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112 просмотров15 страницInstructional manual for the game of Craps, with historical references.

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Instructional manual for the game of Craps, with historical references.

© All Rights Reserved

100%(1)100% нашли этот документ полезным (1 голос)

112 просмотров15 страницInstructional manual for the game of Craps, with historical references.

© All Rights Reserved

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By H. M. Dain Lybarger

(With technical assistance from Jim Benji Thielan)

v1.4

Introduction

This brief manual is intended to aid the reader in learning the game of casino craps. It begins from the very

basics, assuming that you, the reader, know nothing of

the game. In just seven days of study and practice,

you too can become a craps expert!

The ideal way to use this manual is as a study guide.

At various points in the text, there are labels indicating

what to learn on each day of the Seven Days of Craps

course. Concentrate on reading and learning the bets

assigned for each day of study. Dont try to take in the

entire game at one time. A casino craps game is actually many overlapping games, all played simultaneously. Learn each one separately, dont become overwhelmed by the apparent complexity of the game. Its

really not as complex as it first appears.

Let the games begin!

More history than you want to know...

Dice were invented far

back in antiquity. The first

dice known were made

from the knucklebones of

sheep (which happen to

be roughly cubical).

I TOLD YOU THAT THIS WOULD BE

games using these primitive dice. The ancient Egyptians, Greeks, and Romans gambled with dice by anteing up a wager and then rolling two or more dice for

each player. The highest total won the bet. This was

fun, but not exciting enough for some people.

By the sixteenth century, the English were playing a

dice game called Hazard, which was the ancestor of

modern craps. It was played on a round table, with

two dice. Different totals of the dice paid out at different odds. One player acted as banker, and played

against all comers until he was knocked out of the

game, then the player who had beaten him took over

as banker. Sort of like King of the Hill with cash. Un-

fortunately, the payout odds for combinations at Hazard were not mathematically correct, so the banker

was not getting the advantage he thought he was getting...

Street Craps

By the early nineteenth century, a dice game now

called craps was played in most American cities. USUALLY IN DEAD-END ALLEYWAYS... One player, the shooter,

rolled the dice. All the other players either bet against

him, or backed him by covering wagers played

against. When the shooter failed to make his point,

the dice passed to anyone else who had the nerve to

play.

Modern craps is referred to as two-way craps because of a casino innovation. Rather than letting the

players bet for or against the shooter directly, the casino banks the game, covering wagers going in either

direction (and taking a cut of the action both ways).

Casino craps is played on a rectangular table, usually

between nine and twelve feet in length. The layout

itself is made of felt, and is surrounded by a low wall,

used to contain the dice as they bounce around. The

wall is topped by a rail, which is grooved to hold casino

checks, and divided into segments, for the convenience of the players. The inner surface of the wall at

both ends of the table is covered with small rubber

pyramids, which help to keep the dice bouncing randomly. The inner surface of the wall across from the

bankroll is mirrored, to help the Boxperson see both

sides of the dice at one time.

The layout is divided into three printed areas, which

are detailed below.

Bases

The two ends of the table are called the bases. The

one to the Boxpersons right is 2nd base, the one to his

left is 3rd base. The easiest way to identify the bases

is that the number four appears on the outer edge of

2nd base. The number ten appears on the outer edge

of 3rd base.

Both bases are identical to one another, and are divided into areas for betting. The Pass Line runs around

the outside edge of the base. The Dont Pass line

runs just inside the Pass Line. Two large areas are

marked Field and Come. A smaller area on the outside edge is marked Dont Come. Across the base

dealers edge of the table are a set of numbered boxes, referred to as the Come Numbers. The uses of all

these areas will be explained below.

Prop Area

The prop area takes up

the middle of the printed

layout, between the two

bases. If there is a 1st

base, this must be it

but it is never referred to

as such. The name

prop area derives from

the proposition bets

which are made there.

Proposition bets are a

variety of one-roll bets,

which do not stay on the

table more than one roll

unless they win. The

main part of the prop

area are four boxes

showing pictures of dice

a pair of 1s, a pair of

2s, a pair of 4s, and a pair of 5s. These are known as

the Hard Ways. Hard Ways are unique in that they

are proposition bets that do last more than one roll. All

of the proposition bets will be explained below.

Bankroll

Sitting in front of the seated Boxperson is the table

bankroll. It can come to quite a large amount of money -- $50,000 to $80,000 craps bankrolls are not uncommon. The checks are arranged in stacks, with the

largest value checks in the center, directly under the

Boxpersons eyes at all times. The smaller value

checks are arranged fanning out from there, with the

$1 checks placed at the ends of the bankroll, next to

the base dealers. Base dealers are permitted to take

stacks of $1 or $5 checks out of the bankroll on their

own all other denominations are given to them by the

Boxperson, when they need them.

