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Dice

Casino dice, also known as craps, is one of the most exciting games in a gambling establishment. The action is fast and frantic and most of the rules are easy to understand.

Come Out Roll
When the person rolling the dice, known as the shooter, rolls seven or 11, players who bet on the pass line win immediately, but those same players lose if the shooter rolls 2, 3, or 12.
Point
If the shooter rolls any of the other number (4, 5, 6, 8, 9, or 10), that number becomes the "point". The goal is to roll that number again before rolling a seven.
Taking Odds
Casinos allow players to make odds bets behind the initial pass line bet once the point is established. These bets pay the true odds so, for example, if the point is 10 and the shooter rolls a 10 for the win, the house will pay off at 2-to-1 on the odds bet.
Come Bet
A come bet is another bet you can make once the point is established. It works much like a pass line bet except it gives you more action on the table, allowing you to win a lot if the shooter is hot or lose a bundle if the shooter is cold.
Seven Out
If the shooter does not make the point before rolling a seven, he did not make his pass so the pass line bets are cleared off the table and the don't pass line bets are paid. The dice are then passed to the player to the left of the previous shooter.

The basics
Casino Craps, a dice game, is one of the most exciting casino games, as evidenced by the yelling and shouting at a craps table. It is played on a specially designed table and two dice are used. The dice are made with very strict standards and are routinely inspected for any damage. As a matter of course, the dice are replaced with new ones after about eight hours of use, and casinos have strict rules in the way a player handles them.

To begin, the Shooter (one of the players) must bet at least the table minimum on either the Pass Line or the Don't Pass Line. The shooter is presented with five dice by the Stickman, and must choose two to roll with. The remaining dice are returned to the Stickman's Bowl and are not used.

The shooter must handle the dice with one hand only when throwing and the dice must hit the walls on the opposite end of the table. In the event that one or both dice are thrown off the table, they must be inspected by the boxman before putting them back into play.

The craps table can accommodate up to about 20 players, who each get a turn at 'shooting' the dice.
It doesn't matter if you are the shooter or not, you can bet on the shooter, whoever it is.

When the shooter starts his turn, he throws the dice on a "Come Out" roll to establish a "Point". If the shooter throws a Come Out roll of 2, 3 or 12, called Craps (they can't use the other word), the shooter is said to 'crap out'. He loses, and this means that all players lose their Pass Line bets. A Come Out roll of 7 or 11 (a Natural) results in a win for Pass Line bets. The shooter continues to make Come Out rolls until he rolls 4, 5, 6, 8, 9, or 10. Whatever number he rolls becomes the shooter's Point. The dealer moves an On button to the point number signifying the second phase of the round. The shooter continues to shoot the dice and roll more numbers. If the shooter rolls the Point number, he "make his point" and wins on the Pass Line, and so do all the other players that have made a bet on the Pass Line. If the shooter rolls a seven (a Seven-out), the pass line loses and his turn ends.

The dice then are offered clockwise around the table to the next person to be the new shooter.
However, if the current shooter does make his Point, the dice are returned to him and he then starts all over again with a new Come Out roll. He continues to roll as long as he does not roll a Seven Out, at which time his turn is ended.
The dice table layout: Each side of the table contains Pass and Don't Pass line bets, Come and Don't Come bets, Odds bet, Place bets and Field bets. The center area contains the Proposition bets.
Pass line bets win when the come out roll is 7 or 11, while pass bets lose when the come out roll is 2, 3, or 12. Don't Pass bets lose when the come out roll is 7 or 11, and Don't Pass bets win when the come out roll is 2 or 3. Don't Pass bets tie when the come out roll is 12 (2 in some casinos; the 'Bar' roll on the layout indicates which roll is treated as a tie).
A player joining a game should approach the table and first check to see if the dealer's 'On' button is on any of the point numbers. If the point number is Off then the table is in the Come Out round. If the dealer's button is 'On', the table is in the Point round where most casinos will allow a Pass Line bet to be placed.

Here is a list of the various bets you can make at craps.

Pass Line Bet - You win if the first roll is a natural (7, 11) and lose if it is craps (2, 3, 12). If a point is rolled (4, 5, 6, 8, 9, 10) it must be repeated before a 7 is thrown in order to win. If 7 is rolled before the point, you lose.

A Pass Line win pays even money.
Odds on Pass Line Bet - After a point is rolled you can make this additional bet by taking odds. There are different payoffs for each point.
A point of 4 or 10 will pay you 2:1; 5 or 9 pays 3:2; 6 or 8 pays 6:5.
You only win if the point is rolled again before a 7.
Come Bet - It has the same rules as the Pass Line Bet. The difference consists in the fact you can make this bet only after the point on the pass line has been determined. On a Come Out roll the Come Bet is placed on the pass line as they are an identical bet. After you place your bet the first dice roll will set the come point.
You win if it is a natural (7, 11) and lose if it is craps (2, 3, 12).
Other rolls will make you a winner if the come point is repeated before a 7 is rolled.
If a 7 is rolled first you lose.

A Come Bet is played in two rounds and is played similar to a Pass Line Bet.
The main difference is that a player making a Come Bet will bet on the first point number that 'comes' from the shooter's next roll, regardless of the table's round.
If a 7 or 11 is rolled on the first round, it wins. If a 2, 3 or 12 is rolled, it loses.
If instead the roll is 4, 5, 6, 8, 9, 10 then the Come Bet will be moved by the base dealer onto a Box representing the number the shooter threw.
This number becomes the Come Bet point and the player is allowed to add odds to the bet. The dealer will place the odds on top of the Come Bet, but slightly off center in order to differentiate between the original bet and the odds.
The second round wins if the shooter rolls the Come Bet before a seven.
If the seven comes before the number (the Come Bet), the bet loses.
On a Come Out roll for the pass line the Come Bet is in play, but traditionally the odds are not working unless the player indicates otherwise to the dealer.

