Dice used for casino craps typically feature sharp edges and carefully marked so that each face weighs the same as each of the other faces.
Pass: An even money bet that a “right” or winning number will be rolled before a “wrong” or losing number. A pass bet is placed on the Pass Line when playing at a marked craps table. This is one of the options for the shooter’s required bet. Don’t Pass: An even money bet that a “wrong” or losing number will be rolled before a “right” number. (This is sometimes called “playing the dark side” and considered by some to be in bad taste. ) A don’t pass bet is placed on the Don’t Pass line when playing at a marked craps table. This is the other option for the shooter’s required bet. Some casinos also require the other players to make a pass or don’t pass bet before the first roll. Odds (or Free Odds): This is a bet that can supplement a pass, don’t pass, or come bet. It is paid at the actual odds of rolling a given roll instead of whatever odds the house normally offers for one of the other bets. [2] X Research source This bet is usually placed adjacent to or overlapping the bet it is supplementing instead of directly on top of it. [3] X Research source Laying odds on a pass bet usually involves making a smaller bet to win big, while laying odds on a don’t pass bet usually involves making a larger bet to win small, although the casino can set a maximum of what multiple of a pass or don’t pass bet can be made as an odds bet. [4] X Research source [5] X Research source Proposition/service bets: These are bets on a specific roll outcome, such as a specific total or range of totals, or a specific combination of face values on the two dice. These are generally long-odds bets, as they are less likely to come up than the pass or don’t pass values. [6] X Research source
If the come-out roll is a 7 or 11, pass bets win and don’t pass bets lose. The next roll becomes a come-out roll for a new round of play. If the come-out roll is a 2, 3, or 12, pass bets lose. Don’t pass bets win if the roll is a 2 or 3, while they are returned to the player (“pushed”) without winning money if the roll is a 12. (In some casinos, a roll of 2 is the “push” number, while other casinos allow the player to choose which of the two numbers is the “push” number. )[7] X Research source If the first roll is anything other than one of these results, the number rolled becomes a “point” that will win if rolled, and the round continues. Pass and don’t pass bets are carried over. In casino craps, the shooter is required to roll both dice with one hand and have them hit the far wall of the table for the roll to count. If one of the dice flies out of the table, the shooter may either select one of the unchosen dice originally offered by the stickman or ask for the die back. (In such case, the boxman, the person who manages the table and its bets, will inspect the die to make sure it has not been milled or loaded. )[8] X Research source In street craps, players may elect to use a backstop such as a curb, wall, or chair-edge, stretch a blanket to contain the dice, or do without a restraint.
Come: Betting that the shooter will make a 7 or 11 on the first point roll or will make the point before making a 7. Don’t come: Betting that the shooter won’t make a 7 or 11 on the first point roll or will roll a number other than the point and then roll a 7 before the point can be made. As with the pass and don’t pass bets, players can supplement come and don’t come bets with odds bets. These bets cannot be laid down until a come-out point has been established.