Equipment

In addition to the table layout, a craps game requires

some tools; a curved stick, a dice boat, two ON/OFF

pucks, a selection of lammers for marking wagers of

specific types, and, of course, dice. A stick of dice is

typically five identical dice. Some casinos provide six

dice per table, instead.

Table Staff

A craps table is staffed by five people, although there

are never more than four of them on duty at one time.

A Boxperson oversees the

game, seated behind the

table bankroll. Two base

dealers handle the action

on 2nd and 3rd base, and

a stickperson controls the

pace of the game. The

stickperson also handles

the prop area. The base

dealers and the stickperson rotate their duties; first

working stick, then dealing

one base, then the other

base, and finally going on

break. One of the dealers

is always on break while

the other three work. The

Boxperson is a table

games supervisor, and is

relieved by other supervisors as necessary.

Base Dealers

The duties of a base dealer are to handle the wagers

made on his or her base. The base dealer will maintain a set of working stacks of checks, used to pay

out winning wagers on that base. Lost wagers will be

placed on top of the working stacks. When a working

stack gets too large, a full stack of 20 checks will be

passed back to the boxperson.

Stickperson

The duties of a stickperson are to handle wagers

made in the prop area, and to control the pace of the

game. The stickperson will have a set of working

stacks as well, generally white and red, which are the

collected losses from the prop area. The stickperson

is equipped with the stick, which is used to move dice

around the table. The stickperson is responsible for

and then thrown. The stickperson calls out the number rolled. The base dealers listen to the stick calls to

determine what wagers won and lost each roll.

Boxperson

The duty of the Boxperson is to supervise the dealing

team, and to handle patrons buy-ins and cash-outs.

He is also responsible for officially booking all bets.

The sequence of actions on a craps game is complex,

but it is a strictly repeating order of events. We begin

with the pucks in the OFF position, and no wagers on

the table (just as if the table were newly opened). This

is a come out roll, since there is no point established.

Pass line and Dont Pass wagers are made. The dice

are passed by the stickman to the first shooter, who

selects two of the dice for his throw. To be permitted

to shoot the dice, a player must have either a Pass

Line or a Dont Pass wager. When the dice are

thrown, the result will either be a pass line winner, a

pass line loser (craps), or it will establish a point. If a

point is established, the pucks will go into the ON position, behind the point number on the layout. The

shooter can continue to throw the dice until he fails to

make his point. When that happens, the dice pass

clockwise to the next patron who qualifies to shoot.

This pattern continues until the table closes.

Day One

Bets

Now we get to the meat of the course the bets.

Each player at a craps game can have many different

bets working at one time. Each bet, however, lives

and dies according to its own rules, and is unaffected

by any other bet on the table, whether owned by the

same player or a different one.

Base Bets

The most popular wagers on a craps table are made

on the base ends of the layout. There is space for

eight players around each base, but more can crowd

in if necessary.

Pass Line

The primary wager on a craps table is the Pass Line

Pass Line, and directly in front of the player who

makes it. (Kind of obvious, I know...) A Pass Line wager is generally made only on the come out roll. (That

means that the pucks are in the OFF position, when

there is no point established from a previous roll.) On

the come out roll, the pass line wagers win on a 7 or

11 (called natural numbers), and lose on a 2, 3, or

12 (called crap numbers). Any other number rolled

becomes the point. The pucks are moved to the ON

position, marking the number on the layout that is now

the point.

Once a point is established, pass line wagers win if the

point number rolls, and lose if a 7 rolls. No other

numbers make any difference to the pass line wagers.

Terminology Note: Since many wagers lose on a roll

of 7, that roll is referred to as a 7-out, and often

causes the entire table to be cleared off.

Pass Line wagers are flat bets they get paid even

money when they win.

Pass Line wagers are known as contract bets because once they are made, they cannot be taken back.

They will either win or lose, but they cannot come

down. They can be increased or pressed if the player

wishes.

At some casinos, a Pass Line wager can be made

even after a point is established! This is considered to

be pressing a wager of zero. Some casinos do not

allow this, and a Pass Line wager made at that time is

considered to be a Place bet instead. This is referred

to as Placing the Point. The wager is still positioned

on the Pass Line, but cannot have odds placed behind

it, and it is paid as a Place bet. (Dont worry about this

technicality now. Place bets are covered on Day

Three.)

Don't Pass

For patrons who wish to bet against the shooter, casinos offer the Dont Pass wager. Dont Pass wagers

are places on the line marked Dont Pass on the layout. Again, they are placed exactly in front of the patron who owns them. The Dont Pass wager is almost

the exact opposite of the Pass Line wager. It loses on

a 7 or 11 on the come out roll, and wins on a 2 or

3. If a 12 is rolled, the wager is a push it neither

wins nor loses. (That is why the Dont Pass line on the

winning, in order to make the odds for the casino more

favorable.) If any other number is rolled, it becomes

the point.

