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Craps

Craps is a game played with two standard six-sided , in which players place wagers on the outcomes of rolls made by a designated "" at a specialized table typically measuring 10 to 14 feet long. The game proceeds in rounds beginning with a "come-out roll," where a roll of 7 or 11 results in a win for pass line bets, while 2, 3, or 12 constitutes a loss known as "craps"; any other sum (4, 5, 6, 8, 9, or 10) establishes a "point" that the must repeat before rolling a 7 to win the round. If a 7 is rolled before the point, pass line bets lose, and the pass to the next . The origins of craps trace back to ancient dice games, with the earliest known six-sided dice dating to around 3000 B.C., though the direct precursor is the medieval European game of hazard, derived from the Arabic "al zahar" and popularized during the Crusades in the 12th century. By the 19th century, simplified versions emerged among French settlers in New Orleans, initially called "crabs" for the losing rolls of 2, 3, or 12, evolving into the modern form of craps by the 1800s and gaining traction in American gambling culture. In 1907, dice maker John H. Winn revolutionized the game by introducing a banking system and the modern table layout, allowing bets both for and against the shooter, which established craps as a viable casino offering and earned him recognition as the "father of casino craps." Craps features over 40 betting options beyond the fundamental pass line wager, including come bets that function similarly after the point is set, but the pass line bet remains the most favorable with a house edge of approximately 1.414% due to its near-even win probability of about 49.3%. The game demands precise dice handling—rolls must hit the table's far wall (often cushioned by a rubber ) to ensure —and uses balanced, 0.75-inch dice with epoxy-filled pits for fairness. Its fast-paced excitement and social atmosphere have made craps a staple in U.S. casinos since the early , with popularity surging during when dice were distributed to soldiers.

History

Origins

The origins of craps trace back to ancient dice games, with early precursors in practices around the AD, where players used tali—knucklebones from sheep or goats shaped into four-sided dice valued at 1, 3, 4, and 6—and tesserae, standard six-sided dice numbered 1 through 6. These tools were employed in betting on the sums of rolls, often in taverns or military camps, establishing core mechanics of chance and wagering that influenced later European variants. The game of , the direct precursor to craps, is believed to have originated from the Arabic dice game "al-zahr" (meaning "die"), introduced to by Crusaders in the . By the 13th century, it had evolved into the medieval English game of , a two-dice game mentioned in Geoffrey Chaucer's in the 14th century, where players bet on outcomes including a "main" number and subsequent rolls. In Hazard, the term "crabs" referred to the lowest throws—totals of 2 or 3 (ace-deuce or double aces)—which resulted in an immediate loss for the caster, emphasizing risk and quick resolution in high-stakes play among European gamblers. In the , a simplified variant known as Crabs emerged, popular among the for its streamlined rules compared to 's complexity. Played with two , Crabs retained elements of Hazard, including the losing "" rolls of 2 or 3. Bernard de Mandeville referenced the game's underlying chance mechanics in his 1726 philosophical work , using "" metaphorically to illustrate probabilistic risks in human endeavors. This European lineage transitioned to in the through English and immigrants, who carried and variants to colonial settlements, laying the groundwork for further simplification before widespread adoption.

Evolution in

Craps arrived in the United States during the early 19th century, introduced to New Orleans by de Mandeville, a aristocrat who learned the game of during his travels in and adapted it into a simplified form known as "craps," derived from the losing rolls of 2, 3, or 12 termed "." The game quickly spread among diverse communities, particularly in informal settings such as streets, saloons, riverboats, wharves, and cotton fields, where it was played without formal oversight. The game's popularity surged in the mid-19th century, fueled by the of 1849, which drew prospectors westward and transformed into a new gambling hub as migration by ship and overland trails facilitated the spread of dice games from New Orleans. In New Orleans, craps became especially prevalent among African American communities, where it was often played in back alleys and informal gatherings, evolving as a social pastime distinct from more elite European variants. Standardization occurred around 1907 when dicemaker John H. Winn, known as the "Father of modern craps," refined the rules by introducing the "Don't Pass" bet to counter cheating with loaded dice and designating a roll of 12 as a push (barred) on the come-out roll, creating a balanced layout that favored fair play in street versions. Craps transitioned to commercial bank craps in the early following Nevada's legalization of on March 19, 1931, with the first legal tables opening in Reno that year, marking the shift from street to house-banked operations where the acted as the banker. By the post-World War II era, the game expanded rapidly in , where neon-lit casinos proliferated in the and 1950s, drawing crowds with its fast-paced action and achieving widespread adoption across American gaming venues by the mid-1950s. This growth extended eastward with Atlantic City's legalization of in 1976 and the opening of in 1978, the first legal outside , where craps tables became central to the boardwalk's revival. During this period, casinos introduced or expanded "" bets—wagers backing or don't lines at true probabilities with no house edge—to attract skilled players and lower the overall advantage to as low as 0.02% on certain combinations, solidifying craps as a staple of American culture.

