Game Overview

Many consider Craps to be the most exciting game. Something about the roll of the dice ignites quite a response from Players and observers alike. Craps may seem complicated, but the only aspect of Craps that one needs to know is the variety of different plays. Take a few minutes to read the plays and you'll be rolling the dice in no time!

The Rules

The first roll of the dice in a Craps round is called the "come-out roll." The basic opening play in Craps, placed just before the come-out roll, is called the "pass-line play." Pass-line plays immediately win when the shooter's come-out roll is 7 or 11, and lose when the come-out roll is 2 (snake eyes), 3 (cross eyes), or 12 (box cars). If 4, 5, 6, 8, 9, or 10 is rolled on the come-out roll, that number becomes "the point." The puck labeled ON shows that the point has been established, and is located on the Craps table over the box for the number rolled as the point: 4, 5, SIX, 8, NINE, or 10. The shooter now keeps rolling the dice until he rolls the point, or 7 to end the round. If the shooter rolls the point first, a pass-line play wins. If, however, the shooter rolls a 7 first (i.e. "sevens out"), a pass-line play loses. To end a round of Craps and resolve pass-line plays, the shooter must roll either the point or 7 after the come-out roll. There's always a possibility that a Craps game can go on all night if the shooter fails to roll the point or 7. Pass-line plays can't win until the point is rolled, and can't lose until 7 is rolled. Unresolved pass-line plays may not be removed, Players must wait for a roll of the point or 7 to determine the fate of their pass-line plays.

Playing

Before the dice are rolled, plays can be placed in the various fields of the craps table. First, click on the value of the credit you wish to play with your left mouse button. Next, place the credit in the desired playing area on the Craps table by clicking in the area with your left mouse button. When you are finished placing your plays, click on the ROLL button to roll the dice.

Pass-line Plays

A pass-line play is placed on the field labeled PASS-LINE on the craps table before the come-out roll (i.e. the first roll of the dice in a new craps round). A play on the pass-line wins if the come-out roll is 7 or 11, and loses if 2, 3 or 12 is rolled. If 4, 5, 6, 8, 9, or 10 is rolled, that number becomes "the point." To win a pass-line play, the shooter must roll the point again before rolling a 7. If the shooter rolls a 7 before rolling the point again, your pass-line play loses. A winning pass-line play pays even money (1 to 1). Once the point has been established, unresolved pass-line plays may not be removed or reduced. They must be resolved by a roll of the point or 7.

Don't Pass-line Plays

A don't pass-line play is essentially the reverse of a pass-line play, and is placed on the craps table in the Don't Pass Bar before the come-out roll. If the shooter rolls a 2 (Snake Eyes), or 3 (Cross Eyes) on the come-out roll, a don't pass-line play wins. If, however, the come-out roll is 7 or 11, don't pass-line plays lose. If the come-out roll is 12, a don't pass-line play is returned to the Player in a push. If the come-out roll is 4, 5, 6, 8, 9, or 10, that number becomes the point. Once the point has been established, don't pass-line plays win if the shooter rolls a 7 before rolling the point again. If the shooter rolls the point again before rolling a 7, don't pass-line plays lose. A winning don't-pass-line play gives you even (1 to 1). Unlike pass-line plays, unresolved don't-pass-line plays may be removed or reduced.

Come Plays

A come play is placed in the COME bar on the Craps table before any roll of the dice, once the point has been established by the come-out roll. The rules for come plays are essentially the same as for Pass-line plays. Come plays win if the shooter's next roll is 7 or 11, and lose if the roll is 2, 3, or 12. If the shooter rolls 4, 5, 6, 8, 9, or 10, that number becomes "the come point," and the dealer will move the come play from the COME bar on the craps table to the box corresponding to the come point: 4, 5, SIX, 8, NINE, or 10. If the shooter rolls the come point again before rolling a 7, the come play pays even money. The come play will stay in place until the come point or a 7 is rolled. Just as with the pass-line play, unresolved come plays may not be removed or reduced. They must be resolved by a roll of the come point or 7.