After the point is established, a Dont Pass wager wins

if a 7 rolls before the point number, and loses if the

point number rolls before a 7 comes up.

Dont Pass wagers are flat bets, just like the Pass

Line. They are paid even money when they win.

Dont Pass bets can be taken down whenever the

player likes. They are not contract bets. They cannot

be pressed however. (Dont Pass bets run their biggest risk of losing on the come out roll once they get

past that, the chances are in their favor. It would not

be good business to allow someone to make a low bet

when the risk is big, and then press it up when the risk

is smaller...)

Now we have to get into some theory. Brace yourself:

There are 36 combinations of numbers that can come

up on two dice. They are:

1-1, 1-2, 1-3, 1-4, 1-5, 1-6,

2-1, 2-2, 2-3, 2-4, 2-5, 2-6,

3-1, 3-2, 3-3, 3-4, 3-5, 3-6,

4-1, 4-2, 4-3, 4-4, 4-5, 4-6,

5-1, 5-2, 5-3, 5-4, 5-5, 5-6,

6-1, 6-2, 6-3, 6-4, 6-5, 6-6.

When you add them up, you will notice that some total

values are more common than others. For each total

value, there are a different number of ways to make it

out of two dice.

Total: 2 3

Ways: 1 2

4

3

5

4

6

5

7

6

8

5

9

4

10 11 12

3 2 1

with six ways to make a 7 on two dice.

Since 7s, 11s, 2s, 3s, and 12s all either make

Pass Line wagers win or lose, the only possible points

are 4, 5, 6, 8, 9,and 10. You can see from the

table above that it is much easier to roll a 6 or an 8

than it is to roll a 4 or a 10. Players are allowed to

with their Pass Line or Dont Pass wagers.

Many casinos allow 10-times-odds on craps. That

means that a patrons odds wager can be up to ten

times the value of his Pass Line wager. The odds wager, if it wins, is paid True Odds instead of being paid

even money like the Pass Line wager. True Odds are

paid as follows:

Point: 4

Odds: 2-1

5

3-2

6

6-5

8

6-5

9

3-2

10

2-1

pass line, slightly separated from the matching Pass

Line bet. They can be placed or taken down at any

time.

The Pass Line and Dont Pass wagers are nearly exact opposites of one another. Pass Line Odds and

Dont Pass Odds wagers have the same relationship.

Because of the smaller working space on the Dont

Pass line, Dont Pass Odds are placed partly on top of

their associated Dont Pass bet, and leaning off to one

side. This is referred to as heeled.

The primary way in which they are opposite is the payoff rate. The odds are reversed. A $100 wager when

the point is 4 will win $50. (This is not as bad as it

seems, since the chances of success are better than

even.) The table below shows the payoffs for Dont

Pass Odds:

Point: 4

Odds: 1-2

be pressed.

5

2-3

6

5-6

8

5-6

9

2-3

10

1-2

Day Two

Come Bets

Some people want to have more than one Pass Line

wager, in order to have more than one number that

can win for them. They want to play the Pass Line

game again and they want to play it right now. The

Come bet was created for this purpose. Whenever

you make a Come bet, the very next roll is the comeout roll for that bet.

Every Come bet is a separate game, unconnected to

any other Come bet. Come bet games are just overlapping Pass Line games, all played on the same table, and using the same series of dice rolls. They

dont interact with each other, or with the real Pass

Line game.

Come bets are placed in the large space on the layout

marked Come, as close to directly in front of the owning player as possible.

Since the next roll after a Come bet is made is its personal come out roll, a Come bet wins on a 7 or 11,

and loses on a 2, 3, or 12, just like a Pass Line bet.

Any other number becomes the point for that Come

bet. How, you may ask, do we keep track of the point

for each separate Come bet, when the pucks are already in use marking the real point for the Pass Line

wagers? This is where the Come Numbers get used.

When a point number is rolled for a Come bet, the bet

is moved from the Come area into the matching Come

Number box on the layout. The base dealers keep

track of who owns established come bets by where

inside the box they place the wagers.

Come bets which have a point established win and

lose just like the Pass Line they win if their number

shows up before a 7 is rolled, and lose if a 7 is rolled

before their number. They get paid even money when

they win, just like Pass Line wagers.

Come bets have all the other characteristics of Pass

Line wagers as well; they are contract bets, and can

Don't Come

As you have probably guessed, the Dont Come wager has

the same relationship to the Come wager as the Dont Pass

has to the Pass Line they are almost exactly opposites.

Dont Come space on the table layout. The very next

roll is the come out roll for that wager. Therefore, it

loses on a 7 or 11, and wins on a 2 or 3. A 12 is

a push just like for Dont Pass wagers. And just like all

the other wagers we have discussed so far, any other

number becomes the point for that bet.