Equipment and Setup

Craps Table

The standard craps table used in bank craps is a rectangular designed to accommodate multiple and facilitate efficient gameplay. It typically measures 12 to 14 feet in length and approximately 5 feet in width, including a padded arm rail around the perimeter for player comfort while leaning during the game. The table's surface is covered in green felt with printed markings delineating various betting areas, allowing up to 20 players to participate simultaneously from both long sides. The layout features a symmetrical with two mirrored sections, or wings, on either side of a central area to support multiple shooters and bettors. Each wing includes designated spaces for the pass line, don't pass line, come and don't come areas, place bet boxes for numbers 4, 5, 6, 8, 9, and 10, as well as and big 6/8 markings. The central portion is reserved for areas, handling single-roll and other specialized wagers. This configuration ensures clear visibility and access for all participants. Key structural elements enhance the game's integrity and flow. At the far end, a back wall lined with pyramid-shaped rubber bumpers, often referred to as the "pyramid wall," causes the dice to bounce randomly upon impact, promoting fairness in outcomes. Chip racks are positioned along the dealer's side for storing and organizing casino chips, while a dedicated stickman's box in the center holds the dice when not in use and displays proposition bet options. These components are engineered for durability and to withstand continuous use in high-volume casino environments. The table is staffed by a crew of four to five casino employees in specific positions to oversee operations. The boxman, seated at the center opposite the stickman, supervises the dealers, manages the chip bank, and resolves any disputes. The stickman, positioned at the table's center near the proposition bets, uses a hooked stick to control dice movement and announces roll results. Two base dealers, one on each wing, handle bet placements, collections, and payouts for their respective sides. This division of roles ensures smooth supervision and accountability. Since the early , some casinos have introduced modern variations incorporating elements to streamline play and reduce staffing needs. These include digital craps tables with displays for tracking and information, as well as fully automated table games (ETGs) that simulate traditional layouts using touchscreens and virtual dice rolls. Such innovations, like the Roll to Win Craps system, maintain the core physical bouncing mechanic while integrating multi-sensory feedback for an enhanced experience.

Dice

In craps, two standard six-sided dice are used, each featuring faces numbered 1 through 6, with opposite sides summing to 7—specifically, 1 opposite 6, 2 opposite 5, and 3 opposite 4—to ensure balanced probability distribution. These dice are typically constructed from cellulose acetate, a durable, non-transparent plastic material that provides uniformity and resistance to wear, measuring approximately 19 mm (0.75 inches) on each side for optimal rolling dynamics on the craps table. Casinos enforce stringent requirements to maintain fairness and , mandating precision-balanced that are handcrafted as perfect cubes with tolerances as tight as 0.0005 inches, featuring flat, flush (dots) drilled and backfilled with equal-weight material to prevent any bias from shaved or uneven surfaces. These "perfect" , often marked with serial numbers, logos, and a key letter in one for identification, undergo regular inspections and must exhibit no detectable weight discrepancies across faces or edges. Handling of the is strictly regulated to promote impartial rolls: the selects one die per hand from the stickman's tray using only one hand total, ensuring the remain visible and cannot be manipulated. Upon rolling, both must rebound off the table's back wall and come to rest flat on the , with any roll failing these criteria deemed invalid and re-rolled to preserve randomness. Historically, craps evolved from or constructions in the early to modern variants like , driven by the need for greater durability and consistency in high-volume play. To further safeguard fairness, implement policies, replacing the active set of approximately every 8 hours or at shift changes to mitigate subtle from repeated impacts that could otherwise introduce minor biases over time.

