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>> Craps
Craps (previously known as crabs) is a
popular casino gambling game using dice. Players wager money
against the casino on the outcome of one roll, or of a series
of rolls of two dice. The rules vary slightly from one casino
to another, but the expected value of most bets is only slightly
negative (the most favorable bets with the most favorable
rules offer a house advantage of as little as 0.18%). All
bets have a negative expectation, except the "free odds"
bet with an expectation of 0, that the player is allowed to
make after a point is established on a flat (line) bet. Since
there is no correlation between die rolls, there is no possible
winning strategy over any given period of time. While experienced
blackjack players who learn to count cards can gain a small
mathematical advantage over extended playing sessions by diligent
study, there is no comparable strategy for craps.
Occasionally, players win several bets in
a row, and such players are said to be "on a roll."
Those who increase their bets during a winning series can
rapidly win substantial sums. On the other hand, money can
be lost back just as quickly, as there is no statistical likelihood
of a "hot streak" continuing for any given duration.
To counter this, experienced players take full advantage of
"free odds" -- bets on which there is zero house
advantage. Maximizing the size of your odds bet in relation
to your line bet will minimize but never eliminate the house
edge. Many casinos have limitation on how large the odds bet
can be in relation to the flat bet, with single, double, and
five times odds common. Some casinos offer 3-4-5 odds, referring
to the maximum multiple of the line bet a player can place
in odds for the points of 4 and 10, 5 and 9, and 6 and 8,
respectively. During promotional periods, a casino may even
offer 100x odds bets, which renders the house edge to almost
nothing but dramatically increases volatility. Horseshoe Casino
founder Benny Binion once quipped that if every player took
the 100x odds, the house "wouldn't be able to keep the
lights on," referencing the overhead required to run
casino games.
Craps can also be played in less formal settings
and is said to be popular among soldiers. In such situations
side bets are less frequent, with one or several participants
covering or "fading" bets against the dice.
The basic game
The basic game of craps is very simple.
The most fundamental bet is the "pass line" wager,
which almost everyone on a given game may make. On the first
roll of the two dice (the come-out roll), the pass line bettors,
or "right" bettors win by rolling either a 7 or
11 (a natural). If the shooter, or any other player, has a
bet on the pass-line, he would win on the natural. Rolling
craps (2, 3, or 12) loses immediately for the pass line bettor.
Any other number (4, 5, 6, 8, 9, or 10) is called the point.
To win, the pass-line bettor must roll the point number again
before rolling a 7. If a 7 comes up before the point number,
the shooter has sevened-out and the dice fail to pass. The
shooter relinquishes the right to shoot when he or she sevens
out, and the player to the left shoots next, beginning a new
come-out sequence.
On any come-out roll, the shooter or any
other player may also choose to place a don't pass wager,
betting against the dice. This method, called "betting
wrong," is by no means morally inferior to "right
betting." In fact, the don't pass offers a lower house
edge than pass line betting, and features the same free odds
bet after a point is established. The bet works exactly like
the opposite of the pass line wager, with the dont-pass bettor
losing on the come-out when a natural is rolled. The don't
bettor wins when a craps is rolled on the come-out, except
on the roll of a barred craps, where the bet is a stand-off
or push. Usually casinos bar the 2 or 12 craps, but beware
a house which bars the 3 craps, as this practice doubles the
house edge on the don't pass wager. The barred number is where
the house derives its advantage by not paying the designated
craps roll. Converse to pass-line betting, the wrong bettor
wins on 7-outs and loses when a point is made.
A casino craps table is run by four casino
employees: a boxman who guards the chips and supervises the
dealers; two dealers who stand to either side of the boxman
and collect and pay bets; and a stickman who stands directly
across the table from the boxman and announces the results
of each roll and then collects the dice with an elongated
wooden stick. For clarity, the number 11 is referred to as
"yo" so as not to be confused with the number 7.
A new shooter, who must bet the table minimum
on either the pass line or the don't pass line to play, is
given five dice by the stickman and picks two.
When the shooter rolls the dice, the dealers
will usually insist that the dice be rolled with one hand
and that they bounce off the wall surrounding the table. These
requirements are meant to retard cheating attempts by switching
the dice or making a "controlled shot." If a die
leaves the table, the shooter will usually be asked to select
another die from the remaining three but can request using
the same die if it passes the boxman's inspection. This requirement
is used in an effort to reduce cheating the game by substituting
loaded dice for the regulation dice.
Types of craps bets
The fundamental bet in craps is the pass
line bet, in which one bets that the dice will pass (that
is, roll the point number before rolling a 7). The following
discussion assumes that the shooter, as is usually the case,
is betting on the pass line.
If a point is made, most casinos allow pass
line bettors to take odds by placing from one to five times
(and at some casinos, up to 100 times) the pass line bet behind
the line. This additional bet pays at the true odds, 2-to-1
if 4 or 10 is the point, 3-to-2 if 5 or 9 is the point, and
6-to-5 if 6 or 8 is the point. While the house has a small
(1.4%) advantage on pass line bets, the house has no advantage
at all on odds bets. Therefore, taking the maximum odds (which
vary by casino) can lower the house percentage for any given
bet down to as low as 0.5%.