Dont Come bets which have a point established are

moved by the dealer to the small boxes behind the

Come Numbers on the layout. Thats how the base

dealers keep track of what the point is for each wager.

Once a point is established, a Dont Come bet wins if a

7 comes up before its number, and loses if its number comes up before a 7 just like a Dont Pass.

Dont Come bets have all the other characteristics of

Dont Pass bets. They are not contract bets, and can

be taken down, but they cannot be pressed up.

Since Come bets are the same as Pass Line bets, just

not synchronized with the official Pass Line come out

rolls, players can take odds on their Come bets, just

like they do on their Pass Line bets. The payouts are

exactly the same.

Point: 4

Odds: 2-1

5

3-2

6

6-5

8

6-5

9

3-2

10

2-1

Come Bet Odds wagers are placed in the Come Number boxes, on top of the matching Come Bets, and

canted off slightly to one side. Stacking them crooked

like that makes it clear which part of the stack is the

flat bet and which part is the odds. Come Bet Odds

can be placed or taken down at any time.

Come Bets and Come Bet Odds which win are moved

into the Come are on the layout before being paid.

This gives the base dealer more space to work in.

Come Bet Odds are off on the Come Out roll unless

called on by the player.

As you can probably guess by now, Dont Come Odds

are the same as Dont Pass Odds. They can be increased or decreased, or even taken down, at any

time.

Just like Dont Pass Odds, the payout odds are reversed. The table below shows the payoffs for Dont

Come Odds: ITS THE SAME TABLE. GO BACK AND CHECK IF YOU

DONT BELIEVE ME...

Point: 4

Odds: 1-2

5

2-3

6

5-6

8

5-6

9

2-3

10

1-2

Winning Dont Come bets and Dont Come Odds wagers are also moved into the Come area before being

paid, to give the dealer extra room to work.

Point: 4

Odds: 9-5

5

7-5

6

7-6

8

7-6

9

7-5

10

9-5

Place bets are the only bets that get paid House Odds.

Note that Place bets are unusual, since they are odds

bets without a matching flat bet. You cant take odds

on a Place bet the Place bet is already an odds bet

on its own.

(Note that the 6 and 8 have odds divisible by 6. All

place bets on the 6 and the 8 must be in units divisible by 6. OR THE DEALERS GET CRANKY... Other place bets

can be in units divisible by 5.)

Place bets are off on the Come Out Roll, unless called

on by the player.

Day Three

Place Bets

When making a Come bet, the dice decide what number the wager is made on, and therefore the payoff

odds. Suppose a player wants to pick a number (and

a set of odds), without letting the dice decide. In that

case, he can make a Place bet.

Place bets are positioned on the layout on the double

lines in front of and behind the Come Numbers. The

dealers position the wager to show who owns it. Bets

from people standing along the long side of the base

are placed on the front double lines, bets from people

standing along the short side of the base are placed

on the back double lines.

Note: If a player wishes to make a Place bet on the

current point number, he can put it down bisecting the

Pass Line on the layout in front of him. This counts as

a Place bet just the same as if he had given the money

to the base dealer and had the base dealer position

the wager.

A Place bet wins if its number rolls before the 7 rolls,

and loses if a 7 rolls before its number. No other

rolls affect the wager.

Place bets are paid House Odds, not True Odds.

House Odds are slightly reduced values, as shown

below:

Day Four

Buy Bets

What if you dont want to get the reduced House Odds,

but still want to pick your number? The Buy bet was

invented for that purpose. Like a Place bet, it is an

odds bet without a matching flat bet but it gets paid

True Odds.

A player makes a Buy bet by telling the base dealer

what number he wants to buy, and giving him the money. The bet is placed in the appropriate number box

on the layout, positioned to show which player made

the bet. To distinguish a Buy bet from a Come bet, a

small lammer labeled BUY is placed on the wager.

Once placed, a Buy bet can be taken down at any

loses if a 7 comes up first. Its just like Come Bet

Odds, without the messy flat-paying Come Bet underneath. So much like it, in fact, that theyre also off on

the Come Out Roll unless called on.

Winning Buy bets are paid True Odds for the number

they are placed on. They are moved down into the

Come area before being paid.

In fact, it is so much like Come Bet Odds, only with

more freedom of choice, that you might ask why anyone would bother with Come Bets at all. Well, theres

a price for all that freedom; 5% of the amount of the

bet. This is called a vig (short for the Yiddish word

vigorish). AND YOU THOUGHT YOU WOULD BE SAFE FROM TRIVIA BY

NOW... The vig is paid when the bet is made, and goes

into the table bankroll, (or the dealers working stacks).

For example, a $100 buy bet cost the player an extra

$5 when it is placed. The vig is charged regardless of

whether the bet wins or loses but if the Buy bet is

taken down voluntarily, the vig is returned to the player

with his bet.