Rules of Play

Objective and Basic Rules

Craps is a game in which s wager on the outcome of rolls of two six-sided , with one designated as the "" who rolls the on behalf of the table while others place bets against the house. The primary is to predict and bet correctly on whether the will achieve certain totals before others, particularly focusing on the establishment and repetition of a "point" number or avoiding a seven in key phases. In bank craps, the standard casino variant, the house serves as the banker, paying out winning bets and collecting losses without player banking involved, ensuring all wagers are resolved against the 's odds. The game proceeds in rounds on a specialized craps table, where the shooter must roll the so they bounce off the far wall to ensure . Each round consists of a come-out roll followed potentially by a point phase, continuing until the point is rolled or a seven-out occurs, at which point the dice pass clockwise to the next shooter. The come-out roll initiates the round, with a total of 7 or 11 resulting in a win for pass line bets (known as a ""), while 2, 3, or 12 results in a loss (termed "craps"). If the roll is 4, 5, 6, 8, 9, or 10, that number becomes the "point," and the game enters the point phase where the shooter continues rolling until either the point is repeated (a win for pass line) or a 7 is rolled (a seven-out loss, ending the shooter's turn). This structure emphasizes the core win and loss conditions, with key terms like , craps, and point defining the foundational mechanics of play.

Come-Out Roll

The come-out roll in craps is the initial roll of the dice that begins a new round, occurring at the start of the game or immediately following a resolution of and don't bets from the previous round. This roll determines whether the round ends immediately or proceeds to the point phase. On the come-out roll, a total of 7 or 11, known as a natural, results in an immediate win for bets, paying , while don't bets lose. Conversely, a total of 2, 3, or 12, referred to as craps, causes bets to lose immediately, with don't bets winning on 2 or 3 but resulting in a (bar) on 12. If the dice total 4, 5, 6, 8, 9, or 10, no immediate win or loss occurs; instead, this number becomes the point, marked on the table, and the game advances to the point phase where the shooter must roll the point again before a 7 to win pass line bets. The shooter retains the dice and continues rolling through the come-out roll and any subsequent point phase unless a seven-out occurs—rolling a 7 after a point is established—which ends the shooter's turn and passes the dice clockwise to the next player. A craps outcome on the come-out roll does not end the shooter's turn, allowing a new come-out roll with the same shooter.

Point Phase

The point phase in craps begins immediately after the come-out roll establishes a point number of 4, 5, 6, 8, 9, or 10, marking the transition from the initial roll to ongoing play until resolution. During this phase, the continues rolling the , with the primary objective centered on repeating the point or rolling a 7. The win condition for the pass line occurs when the shooter rolls the established point number again before a 7, resulting in a pass line victory and the continuation of the 's turn. Conversely, the loss condition, known as a seven-out, happens if a 7 is rolled before the point is repeated, causing the pass line to lose and requiring the to pass the dice to the next player in clockwise order. Rolls of numbers other than the point or 7 during this phase do not resolve the point itself but instead provide opportunities for players to place additional wagers on those outcomes. The phase concludes only upon rolling the point or a 7, at which point the round ends and a new come-out roll commences to start the next round.

Joining a Game and Rolling

Players can join a craps game at any time by placing bets on the table layout, regardless of whether the game is in the come-out or point phase. If a point has already been established, new players are unable to place Pass Line bets until the resolution of the current round and the start of the next come-out roll; however, they can immediately participate by placing Come bets, which establish a new point for that player on the next roll in a manner similar to a Pass Line bet. This allows mid-round entry without interrupting the ongoing play, as all bets are resolved based on subsequent rolls after the point is set. Once a point is established, additional bets can be placed by all , including newcomers, and the game proceeds through the point phase until either the point is rolled or a 7 appears. The dice are passed around the table to the next only after a seven-out occurs, ending the current shooter's turn and initiating a new come-out roll with the subsequent . The rolling procedure is handled by the designated shooter, who selects two dice from those offered by the stickperson and must throw them using one hand only. Both dice must be propelled across the table with sufficient force to hit the opposite back wall, ensuring randomness through the bounce; rolls that fail to reach the wall, land on their edges (cocked dice), or involve only one die hitting the wall are declared invalid ("no roll") and require a re-throw. While players may optionally make verbal calls for specific roll outcomes, such as announcing desired numbers before the throw, these calls have no binding effect on the game; the actual result is determined exclusively by the physical outcome of the as interpreted and announced by the stickperson. A seven-out, which ends the point phase when a 7 is rolled before the point number, results in the loss of the shooter's turn regardless of individual outcomes, with the then passing clockwise to the next player to become the new . The previous retains the and continues rolling only if no seven-out occurs, allowing them to proceed to the next come-out roll after successfully making the point.