Because of the Come Bet, if the shooter makes their point, a player can find themselves in the situation where they have a Come Bet (possibly with odds on it) and the next roll is a Come Out roll. In this situation odds bets on the come wagers are presumed to be not working for the Come Out roll. That means that if the shooter rolls a 7 on the Come Out roll, any players with active Come Bets waiting for a 'come point' lose their initial wager but will have their odds money returned to them. If the 'come point' is rolled the odds do not win but the Come Bet does and the odds are returned. The player can tell the dealer that they want their odds working, such that if the shooter rolls a number that matches the 'come point', the odds bet will win along with the Come Bet, and if a seven is rolled both lose.

Odds on Come Bet - Exactly the same thing as the Odds on Pass Line Bet except you take odds on the Come Bet not the Pass Line Bet.

Don't Pass Line Bet - This is the reversed Pass Line bet. If the first roll of a dice is a natural (7, 11) you lose and if it is a 2 or a 3 you win. A dice roll of 12 means you have a tie or push with the casino. If the roll is a point (4, 5, 6, 8, 9, 10) a 7 must come out before that point is repeated to make you a winner. If the point is rolled again before the 7 you lose.

Don't Come Bet - The reversed Come Bet. After the come point has been established you win if it is a 2 or 3 and lose for 7 or 11. 12 is a tie and other dice rolls will make you win only if a 7 appears before them on the following throws. Place Bets - This bet works only after the point has been determined. You can bet on a dice roll of 4, 5, 6, 8, 9 and 10. You win if the number you placed your bet on is rolled before a 7. Otherwise you lose. The Place Bets payoffs are different depending on the number you bet on. 4 or 10 will pay 9:5; 5 or 9 pays 7:5, and 6 or 8 pays 7:6. You can cancel this bet anytime you want to. Field Bets - These bets are for one dice roll only. If a 2, 3, 4, 9, 10, 11, 12 is rolled you win. A 5, 6, 7 and 8 make you lose. Field Bets have the following different payoffs: 2 pays double (2:1) while 12 pays 3:1. Other winning dice rolls pays even (1:1).

Big Six, Big Eight Bets - Placed at any roll of dice these bets win if a 6 or 8 comes out before a 7 is rolled. Big Six and Big Eight are even bets and are paid at 1:1.

Proposition Bets - These bets can be made at any time and, except for the hardways, they are all one roll bets:

Any Craps: Wins if a 2, 3 or 12 is thrown. Payoff 8:1
Any Seven: Wins if a 7 is rolled. Payoff 5:1
Eleven: Wins if a 11 is thrown. Payoff 16:1
Ace Duece: Wins if a 3 is rolled. Payoff 16:1
Aces or Boxcars: Wins if a 2 or 12 is thrown. Payoff 30:1
Horn Bet: it acts as the bets on 2, 3, 11 and 12 all at once. Wins if one of these numbers is rolled. Payoff is determined according to the number rolled.
The other three bets are lost. Hardways: The bet on a hardway number wins if it's thrown hard (sum of pairs: 1-1, 3-3, 4-4...) before it's rolled easy and a 7 is thrown.
Payoffs: Hard 4 and 10, 8:1; Hard 6 and 8, 10:1

Dice Rolling Strategies

Dice rolling strategies bring an element of control to games of chance.

Many games are won or lost by a simple roll of dice, causing most players to claim that throwing the bones is an exercise in chance. However, proponents of probability, precision shooting and dice influence contend that when a player rolls the dice, she controls the outcome. According to theoretical dice rolling strategies, a proper grip, graceful delivery and knowledge of the odds make a difference when the dice hit the table.

Probability

Knowing the probability of the desired throw is the foundation of dice influence. Dividing the number of ways to throw the desired total by the total number of dice combinations (36) and moving the decimal point results is the probability of throwing said total. For instance, there is only one combination resulting in a total of two (one and one); one divided by 36 equals 0.02777, so the probability of rolling a two is 2.78 percent. When gambling, the sum of the products of the probability of each event and the net return of that event define the player's profit, where the sum of the average returns decides the net return. Players garner knowledge of probability via mental math and the study of detailed charts and graphs, found at websites such as The Wizard of Odds.

Dice Setting

"Dice setting" refers to setting the dice in a specific fashion before the roll. The goal is to establish an axial relationship; dice setting theory states that if the dice are set in a certain fashion before the roll, they tumble in a preordained fashion. According to Jerry Patterson, author of the book "Winning Dice Control Techniques: Shooting Craps from the Zone," dice that start in the same configuration produce the same results when given the same roll. For example, when playing craps, if a player arranges the dice side by side with the two fives on top, the six and the one (the losing seven combination) end up on the inside, left and right faces. If the dice are gently thrown, it is probable they will remain in this formation. This potentially lessens (but doesn't eliminate) the chance of throwing sevens, according to Patterson.

Controlled Shooting

Controlled shooting maintains the axial relationship established by dice setting simply by limiting the rotation of the dice when thrown. According to this strategy, if dice are gripped and tossed at a specific angle, they remain on the same axis. Controlled shooting requires a balanced stance and a specific grip (the dice never split, but remain together as a unit). After a gentle throw, dice must travel through the air as one unit with no backspin and land at a 45-degree angle. Through practice, players focus on consistently making the dice travel with the same height, speed and (lack of) rotation.

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