Lay Bets

Lay bets are Dont Come Odds without the Dont

Come bet. Or, in other words, they are the opposite of

Buy bets. When placed, they go in the Dont Come

boxes behind the numbers on the layout, and are

marked with a LAY lammer, so they dont get confused

with Dont Come bets.

Lay bets win if a 7 comes up before their number, and

lose if their number comes up first. Winning Lay bets

get paid Reverse True Odds, just like Dont Come

Odds and Dont Pass Odds.

Point: 4

Odds: 1-2

5

2-3

6

5-6

8

5-6

9

2-3

10

1-2

OK, now for the tricky part. The vig is reversed too

the vig is not 5% of the wager, its 5% of the amount

the wager could win. The vig is still paid when the bet

is made, only the calculation differs. The vig still goes

into the table bankroll. If the point were 4, for example, a $200 could win $100. The vig would be $5, so

the base dealer would need to be given $205 to set up

the bet.

If a lay bet is taken down by its owner, his vig is returned.

Day Five

Okay, today you get a break, only a couple of new bets to learn, and they

are easy,

since they are such a bad idea for the player.

USE THE REST OF TODAY TO REVIEW

LEARNED SO FAR!

Field Bets

A Field Bet is a wager placed in the Field space on

the table layout. It wins if any of the numbers shown in

the space are rolled on the next roll, and loses is anything else is thrown. It is a one-roll bet.

A Field Bet is paid even money in most cases. However, if a 2 or 12 is rolled, it is paid double. (Most

casinos only pay double on 12s, but a few pay triple

on the 12.)

The field bet is a scam, pure and simple. The numbers printed in the Field space on the table layout are

2, 3, 4, 9, 10, 11, and 12. The stickmans call

for a roll of 9 is Centerfield nine, implying that the

value 9 is the center of something but the value of

7 is the center of the two-dice sequence. For the field

numbers to be symmetrical, the 5 should be counted

as a winner, and only 6s, 7s, and 8s should be losers. By making the 5 a losing number as well, the

casino makes the Field bet very unfavorable to the

player. By calling out Centerfield nine, we disguise

the mathematical truth.

The spaces in the corner of the table layout marked

Big 6 and Big 8 are simple wagers, which are paid

even money if they win. They win if a 6 (or 8) is

rolled before a 7, and lose if a 7 is rolled before their

number. Does this sound familiar? It should its the

same win and lose criteria as a Place Bet only it

pays even worse than House Odds, since it only pays

even money.

The Big 6 and Big 8 are for people who want to bet

Place bets on the 6and 8, but cant manage to make

their bets divisible by 6.

ANYBODY WHO CANT DIVIDE EVENLY BY 6 WONT NOTICE THAT THEY

ARENT GETTING PAID 7-6 ODDS EITHER...

Day Six

Prop Bets

Most prop bets are one roll bets. Generally, players

will throw in $1 or $5 checks for their prop action the

payouts are extremely high, but the odds of success

are extremely low. The stickperson is responsible for

keeping track of the prop area, and collects losing prop

wagers each roll. When a prop bet wins, the payouts

are generally high enough that the stickpersons working stacks wont cover it, since they are just white and

red. The stickperson uses his stick to tap in front of

winning players, and tells the appropriate base dealer

how much to pay that person.

Prop bets are extremely unfavorable to the player so

the stickperson is also responsible for selling the prop

area. The stickperson is supposed to talk up the prop

bets, and make a big show of paying the winners, to

convince players to bet them. Another trick used to

sell the prop area is leaving you up to win. Winning

prop bets are paid off, but the wager is left on the layout for the next roll, unless the player calls it down.

That usually results in the casino getting the bet in the

end...

Hard Ways

The four Hard Way wagers are unique in the prop area

they are the only prop bets which are not one-roll

bets. Rolling a number the hard way means rolling it

with like dice in other words, a pair. Any roll of nonmatching dice is a soft way or easy way. There are

four Hard Ways, Hard 4 ( a pair of 2s), Hard 6 (a pair

of 3s), Hard 8 (a pair of 4s), and Hard 10 (a pair of

5s). Hard Way wagers win if their combination appears on the dice, and lose if a 7 rolls, or if a soft way

rolls for their number. No other number matters to

Hard Ways. Customarily, Hard Way wagers are off on

the Come Out Roll unless called on by the owner.

Hard 6 and Hard 8 pay 9-1 when they win. Hard 4 and

Hard 10 pay 7-1 when they win.

Note: It would seem like the 4 and 10 should pay

more, since they are harder to roll on 2 dice than the

6 and the 8. The odds are the way they are because

its harder to roll soft 4s and soft 10s than it is to

roll soft 6s and soft 8s. They lose fewer ways, so

they pay less.

and are not included in the Hard Ways, since there is

no soft way to make either number.