Names of Rolls

In the game of craps, a rich tradition of slang terms describes specific dice combinations, contributing to the vibrant, social atmosphere at the table without influencing gameplay outcomes. These nicknames, often rhyming or evocative, are shouted by the stickman to announce rolls or by players to express excitement, drawing from decades of gambling culture. Among the most common terms are those for straightforward or superstitious rolls. "Snake eyes" refers to a 1-1 combination, named for the narrow, slitted appearance of the single pips on each die resembling a snake's eyes, a term rooted in early 20th-century American gambling slang. "Ace deuce" denotes a 1-2 roll, blending card-playing terminology where "ace" means one and "deuce" means two, a straightforward descriptor from dice game lingo. For an 11, "yo-leven" is the preferred call, with "yo" serving as a phonetic safeguard to avoid uttering "seven"—considered unlucky in craps due to its role in ending points—reflecting longstanding superstitions in casino play. "Boxcars" describes a 6-6 outcome, originating from the visual similarity of the six pips on each die to the paired windows or panels on a railroad boxcar, a nod to early industrial-era imagery in slang. "Hard eight" specifies a 4-4 pair, where "hard" distinguishes it from an "easy eight" (made with mixed numbers like 3-5), emphasizing the doubled dice in gambling vernacular. Craps features unique, flavorful terms that highlight its cultural depth. "Little Joe" applies to a 1-3 roll, a nickname sometimes extended from hard-way references but commonly used for this combination in table calls, evoking folksy tales. "Fever five" names a 2-3 total, implying the "hot" energy of a five in play, a rhythmic phrase that amps up the table's tempo. "Sixie-eightie" is a for either a 6 or 8, rhyming the numbers to encourage those point-establishing rolls with playful urgency. Many of these expressions trace their roots to gambling lore and , which shaped street and casino versions of the game in 19th-century America; for instance, the term "craps" itself evolved from "crabs," slang for the lowest throws (2 or 3) in the precursor game of , corrupted through influence. Such is employed by the stickman or players during come-out rolls or point phases solely for and camaraderie, fostering the game's communal spirit.

Types of Bets

Pass Line and Don't Pass

The Pass Line bet is one of the fundamental wagers in craps, placed by players who are betting on the shooter's success. It is positioned on the designated "Pass Line" area along the lower edge of the craps table layout, typically before the come-out roll begins. This bet wins even money (1:1 payout) if a 7 or 11 is rolled on the come-out roll, loses on a 2, 3, or 12, and establishes a point (4, 5, 6, 8, 9, or 10) otherwise; the bet then wins if the point is rolled again before a 7, and loses on a 7 (known as seven-out). Once a point is established, Pass Line bets cannot be placed, increased, reduced, or removed until resolution. Minimum wager amounts for Pass Line bets vary by casino, often ranging from $5 to $25 or higher depending on the venue and time of play. In contrast, the Don't Pass bet is the opposing wager, placed by players betting against the shooter and positioned on the "Don't Pass" bar or area just above the Pass Line on the table layout, also before the come-out roll. It wins (1:1 payout) on a come-out roll of 2 or 3, loses on 7 or 11, and results in a (, bet returned) on 12 (though some casinos rule 12 as a win for Don't Pass); if a point is established, the bet wins if a 7 is rolled before the point repeats, and loses otherwise. After a point is established, Don't Pass bets cannot be placed or increased but may be removed or decreased at the player's discretion. Like the Pass Line, minimums for Don't Pass bets vary by casino and are typically the same as those for the Pass Line.