Don't-Come Plays

A don't-come play is essentially the opposite of a come play. A don't-come play is placed after the come-out roll in the Don't-Come Bar on the Craps table. Don't come plays win when the shooter's next roll is a 2 or 3, and lose if the roll is 7 or 11. If the shooter rolls a 12, the play will be returned to the Player in a push. If the roll is 4, 5, 6, 8, 9, or 10, that number becomes "the come point," and the dealer will move the don't-come play from the Don't-Come Bar to the left corner of the narrow, uppermost bar over the box corresponding to the come point: 4, 5, SIX, 8, NINE, or 10. After the come point is established, don't come plays win even money if 7 is rolled and lose if the come point is rolled. Don't-come plays will stay in place until the come point or a 7 is rolled. However, unresolved don't-come plays may be removed.

Odds Plays

An odds play is a "back up" play on an original pass-line play, don't-pass-line play, come play, or don't-come play. The maximum odds play is three times your original play.

Pass-line Odds Plays

After the point has been established, a pass-line odds play is placed by clicking with your left mouse button on the Craps table outside of the PASS-LINE bar, under your original pass-line play. A winning pass-line odds play gives you true odds: 2 to 1 on a roll of 4 or 10, 3 to 2 on a roll of 5 or 9, and 6 to 5 on a roll of 6 or 8. Unlike the original pass-line play, an unresolved pass-line odds play may be removed.

Don't Pass-line Odds Plays

Once the point has been established, a don't-pass-line odds play is placed by clicking with your left mouse button on the right side of your original play in the Don't Pass Bar. A winning don't pass-line odds play pays true odds: 1 to 2 on a roll of 4 or 10, 2 to 3 on a roll of 5 or 9, and 5 to 6 on a roll of 6 or 8. An unresolved don't pass-line odds play may be removed. However, if you remove your don't pass-line odds play, your original don't pass-line play will also be removed.

Come-Odds Plays

Once the come point has been established, a come-odds play is placed by clicking with your left mouse button directly under your come play within the box that corresponds to the come point: 4, 5, SIX, 8, NINE, or 10. A winning come-odds play pays true odds: 2 to 1 on a roll of 4 or 10, 3 to 2 on a roll of 5 or 9, and 6 to 5 on a roll of 6 or 8. Unlike the original come-odds play, an unresolved come-odds play may be removed. If a point is thrown and there are still active come-odds plays on the table waiting for a different point, then special rules apply for the next come-out roll. The come-out roll will still apply to active come plays, but it will not apply to their respective come odds plays. If a 7 is rolled on a come-out roll, the come odds plays on top of come plays will be returned to the Player.

Once the come point has been established, an odds play is placed on your don't come play by clicking in the tiny space directly under your don't come play within the narrow, uppermost bar over the box that corresponds to the come point: 4, 5, SIX, 8, NINE, or 10. A winning don't-come-odds play pays true odds: 1 to 2 on a roll of 4 or 10, 2 to 3 on a roll of 5 or 9, and 5 to 6 on a roll of 6 or 8. An unresolved don't-come-odds play may be removed.

Field Plays

A field play is a play that the next roll of the dice will be 2, 3, 4, 9, 10, 11, or 12. It is placed in the FIELD bar on the Craps table before any one roll of the dice. If the next roll is 3, 4, 9, 10 or 11, the field play wins even money. If 2 or 12 is rolled, the field play wins 2 to 1. If 5, 6, 7, or 8 is rolled, the field play is lost.

Big 6 and Big 8 Plays

A Big-6 play is a play that 6 will be rolled before 7. Likewise, a Big-8 play is a play that 8 will be rolled before 7. A Big-6 or a Big-8 play is placed in either the 6 or 8 box located in the left corner of the craps table. A Big-6 or Big-8 play wins evenly if the shooter rolls a 6 or 8 before rolling 7. Unresolved Big-6 and Big-8 plays may be removed.