Day Seven

Any Sevens

This is a one-roll bet on any combination on the dice

totaling 7. It pays 4-1

Any Craps

This is a one-roll bet on any crap number ( 2, 3, or

12) coming up on the next roll. It pays 7-1.

Craps Numbers

It is also possible to bet on the Craps numbers individually, as one-roll wagers.

A wager on the 2 or on the 12 pays 30-1 if it wins.

A wager on the 3 pays 15-1 if it wins.

Eleven

A wager on the 11 pays 15-1 if it wins, and it is made

in a similar way to wagers on the Craps numbers. Because the number 11 spoken out loud sounds very

similar to the number 7, craps players and dealers

refer to the 11 as Yo or Yo-eleven.

Horn Bets

The Horn space on the prop area is used for several

different wagers. On its own, it is a wager divided

equally among the 2, 3, 11, and 12. Horn bets

must be divisible by 4. The payout for the Horn bet is

calculated as the appropriate win for the number

rolled, minus all the losing parts of the wager. For example, if an 11 rolls, the $1 wagered on it earns $15

more, but the $1 parts of the wager on the other three

numbers all lose, so the total paid is $12. If the 2 had

rolled, that dollar would have won 30 more, minus the

losing parts of the wager on the other three numbers.

The amount paid would be $27.

But what if I want to throw in a $5 check for a Horn

Bet, and I dont want to mess around with getting

change? I can tell the stickperson to put the extra dollar on one of the Horn numbers. For example, a $5

Horn High 2 means $1 on the 3, $1 on the 11, $1

means $2 on the 2, $2 on the 3, $2 on the 12, and

$4 on the 11.

World Bet

If I throw in $5 for a Horn bet, but I dont want to stack

up the odd dollar on one of the numbers, I can also put

it on the Any Seven wager. This is convenient, since it

acts as a kind of insurance. If the Horn bet loses because of a 7 rolling, I am out $4. But my $1 Sevens

wager wins 4-1, so I am even.

C and E Bets

The C-and-E spaces around the edges of the prop

area are for a popular set of bets, the Any Craps bet

and the Eleven bet. If there are a lot of players making each, the spots around the edge of the prop area

are oriented to point toward each player, so the stickperson can use them to organize the bets.

It is also possible to make a combination bet, splitting,

for example, a $5 wager between the Any Craps and

the Eleven. This makes it a $2.50 wager on each. If

an 11 rolls, the payout would be $2.50 times 15, minus the $2.50 part of the wager that was on the losing

Any Craps wager, a total of $35. DO YOUR OWN MATH! If a

craps number rolls, the payout would be $2.50 times 7,

minus the $2.50 on the losing Yo wager. That makes

$15.

There is a shortcut for this calculation: If an 11 rolls,

the payout is 7 times the total wager, and if a craps

number rolls, the payout is 3 times the total wager.

Thats the way the base dealers figure this stuff out,

instead of doing it the long way, as above.

Hop Bets

Hop bets are one-roll bets on a single specific combination of the dice. These are also called Turn bets.

They are generally called out by players with the lower

number die stated first 2-3 hopping or 4-6 hopping for example. They pay 15-1 if the next roll of the

dice is exactly as stated, and lose in every other case.

These are hop bets on two identical dice. They pay 30

-1.

Conclusion

Congratulations, you have now completed the Seven

Days of Crap course. Now, when someone tells you

You dont know crap! you can look them straight in

the eye and say Yes I do! with pride.

Seriously, though, you now have a working knowledge

of casino craps. From here, you can expand your

knowledge in many ways. Practice watching the

game, figuring out what rolled by what the base dealers do, and who owns which bets by where they are

positioned. Watch payouts, and see if you can keep

up with the base dealers figuring out how much to pay

winning wagers of various kinds. There are other Prop

Bets to learn, which are rare and peculiar, but which

you will occasionally encounter. When you are comfortable with all of that, you can begin to study the

methods of cheating at a craps game, and the various

scams used by dealers and players to manipulate the

odds in their favor.

Be Seeing You!

Deep Crap!

By H. M. Dain Lybarger

v1.4

By H. M. Dain Lybarger

Introduction

This brief REALLY, THIS ONE WILL BE... manual is intended to aid the reader in learning the game

of Crapless Craps. It is assumed that you

have made your way through Seven Days of

Crap! before beginning with this manual.

Technically, the copyrighted version of this

unusual game is known as Craps No More

but we all just call it Crapless. THATS THE POLITEST

THING WE CALL IT.

Craps No More was invented in the Seventies, and first appeared in Las Vegas at the

Stratosphere casino. Nothing more is known

of the games history or invention. AND WE WOULD

LIKE TO KEEP IT THAT WAY.