Odds Bets

Odds bets in craps are optional supplemental wagers that players can place behind their initial pass line or don't pass line bet after a point has been established during the point phase. These bets win or lose based on whether the point is rolled before a 7, mirroring the resolution of the underlying line bet, but they pay at true mathematical without any advantage. For pass , which support the pass line bet, the wager is placed in the area directly behind the pass line on the craps table layout. If the rolls the point before a 7, the pass bet wins and pays according to the specific point: 2 to 1 for points of 4 or 10, 3 to 2 for points of 5 or 9, and 6 to 5 for points of 6 or 8. These payouts reflect the precise probabilities of rolling each point versus a 7, ensuring fairness. Don't pass odds, also known as lay odds, are placed for players backing the don't pass line and are typically positioned in the designated "don't" area on the opposite side of the table. These bets win if a 7 is rolled before and pay the reverse of the pass odds ratios: 1 to 2 for points of 4 or 10 (meaning the player lays $2 to win $1), 2 to 3 for points of 5 or 9, and 5 to 6 for points of 6 or 8. Like pass odds, these payouts are at true , providing no edge to the house. Casinos often impose limits on the size of bets, expressed as multiples of the original line bet, with common structures including 3x-4x-5x —allowing up to 3 times the line bet on points of 4 or 10, 4 times on 5 or 9, and 5 times on 6 or 8—or higher offerings like 10x or even 100x at select venues to encourage larger wagers. The defining advantage of bets is their zero house edge, making them the fairest proposition available in and a strategic way for players to reduce the overall house advantage on their total exposure when combined with line bets.

Come and Don't Come Bets

Come bets and Don't Come bets in craps allow players to participate in the game after the initial come-out roll, effectively creating additional pass/don't pass-like wagers that resolve independently during the point phase. These bets are placed in designated areas on the craps table and function similarly to the Pass Line and Don't Pass bets but can be made at any time except during the come-out roll. A Come bet is placed by positioning chips in the Come area, typically below the numbered boxes for 4, 5, 6, 8, 9, and 10. The subsequent roll serves as the "come-out" roll for this bet: it wins immediately and pays (1:1) if a 7 or 11 is rolled, while it loses if a 2, 3, or 12 appears. If any other number (4, 5, 6, 8, 9, or 10) is rolled, that number becomes the "Come point," and the bet is moved by the dealer to the corresponding numbered box on the . From there, the bet wins if the Come point is rolled again before a 7, and loses if a 7 is rolled first. Players may then back the Come bet with , which are paid at true odds with no house edge, such as 2:1 on 4 or 10, 3:2 on 5 or 9, and 6:5 on 6 or 8. The Don't Come bet mirrors the Don't Pass bet but is also placed after the point is established, with chips positioned in the Don't Come area. On the next roll, it wins if a 2 or 3 is rolled, loses on a 7 or 11, and typically pushes (returns the bet without winning or losing) on a 12—though in some venues like Reno and , a 2 also pushes. If a point number (4, 5, 6, 8, 9, or 10) is rolled, the bet moves to that number's box behind the Don't Pass line, winning if a 7 is rolled before the point and losing if the point repeats. can be laid behind a Don't Come bet, where the player risks more to win the amount of the original bet at true odds, again with no house edge. Both types of bets can be made in multiples, with players typically allowed up to three active Come or Don't Come bets at a time, depending on table limits and , enabling greater exposure to the game's outcomes without waiting for the next come-out roll. These bets resolve based on the ongoing point phase, providing a way for late-joining players to engage dynamically with the rolls.