Odds bets in craps are one of the few bets
offered at a casino that are completely free of any house
advantage. Another such bet is the "double-up" option
offered to the player in some forms of video poker after winning
a hand.
Let's see why that is. There are 36 possible
permutations (ways to roll a pair of 6-sided dice):
1-1 |
= 1 way to make
a 2
|
1-2 2-1 |
= 2 ways to make a 3 |
| 1-3 2-2 3-1 |
= 3 ways to make a 4, true odds
pays 2-1 |
| 1-4 2-3 3-2 4-1 |
= 4 ways to make a 5, true odds
pays 3-2 |
| 1-5 2-4 3-3 4-2 5-1 |
= 5 ways to make a 6, true odds
pays 6-5 |
1-6 2-5 3-4 4-3 5-2 6-1 |
= 6 ways to make a 7 |
| 2-6 3-5 4-4 5-3 6-2 |
= 5 ways to make an 8, true odds
pays 6-5 |
| 3-6 4-5 5-4 6-3 |
= 4 ways to make a 9, true odds
pays 3-2 |
| 4-6 5-5 6-4 |
= 3 ways to make a 10, true odds
pays 2-1 |
| 5-6 6-5 |
= 2 ways to make an 11 |
| 6-6 |
= 1 way to make a 12 |
There are a total of 36 possible combinations.
So on the come-out roll there are 8 ways to win, 4 ways to
lose and (36-12=) 24 ways to start a point.
The odds of making the point are the ratio
of the number of ways to make a 7 to the number of ways to
make the point. For example, there are five ways to make a
6 or 8, so the odds of making a point of 6 or 8 are 6-5. Therefore
an odds bet of $5 on 6 or 8 pays out $6.
Most experienced craps players only make
pass line and odds bets since the odds are much more favourable
to the player than any other bets in craps, and in fact most
casino games.
The rules for the come wagers are the same
as for the pass line except that they can only be made after
the come-out roll. Effectively, they represent starting a
new game using the same stream of numbers being generated
by the existing (pass line) game.
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 with odds on it, and yet be rooting
for the shooter to roll a 7 on their next come-out roll. Because
of this, it is usual that odds bets on come wagers are presumed
to be not working. That means that if the shooter rolls a
7 on the come-out roll, any players with active come bets
lose their initial wager but will have their odds money returned
to them, unless they tell the dealer that they want their
odds working. Conversely, if the shooter rolls a number that
matches an active come bet, the original bet is paid off at
even money and the odds money is returned to the player (unless
they told the dealer that they wanted their odds working,
in which case they are paid at the true odds).
There is also a don't come box in which one
can place bets that the dice will not pass on the next sequence
starting with the immediate roll as a virtual come-out roll;
even the shooter may bet that he or she will miss out. Don't
pass and don't come bets are basically the opposite of pass
and come bets; the player is betting that a 7 will be rolled
before the point. On the come-out roll a 7 or an 11 is a loss,
whereas a 3 and either a 2 or a 12 is a win. Casino craps
layouts bar either 2 or 12 on the don't pass and don't come
bets. This means that if 2 is barred and the shooter rolls
a 2 on the come-out roll, the wager is a stand off and the
player's money is returned.
When betting against the shooter, the bettor
must put up the long side of the bet. Thus a don't pass bettor
who bets $10 when the point is a 4 could place an odds bet
of $20 behind the line. If the shooter rolls a 7 before achieving
their point, the bettor would receive $10 for the don't pass
bet plus $10 for their odds bet. Even though the house advantage
on the don't pass and don't come bets are almost identical
to the pass line and come bets, for most players the disadvantage
of putting up the long side of the bet makes the don't pass
line less desirable. Additionally, many craps players consider
don't pass and don't come bets to be in poor taste, or even
"taboo".
Other types of bets
One roll bets that the shooter will make
an 11 (pays 15-1, actual odds 17-1); Bets that a shooter will
make a hardway number such as 4-4 (before throwing a 7 or
an 8 the easy way such as 6-2 or 5-3) (pays 9-1, actual odds
10-1). Indeed you can bet on any combination of the dice on
the next roll, this is called a hop bet, example hard 8 on
the hop pays 31-1 (actual odds 35-1).
Craps is a bet that the shooter will roll
2, 3 or 12 on the next roll. The true odds are 8-1 and the
casino pays 7-1.
C & E is actually two bets. A player
is betting one unit on craps and another unit on 11. One of
the two bets will always lose, and the other will pay off
as above.
The field bet is a wager that one of the
numbers in the box (usually 2, 3, 4, 9,10,11,12) will be rolled
on the next roll of the dice. This bet pays even money, but
the true odds are 4-5. Often 2 and/or 12 will pay 2-1. Some
casinos pay 3-1 on either the 2 or 12.