The idea behind Crapless Craps is that the

craps numbers, 2, 3, and 12, become points,

just like any other point. To make the layout

symmetrical, the 11 is no longer a Come Out

roll winner its just another point as well.

Actually, that does more than make the layout symmetrical. By taking away winning 11s

on the Come Out roll, we take away a significant chance for the players to win. Instead of

a guaranteed win, the 11 becomes a very

hard point to hit its a loss two-thirds of the

time. This more than balances out any advantages the player gets from the crapless

nature of the game.

Since everything but a 7 is a point on the

Come Out roll, and 7 is a winner, there is no

way to lose on the Come Out roll. This is a

game popular.

Base Bets

The bets on Crapless Craps are similar (in

some cases identical to) the bets on regular

Craps. Crapless is actually simpler to deal

than the regular game, because there are

fewer allowable bets.

Pass Line

On the Come Out roll, a 7 is a Pass Line win,

and any other number becomes the point.

Once the point is established, the rules are

the same as regular Craps. If a 7 rolls before

the point, the Pass Line wagers lose. If the

point rolls before a 7-out, the Pass Line wagers win. Pass Line wagers can have odds

attached to them, as in regular Craps. The

10x odds limit applies as well. If the point

wins, the odds wagers are paid True Odds.

The True Odds including new point numbers

are as follows:

Point: 2 3 4 5 6 8 9 10 11 12

Odds: 6-1 3-1 2-1 3-2 6-5 6-5 3-2 2-1 3-1 6-1

Come Bets

Come bets work the same way on Crapless

as they work on regular Craps. Winning

Come bets are paid True Odds, using the expanded True Odds listed above.

Place Bets

Place bets are allowed on Crapless Craps. It

is possible to place the extended point numbers as well as all the usual numbers.

A Place bet wins if its number rolls before the

7 rolls, and loses if a 7 rolls before its number. No other rolls affect the wager.

Odds. House Odds are slightly reduced values, as shown below:

Point:

2

3 4 5 6 8 9 10 11 12

Odds: 11-2 11-4 9-5 7-5 7-6 7-6 7-5 9-5 11-4 11-2

must be divisible by 6. Place bets on the 2 &

12 must be divisible by 6 as well. (6 is the

lowest even number higher than 5, and $5 is

the table minimum.) Likewise, Place bets on

the 3 and 11 must be divisible by 8

(Technically, they could be divisible by 4, but

thats below the table minimum.) THIS IS HONESTLY

THE HARDEST PART OF

THING ELSE IS EASY.

made in groups: The Inside numbers are 5,

6, 8, and 9, the Outside numbers are 4,5, 9,

and 10. On Crapless, we also have the

Extreme Outside numbers, which are the 2,

3, 11, and 12.

Buy Bets

Buy bets work exactly as in regular Craps.

The 2, 3, 11, and 12 can be bought in the

same manner as any other Buy bet. A 5%

vigorish is charged according to the standard

procedures. Buy bets are paid True Odds,

using the extended True Odds table above.

Dont exist. WHICH MAKES LIFE A LITTLE EASIER, DOESNT IT?.

The reason that they dont exist is that since

there are no craps numbers, there is no way

to bar the 12, and make it a push. Which

means that there is no way to take away the

house advantage when turning house-biased

Pass Line and Come bets around and allowing the players to make them.

Lay Bets

Lay bets are allowed on Crapless Craps, and

they are the opposite of Buy bets, just like on

regular Craps. They are the only dont side

bet which exist in Crapless Craps. The reason that they are allowed when the others are

not is that the house cut of a Buy bet is made

via the vig, and not via a flat bet underneath

the odds bet.

Lay bets win if a 7 comes up before their

number, and lose if their number comes up

first. Winning Lay bets get paid Reverse

True Odds, using an extended table:

Point: 2 3 4 5 6 8 9 10 11 12

Odds: 1-6 1-3 1-2 2-3 5-6 5-6 2-3 1-2 1-3 1-6

and the vig is reversed too the vig is not 5%

of the wager, its 5% of the amount the wager

could win. The vig is still paid when the bet is

made, only the calculation differs. As always,

if a lay bet is taken down by its owner, his vig

is returned.

Field Bets

Field bets are allowed on Crapless Craps,

and work just like they do on regular Craps.

Big 6 & Big 8

The Big 6 & Big 8 bets are allowed on Crapless Craps, and work just like they do on regular Craps. They remain a really bad idea.

Prop Bets

Although the 2, 3, 11, and 12 are now points,

they can also be wagered on in the prop area, in all the ways that they could be wagered

on in regular Craps. Even the Any Craps

wager remains, since the 2, 3, and 12 are still

called the crap numbers.

Conclusion

Congratulations, you have now completed

the Eighth Day of Crap course. This means,

of course, that you now know even more crap

than you knew before!