If the shooter makes the point on the first roll, pass and come bets win, while don’t pass and don’t come bets lose. The shooter does not have to make the point with same combination that was used to establish it: if a point of 4 was established by rolling a 1 and 3, the point can be made by rolling either 1 and 3 or 2 and 2. If the shooter makes the point on any roll after the first, pass bets win and don’t pass bets lose. If the shooter rolls an 11 on the first point roll, come bets win and don’t come bets lose. Pass and don’t pass bets are carried over to the next roll. (Rolling an 11 after the first point roll has no effect on the outcome of pass, don’t pass, come, or don’t come bets. ) If the shooter rolls a 7 on the first point roll, come bets and don’t pass bets win. Pass bets and don’t come bets lose. If the shooter rolls a 7 on any point roll after the first before rolling the point, don’t pass and don’t come bets win, while pass and come bets lose. The shooter’s turn as shooter ends, and a new shooter is chosen. If the shooter rolls a 2, 3, or 12 on the first point roll, come bets lose. Don’t come bets win if the roll is a 2 or 3, while they are pushed if the roll is a 12. (Rolling any of these numbers after the first point roll has no effect on the outcome of pass, don’t pass, come, or don’t come bets. ) If the shooter rolls anything else on the first point roll, a come point is established as the new point for the come and don’t come bets, while the original come-out point remains as the point for pass and don’t pass bets. If the come point number is rolled before a 7 is rolled, the come bet wins and the don’t come bet loses. If a 7 is rolled before the come point is rolled, the don’t come bet wins and the come bet loses. If the original point is rolled before the come point is rolled, pass bets win, don’t pass bets lose, and the come and don’t come bets carry over while a new round of play starts to establish a new come-out point. [9] X Research source [10] X Research source
A backstop or restraining surface is not required for street craps, although players may choose to use a wall or curb as a backstop or restrain the dice by rolling them in a taut blanket. [12] X Research source
Players may also make side bets as to whether the shooter will roll a winning number or whether a certain combination will appear on the roll. [13] X Research source
If the come-out roll is a 7 or 11, the shooter wins money from the other players. The shooter can bet again and make another come-out roll, or retire by passing the dice to the player to his or her left. If the come-out roll is 2, 3, or 12, the shooter loses the bet to the other players. The shooter again has the option to bet again or pass the dice to a new player. If the come-out roll is anything else, that number becomes the point. The other players may then make additional bets as to whether the shooter will or won’t make the point.
If the shooter makes the point, the shooter wins and may either bet and play another round or pass the dice. If the shooter rolls a 7 (craps out), the shooter loses any money bet and must pass the dice to the next player. If the shooter rolls anything else, the shooter rolls again until either making the point or crapping out. There is no “come point” as in bank craps. [14] X Research source
In some versions of Hazard, notably French rules, the main is determined by a preliminary roll of the dice. [15] X Research source Because 7 is the number most likely to be rolled on two dice (1 chance in every 6 rolls), most casters chose this number as their main, thus leading to the game of craps. [16] X Research source [17] X Research source
If the caster rolled the called main, the caster wins (nicks). If the caster rolled a 2 or 3, the caster loses (throws out). If the caster called a main of 5 or 9, but rolled an 11 or 12, the caster throws out. If the caster called a main of 6 or 8, but rolled a 12, the caster nicks. If the caster called a main of 6 or 8, but rolled an 11, the caster throws out. If the caster called a main of 7, but rolled an 11, the caster nicks. If the caster called a main of 7, but rolled a 12, the caster throws out. If the caster throws out at this stage, the caster has an opportunity to call a new main, bet, and roll again, unless this is the caster’s third consecutive loss, at which point the player to the caster’s left takes over as caster. If the caster rolled a number other than the main called, but not one of the losing numbers, that number becomes the chance (point) number the caster must roll to win. [20] X Research source [21] X Research source
If the caster rolls the chance number, the caster wins. If the caster rolls the main at this stage, the caster loses. If this is the caster’s third consecutive loss, the caster passes the dice to the next player to cast. If the caster rolls any other number, the caster rolls again until rolling either the chance or main. [22] X Research source [23] X Research source
Players who bet “Cho” are betting that the sum of the dice will be an even number (2, 4, 6, 8, 10, or 12). Players who bet “Han” are betting that the sum of the dice will be an odd number (3, 5, 7, 9, or 11). When players bet against each other, typically, the same number of players will bet “Cho” as bet “Han. ”
The game is commonly played today by members of the ‘’yakuza’’ (Japanese mafia) [25] X Research source and is featured in yakuza and ‘’chambara’’ movies. It is also featured as a minigame in the ‘’Ryu ga Gotoku’’ (Yakuza) series of video games. [26] X Research source
An even money bet that the total will be under 7. An even money bet that the total will be over 7. An odds bet that the total will be 7. Typical odds are 4 to 1, although some casinos pay only 3 to 1. [27] X Research source (Although 7 is the most likely number to be rolled on two dice, the actual odds are 5 to 1 against its being rolled. )
Instead of rolling the dice down a chute, they may be rolled in a cup and concealed as in Cho-Han Bakuchi.
