ten (establishing the point) the game now goes to the
point segment. The
dealer places flips the buck over to the white inscribed with
ON and places it in the point box.
For the DOs to now win, the shooter must roll
that point again before rolling a seven.
If the seven comes up before the point, the DOs lose
their pass line bets and the DON’Ts win their don’t pass
line bets.
If the point is
rolled again before the seven, the DOs win their pass line
bets and DON’Ts lose their don’t pass line bets.
It is that simple.
If the shooter rolls a seven (called sevening out), his
shoot ends and the player to his left is offered the dice.
If the shooter
makes the point before rolling a seven, the game returns to
another Come-Out roll and everything starts over.
The shooter keeps the dice until he “sevens-out”
during the Point segment.
The players can
make a multitude of bets for other numbers to appear.
There are Come bets, Place bets, Field bets, Odds bets,
and Proposition (Prop) bets that will be explain later, but
first you must understand the dice combinations.
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