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.
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.