Having a table or surface with a backstop to roll the dice against and keep them from rolling off the table is recommended.
A roll of 2 – 1, read as “21. ” (The higher face value is read as the tens digit of a two-digit number and the lower face value as the ones digit. ) This is called “Mexico,” from which the game takes its name. A roll of doubles, ranked downward from 6-6, or “66,” to 1-1, or “11. ” Another mixed roll, ranked first by the higher face value, or tens digit, and then by the lower face value, or ones digit. Thus, 3-1, or “31,” is the lowest possible roll. Roll values are not cumulative; if a player rolls 34 on the first roll and 31 on the second, they are not added to make 65. If the lead roller rolls Mexico in any of his or her allotted rolls, the dice immediately pass to the next player, who may make up to three rolls (and so determine how many rolls subsequent players may make if he or she chooses not to make all three). If that player rolls Mexico, the next player gets the dice to make up to three rolls, and so on. The leader’s roll of Mexico also doubles the stakes for the losing player. Players should decide before starting play if additional rolls of Mexico during a round further increase the stakes and by what method. However, if any player other than the lead player for a round rolls the first 2 – 1 combination, it is not treated as Mexico and the stakes are not increased. If two or more players tie for lowest score after everyone has played, they play a round of Mexico among themselves to determine who is the loser.
When played for stakes, each player kicks a certain amount of money in the pot, which the winner will collect when the game is over.
Another form of box is the “Full House” box, which features tiles numbered from 1 to 12. A variation of this form of Shut the Box is “The 300,” which has a second box with tiles numbered from 13 to 24. The game may also be played with some of the tiles already closed. In Even Stevens, only the even numbers are open, while the odd numbers are closed. In Against All Odds, only the odd numbers are open, while the even numbers are up. In 3 Down Extreme, the numbers 1, 2, and 3 are closed, while the rest are open. In Lucky Number 7, only the 7 tile is open and the box is passed around the players until one rolls a 7 to close it. [30] X Research source
In some versions of the game, if a player rolls doubles, the player gets an extra turn. [31] X Research source This option was used on the game show High Rollers, where an insurance marker was given to the player if he or she had a legal play with the value rolled. In other versions of the game, a player must roll both dice until the sum of the values of the only tiles open is 6 or less (1, 2, 3; 1 and 5; 2 and 4; or 6). [32] X Research source
Closing the 7 tile only. Closing the 1 and 6 tiles, whether the individual die values are 1 and 6 or not. Closing the 2 and 5 tiles, whether the individual die values are 2 and 5 or not. Closing the 3 and 4 tiles, whether the individual die values are 3 and 4 or not. Closing the 1, 2, and 4 tiles. If the game is played “Thai style,” only one tile can be closed on each turn, either one of the two face values on their dice or their sum. If a value of 7 was rolled as a 3 – 4 combination, the player could shut the 3, the 4, or the 7 tile, but not any others, and not any combination that added to 7. Other variations of the game require a certain tile to be closed on the first turn, or the player loses. In “2 To Go,” the 2 tile must be closed first; a first roll of 4 means an automatic loss. In “3 To Go,” the 3 tile must be closed first; a first roll of 2 means an automatic loss.
In the Missionary variation of Shut the Box, a player’s score is the number of tiles still open. If the 2 and 3 tiles are the ones still open, the player scores 2 for two still-open tiles. In the Digital or “say what you see” variation of the game, the player’s score is a number made using the digits still displayed after making a roll that can’t shut boxes. If the 2 and 3 tiles were still open, the player’s score would be 23 instead of 5.
If any player succeeds in shutting all the tiles on the box, that player wins the game automatically and gets double the stake from the other players. [33] X Research source The game can be played in rounds (Tournament style), using the Golf scoring variation, where each player’s score for a round is added to his previous score. Once a player reaches a total of 100 after a round is over, the player with the lowest score wins. It can also be played elimination style, where when a player reaches a total score of 45 or greater, that player is eliminated. In the Unlucky Number 7 version of the game, if a player rolls a 7, the game ends.