By H. M. Dain Lybarger

Introduction

This brief document is intended to introduce

the reader to a brand new Craps wager, the

Fire Bet. WHAT WILL THEY THINK OF NEXT?

The Fire Bet is a side wager that can be

made by any player on specially marked

Craps tables. There is a flame-shaped marker outside the perimeter of the Pass Line

where wagers can be placed. There is a

matching flame-shaped marker in front of the

Boxperson for each player on the table.

A Fire Bet can only be made on a new shooters initial Come Out roll. A player who wants

to make a Fire Bet places his money on the

flame-shaped marker at his spot. The

(current) table minimum and maximum wagers for the Fire Bet are $1 and $5. Before a

point is established, the base dealer will

move the wager onto the flame-shaped marker corresponding to that player in the Prop

Area. Once the shooters initial point is established, a Fire Bet cannot be called off, taken down, increased, reduced, or altered.

A Fire Bet is a wager on how many different

points an individual shooter can make before

Sevening Out. The possible points are 4, 5,

6, 8, 9, and 10. As each point is made by the

shooter, a specially marked puck is placed on

the number on the table. If an alreadymarked point is made again by the shooter, it

does not affect the Fire Bet.

The Fire Bet is paid based on the total number of different points hit by the shooter during his turn with the dice. The payouts are as

follows:

4 Different Points made pays 40 for 1

5 Different Points made pays 200 for 1

6 Different Points made pays 500 for 1

Surveillance will be called by the Pit staff

whenever the 4th Fire Bet marker is placed on

a table. If the 5th and / or 6th point is hit, Surveillance will conduct a review to make certain that everything was done correctly before

the wagers are paid.

Conclusion

Congratulations, you have now completed

the Ninth Day of Crap course. This means,

of course, that you are now completely full of

crap!

By H. M. Dain Lybarger

Introduction

Just when you thought that the game of

Craps couldnt get any stranger In this

document, you will learn about an obscure

Craps wager called the Put Bet.

There are actually two kinds of Put Bet. The

first type is a surrogate Pass Line wager: The

flat wager (and its associated odds) are permitted to be placed on the layout just like a

Pass Line after the point has been established. This is the equivalent of pressing a

wager of zero on the Pass Line.

The second type of Put Bet is identical to a

Come Bet with Odds in terms of how it wins

and loses, and how much it pays. It has exactly the same table limits and maximum

odds limits. Its component parts are on and

off in exactly the same fashion (i.e. the Odds

portion of the wager is off on the Come Out

Roll). The only difference is in how the wager

is made: A Come Bet is placed in the Come

area, and when the dice are next rolled, the

dice determine which of the Come Numbers

becomes the point for that wager. Once its

point has been established, Odds can be

placed on the wager. By contrast, Put Bets

are assembled as a flat bet with Odds from

the very beginning, and are passed to the

Base Dealer who puts them on a Come Number selected by the player. Thats it.

Since Put Bets dont have a Come Out Roll,

they dont gain the advantage of the possibility of their flat wager portion winning at that

time. On the other hand, on Craps games

ratio of odds-to-flat wager is high enough to

offset the removal of the initial potential win.

This makes the wager more attractive than a

standard Come Bet. Since the player can

choose the number he is betting on, he can

choose the payout odds with which he is

most comfortable an added attraction.

In fact, on a Craps table with 10x or greater

Odds where Put Bets are allowed, there is

no reason to make a standard Come Bet at

all. This is bad from the casinos point of

view, because the hold on Put Bets is noticeably less than the hold on Come Bets.

Conclusion

Congratulations, you have now completed

the Tenth Day of Crap course. This means,

of course, that you realize that from the casinos point of view, Put Bets are the worst

sort of crap!

By H. M. Dain Lybarger

Introduction

This very brief document is intended to introduce the reader to a new kind of Craps

game, Lonestar Craps (property of Olympia

Dice), and a pair of brand new Craps wagers,

the Low Dice Bet and the High Dice Bet. WHEN

I ASKED WHAT WILL THEY THINK OF NEXT?, I DIDNT EXPECT THIS...

A regular Craps table has spaces in the hook

marked Big 6 and Big 8. A Lonestar Craps

table removes those, replacing them with the

Low and High spaces. The two wagers work

the same way, differing only in the numbers

which pay out.

A check placed on the Low space is a wager

that a 2, 3, 4, 5, or 6 will come up on the next

roll of the dice. The payout is 1-1 for a 3, 4,

5, or 6, and 5-1 if a 2 rolls.

A check placed on the High space is a wager

that a 8, 9, 10, 11, or 12 will come up on the

next roll of the dice. The payout is 1-1 for an

8, 9, 10, or 11, and 5-1 if a 12 rolls.

Conclusion

Congratulations, you have now completed

the Eleventh Day of Crap course.

AND IT CERTAINLY IS A BUNCH OF CRAP!