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Craps
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===Rules of play=== {{More citations needed section|date=January 2025}} {{Anchor|Rules of play against a bank or casino}}<!--Previous section name--> Each casino may set which bets are offered and different payouts for them, though a core set of bets and payouts is typical. Players take turns rolling two [[dice]] and whoever is throwing the dice is called the "shooter". Players can bet on the various options by placing chips directly on the appropriately-marked sections of the layout, or asking the base dealer or stickman to do so, depending on which bet is being made. While acting as the shooter, a player must have a bet on either the "Pass" or the "Don't Pass" line or both. "Pass" and "Don't Pass" are sometimes called "Win" and "Lose", "Do" and "Don't", or "Right" and "Wrong".<ref name=Scarne74/>{{rp|77;110}} The game is played in rounds and these "Pass" and "Don't Pass" bets are betting on the outcome of a single round. The shooter is presented with multiple dice (typically five) by the "stickman", and must choose two for the round. The remaining dice are returned to the stickman's bowl and are not used. [[File:Craps.jpg|thumb|left|A roll of 11 in the come-out phase is a "natural".]] Each round has two phases: "come-out" and "point". Dice are passed to the left. ====Phase 1 (Come-out)==== To start a round, the shooter makes one or more "come-out" rolls. While the come-out roll may specifically refer to the first roll of a new shooter, any roll where no point is established may be referred to as a come-out. By this definition the start of any new round regardless of whether it is the shooter's first toss can be referred to as a come-out roll. The shooter must shoot toward the farther back wall and is generally required to hit the farther back wall with both dice.<ref name=Scarne74/>{{rp|109}} Casinos may allow a few warnings before enforcing the dice to hit the back wall and are generally lenient if at least one die hits the back wall. Both dice must be tossed in one throw. If only one die is thrown the shot is invalid. A come-out roll of 2, 3, or 12 is called "craps" or "crapping out",<ref name=Scarne74/>{{rp|76}} and anyone betting the Pass line loses. On the other hand, anyone betting the Don't Pass line on come out wins with a roll of 2 or 3 and ties (pushes) if a 12 is rolled; in some rules, the 2 pushes instead of the 12, in which case the 3 and 12 win a Don't Pass bet.<ref name=Scarne74/>{{rp|111}} Shooters may keep rolling after crapping out; the dice are only required to be passed if a shooter sevens out (rolls a seven after a point has been established). A come-out roll of 7 or 11 is a "[[natural (gambling)|natural]]";<ref name=Scarne74/>{{rp|76}} the Pass line wins and Don't Pass loses. The other possible numbers are the point numbers: 4, 5, 6, 8, 9, and 10. If the shooter rolls one of these numbers on the come-out roll, this establishes the "point" β to "pass" or "win", the point number must be rolled again before a seven.<ref name=Scarne74/>{{rp|76}} ====Phase 2 (Point)==== The dealer flips a button to the "On" side and moves it to the point number signifying the second phase of the round. If the shooter "hits" the point value again (any value of the dice that sum to the point will do; the shooter does not have to exactly repeat the exact combination of the come-out roll) before rolling a seven, the Pass line wins and a new round starts. If the shooter rolls any seven before repeating the point number (a "seven-out"), the Pass line loses, the Don't Pass line wins, and the dice pass clockwise to the next new shooter for the next round.<ref name=Scarne74/>{{rp|76}} Once a point has been established, any multi-roll bets (including line bets and odds for Pass, Don't Pass, or both) are unaffected by the 2, 3, 11, or 12; the only numbers which affect the round are the established point, any specific bet on a number, or any 7. Any single roll bet is always affected (win or lose) by the outcome of any roll. {|class="wikitable" style="font-size:90%;text-align:center;" |+Summary of rolls during a single round<ref name=Scarne74/>{{rp|76}} ! colspan=2 style="font-size:125%;" | Phase 1 ("Come-out") | rowspan=14 style="font-size:10%;background:#ddd;" | ! colspan=11 style="font-size:125%;" | Phase 2 ("Point") |- ! rowspan=2 | Come-out roll !! rowspan=2 | Initial outcome !! colspan=11 | Subsequent roll(s), after point is established |- ! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 |- ! 2 | style="background:#faa;" | Craps (Don't Pass) | colspan=11 style="background:#faa;" {{N/A}} |- ! 3 | style="background:#faa;" | Craps (Don't Pass) | colspan=11 style="background:#faa;" {{N/A}} |- ! 4 | Point 4 | Reroll || Reroll || style="background:#afa;" | Pass || Reroll | Reroll || style="background:#faa;" | Don't Pass || Reroll || Reroll | Reroll || Reroll || Reroll |- ! 5 | Point 5 | Reroll || Reroll || Reroll || style="background:#afa;" | Pass | Reroll || style="background:#faa;" | Don't Pass || Reroll || Reroll | Reroll || Reroll || Reroll |- ! 6 | Point 6 | Reroll || Reroll || Reroll || Reroll | style="background:#afa;" | Pass || style="background:#faa;" | Don't Pass || Reroll || Reroll | Reroll || Reroll || Reroll |- ! 7 | style="background:#afa;" | Natural (Pass) | colspan=11 style="background:#afa;" {{N/A}} |- ! 8 | Point 8 | Reroll || Reroll || Reroll || Reroll | Reroll || style="background:#faa;" | Don't Pass || style="background:#afa;" | Pass || Reroll | Reroll || Reroll || Reroll |- ! 9 | Point 9 | Reroll || Reroll || Reroll || Reroll | Reroll || style="background:#faa;" | Don't Pass || Reroll || style="background:#afa;" | Pass | Reroll || Reroll || Reroll |- ! 10 | Point 10 | Reroll || Reroll || Reroll || Reroll | Reroll || style="background:#faa;" | Don't Pass || Reroll || Reroll | style="background:#afa;" | Pass || Reroll || Reroll |- ! 11 | style="background:#afa;" | Natural (Pass) | colspan=11 style="background:#afa;" {{N/A}} |- ! 12 | style="background:#faa;" | Craps (Don't Pass) | colspan=11 style="background:#faa;" {{N/A}} |} ====Basic wagering rules==== Any player can make a bet on Pass or Don't Pass as long as a point has not been established, or Come or Don't Come as long as a point is established. All other bets, including an increase in odds behind the Pass and Don't Pass lines, may be made at any time. All bets other than Pass line and Come may be removed or reduced any time before the bet loses. This is known as "taking it down" in craps. The maximum bet for Place, Buy, Lay, Pass, and Come bets are generally equal to table maximum. Lay bet maximum are equal to the table maximum win, so players wishing to lay the 4 or 10 may bet twice at amount of the table maximum for the win to be table maximum. Odds behind Pass, Come, Don't Pass, and Don't Come may be however larger than the odds offered allows and can be greater than the table maximum in some casinos. Don't odds are capped on the maximum allowed win some casino allow the odds bet itself to be larger than the maximum bet allowed as long as the win is capped at maximum odds. Single rolls bets can be lower than the table minimum, but the maximum bet allowed is also lower than the table maximum. The maximum allowed single roll bet is based on the maximum allowed win from a single roll. In all the above scenarios, whenever the Pass line wins, the Don't Pass line loses, and [[vice versa]], with one exception: on the come-out roll, a roll of 12 will cause Pass Line bets to lose, but Don't Pass bets are pushed (or "barred"), neither winning nor losing; this is done to establish a [[house edge]] for Don't Pass bets.<ref name=Scarne74/>{{rp|110β111}} (The same applies to "Come" and "Don't Come" bets, discussed below.)
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