Place Plays

There are two types of place plays: A place-win play is a play that either 4, 5, 6, 8, 9, or 10 will be rolled before a 7. A place-win play is placed in the narrow, unlabeled bar located just under the box with the corresponding number on the craps table: 4, 5, SIX, 8, NINE, or 10. Winning place-win plays are paid according to the following ratios: 7 to 6 on numbers 6 and 8, 7 to 5 on numbers 5 and 9, and 9 to 5 on numbers 4 and 10. A place lose play is a play that 7 will be rolled before either 4, 5, 6, 8, 9, or 10. A place lose play is placed in the narrow, unlabeled bar located just above the box with the corresponding number on the Craps table: 4, 5, SIX, 8, NINE, or 10. Winning place lose plays are paid according to the following ratios: 4 to 5 on numbers 6 and 8, 5 to 8 on numbers 5 and 9, and 5 to 11 on numbers 4 and 10. Place plays are inactive during come-out rolls.

Unresolved place plays may be removed.

Buy Plays

A buy play is a play that either a 4, 5, 6, 8, 9, or 10 will be rolled before 7. A buy play is placed in the box corresponding to the number on the Craps table: 4, 5, SIX, 8, NINE, or 10. The buy play will be covered by a BUY marker to distinguish it from a come-odds play. The Player must pay a 5% commission on buy-play plays (in credits, of course) when won. Buy-play winnings are then doled at true odds: 6 to 5 on numbers 6 and 8, 3 to 2 on numbers 5 and 9, and 2 to 1 on numbers 4 and 10.

Lay Plays

A lay play is essentially the reverse of a buy play. A lay play is a play that 7 will be rolled before 4, 5, 6, 8, 9, or 10. The lay play is placed in the top, unlabeled bar above the box corresponding to the number on the Craps table: 4, 5, SIX, 8, NINE, or 10. A lay play will be covered by a LAY marker to distinguish it from a don't-come play. The Player must pay a 5% commission on lay-play wins. Lay-play winnings are then doled out at true odds: 5 to 6 on numbers 6 and 8, 2 to 3 on numbers 5 and 9, and 1 to 2 on numbers 4 and 10. Lay plays are active even during the come-out roll, and unresolved lay plays may be removed.

Any 7 Plays

An "any 7" play is a play that the next roll of the dice will be 7. It is placed on any one roll of the dice in the "Seven" field on the craps table. If 7 is rolled, you win four times your play..

Any 11 Plays

An "any 11" play is a play that the next roll of the dice will be 11. It is placed on any one roll of the dice in the box on the craps table containing the two illustrated dice that add to 11. If 11 is rolled, you win 15 times your play.

Any Craps Plays

An "any craps" play is a play that the next roll of the dice will be 2, 3, or 12. It is placed on any one roll of the dice in the "Any Craps" field on the Craps table. If 2, 3, or 12 is rolled, you win seven times your play.

Horn Plays

A horn play is a play that the next roll of the dice will be either a 2, 3, 11, or 12. It is placed on any one roll of the dice in the box on the Craps table containing the two illustrated dice that add either to 2, 3, 11, or 12. A winning horn play pays 15 to 1 on numbers 3 and 11 and 30 to 1 on numbers 2 and 12.

Hardway Plays

A hardway play is a play that the shooter will roll either a 4, 6, 8, or 10 as doubles (2+2, 3+3, 4+4, or 5+5) before rolling a 7. The hardway play is placed in the box on the Craps table containing the two illustrated dice corresponding to the number. Rolling a number by doubles is said to be rolling the number "the hard way." For example, a roll of 4+4 is a called a "hard 8," while a roll of 5+3 or 6+2 is called an "easy 8." A winning hardway play pays 7 to 1 on numbers 4 and 10 and 9 to 1 on numbers 6 and 8. Unresolved hardway plays may be removed.

Playing Limits

The minimum limit is set at a 1 credit for all plays. The maximum limit for the table or any one play is 100 credits.