Most of the one roll bets, hard way bets,
and other bets in the center of the layout are very costly/disadvantageous
to the player, the house percentage on these bets can be 11.1%
and up. The best advice for prospective craps players is to
bet either on the pass line or don't pass line with full odds.
Players can place or buy individual numbers
(4,5,6,8,9,10) by placing their wager in the come area and
telling the dealer, for example, "place the 6" or
"buy the 8". Both are bets that the number will
be rolled before a 7. Place bets are paid at reduced odds.
Buying the number results in a payoff at the true odds, but
requires a 5% commission to be paid to the casino.
Number
------
6 or 8
5 or 9
4 or 10
|
Place
Payoff
------
7-6
7-5
9-5 |
Buy
Payoff
------
6-5
3-2
2-1 |
The Big 6 and Big 8 wagers are considered by craps players
as sucker bets because they pay even money while a player
can bet on the same proposition (a 6 will be rolled before
a 7) by placing the 6 or the 8, which pays 7-6 (true odds
are 6-5).
Examples of basic play
Let's say you put $10 on the pass line. On
your come-out roll you get an 11, so you win $10. The game
now starts over, with a new come-out roll. You roll a 9, which
becomes the point. You decide to bet $10 on the come line
before your next roll. On your next roll you get a 6, which
is now the point you need to hit in order to win your $10
come bet. Your next roll is a 9, which is the point you needed
to hit to win your pass line bet, meaning you just won another
$10. You bet $10 on the pass line again, and your new come-out
roll is a 7. You win $10 for your pass line bet, but lost
the $10 you had previously bet on the come line.
This time you decide to bet on the don't
pass line. You roll a 4, which becomes the point. You bet
$10 on the don't come line, and your next roll is a 7. You
lose your don't come bet, and win your don't pass bet, so
you just broke even. Since you just sevened-out, the player
to your left becomes the new shooter.
Etiquette
Besides the rules of the actual game, certain
unwritten rules of etiquette exist while playing craps and
are expected to be followed. Many consider these guidelines
as important as the actual rules themselves. New players should
familiarize themselves with them before approaching a craps
table.
- Players are not supposed to handle the dice with more
than one hand or take the dice past the edge of the table.
- When throwing the dice, the player is expected to hit
the farthest wall at the opposite end of the table and
actually toss the dice using an underhanded upward flick
of the wrist known as "feeding chickens."
- When offered the dice to shoot, a player may pass the
dice to the next player without fear of offending anyone;
however, keep in mind that at least one player must always
be a "shooter" betting on either the pass line
or don't pass line for the game to continue.
- Players are expected to tip the dealers, especially
if they are winning. Most of the dealer's income is generated
from tips. The most common way to tip is simply to toss
chips onto the table and say "for the boys."
Another method is to place a bet next to your bet and
call out "dealers." A "two-way" bet
is one that is half and half for the players and dealers.
- After the come-out roll, it is considered extremely
rude to say the word "seven", as that is considered
bad luck. This is a guaranteed way of offending other
players.
- Center bets are made by tossing chips to the center
of the table and calling out the intended bet; the stickman
will then place the chips correctly for you.
- It is not considered rude to correct a dealer that you
feel has made a error. Mistakes happen and disputes are
often resolved to the player's benefit, mainly in the
interest in keeping their business.
Systems
Various scam artists have, over the years, marketed "systems"
that purportedly enabled players to beat the house. These
do not work. One of the best known is the Martingale system
where you start by betting $1 and doubling your bet whenever
you lose; upon winning, you start over at $1. If you play
this system, you will 1) risk losing $128 (or more, if you
choose to continue despite mounting losses) to win $1; and
2) run up against the table limit. If you continue at higher-dollar
tables, you could eventually reach the point where you have
no more money, at which point you would have to quit. It is
because of this system that casinos impose a limit on the
amount you can bet. If you keep doubling your wager, you will
eventually run up against the limit and you will be unable
to recover your previous losses on a single turn.
Other systems depend on mathematical fallacy,
e.g. bet on 11 if an 11 has not appeared in the last 20 rolls.
Of course, the dice have no memory and the probability of
rolling an 11 is exactly 1/18 on every roll, even if 11 has
not come up in the last 100 rolls. While the sales pitches
are elaborate — they have never been able to explain
why, if their system is so good, the casinos are still in
business — no system has been mathematically proven.
The parity hedge system is a hoax promulgated
by quatloos.com. Despite the fact that no such system exists
(indeed, it is a mathematical impossibility), several gambling-related
web sites have retold the 'parity hedge' story without attribution.
Another approach is to "set" the
dice, by throwing them in such a way that one or both will
be more likely to show certain numbers. Unlike other systems,
this one is not mathematically absurd, because if it were
possible to alter the probabilities of each outcome, then
winning systems could be devised. Nevertheless, the casinos
take steps to prevent this. The dice are supposed to hit the
back wall of the table, which disrupts the controlled spin.
Some people offer to teach dice-setting skills, for a substantial
fee, but there are no independent verifications that such
methods can be successfully applied in a real casino.
The plot of the musical Guys and Dolls revolves
around some illegal gamers of craps.
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