Place Bets

Place bets are multi-roll wagers in craps where a selects one or more specific numbers—4, 5, 6, 8, 9, or 10—and bets that the chosen number will be rolled before a 7 appears. These bets are placed directly on the corresponding boxes in the craps table layout, typically after a point has been established, and do not require a pass line bet to participate. If the selected number rolls, the bet wins and pays out according to fixed , while the original remains in place to continue the wager; a 7 causes the bet to lose. The payouts for place bets are designed to approximate true while incorporating , varying by number based on their probability of rolling before a 7. Specifically, place bets on 4 or 10 pay 9 to 5, on 5 or 9 pay 7 to 5, and on 6 or 8 pay 7 to 6. These ratios reflect the relative frequencies of the numbers in dice combinations: for example, 6 and 8 each have five ways to roll (out of possible outcomes), compared to three ways for 5 and 9, and two for 4 and 10. By default, place bets are "off" or inactive during the come-out roll, meaning they do not win or lose if a 7 is rolled at that stage, to align with the resolution. Players can request their place bets to be "working" during the come-out, making them active and eligible for resolution on that roll, though this is uncommon and must be specified to the dealer. Players have flexibility with place bets, as they can be removed or turned off at any time before a roll by calling to the dealer, allowing bettors to manage risk during the point phase. Variants such as buy bets offer an option to pay a for true payouts on these numbers, but standard place bets use the fixed ratios without additional fees.
NumberPayout OddsWays to Roll (before 7)
4 or 109:53
5 or 97:54
6 or 87:65

Proposition Bets

Proposition bets, also known as prop bets, are high-risk wagers in craps that resolve on the immediate next roll of the , offering enticing payouts but carrying some of the highest edges in , often exceeding 10%. These single-roll bets are placed in the central proposition area of the craps table layout and are managed exclusively by the stickman, who handles the chips, announces outcomes, and facilitates payouts or losses after each roll. Unlike multi-roll bets, bets do not carry over; they either win or lose entirely based on the result of one roll, making them appealing for players seeking quick, dramatic action but generally unfavorable for long-term play due to their poor . Among the most common proposition bets are those on specific totals from the two . The "Any 7" bet wins if a is rolled, paying 4:1, with a house edge of 16.67%. The "Any Craps" bet succeeds on a 2, 3, or 12, typically paying :1 (though some offer 8:1), resulting in a house edge of 11.11% at 7:1 or lower at higher payouts. Individual number bets include the 2 (also called "aces" or ""), which pays 30:1 (or 33:1 in some venues) with a house edge of 13.89% at 30:1 or 5.56% at 33:1; the 3 (ace-deuce), paying 15:1 or 16:1 with a house edge of 11.11% or 5.56%; the 11 (yo or eleven), mirroring the 3's payouts and edges; and the 12 (boxcars), matching the 2's terms. The Field bet covers a broader range of outcomes—2, 3, 4, 9, 10, 11, or 12—paying (1:1) on most wins, but doubling (2:1) or tripling (3:1) on 2 or 12 in many casinos, yielding a house edge of 2.78% under optimal conditions or up to 5.56% otherwise. The bet combines four one-roll wagers into a single unit, typically $4 minimum ($1 each on 2, 3, 11, and 12), with payouts distributed accordingly—such as 30:1 on 2 or 12, and 15:1 or 16:1 on 3 or 11—while the losing portions remain in play for the next roll unless collected.
Bet TypeWinning Outcome(s)Typical PayoutHouse Edge (Typical)
Any 774:116.67%
Any Craps2, 3, 127:1 or 8:111.11% (at 7:1)
2 (Aces)230:113.89% (5.56% at 33:1)
3 (Ace-Deuce)315:111.11% (5.56% at 16:1)
11 ()1115:111.11% (5.56% at 16:1)
12 (Boxcars)1230:113.89% (5.56% at 33:1)
2,3,4,9,10,11,121:1 (2:1/3:1 on 2/12)2.78%–5.56%
2,3,11,12Varies (combo)Varies by outcome
Payouts and edges can vary slightly by , but these represent standard offerings that emphasize the bets' high and .

Other Specialized Bets

bets are multi-roll wagers placed in the section of the craps table layout, where the player stakes on rolling a specific even total (4, 6, 8, or 10) using a pair of identical dice numbers—known as the "hard" way—before either a 7 or the same total rolled the "easy" way (with dissimilar dice) occurs. For instance, a hard 8 succeeds only on a 4-4 roll under these conditions, while it loses on any 7 or easy 8 combinations like 6-2, 5-3, or 3-5. These bets pay 9:1 for hard 6 and hard 8, and 7:1 for hard 4 and hard 10 in standard U.S. s, though some venues offer slightly higher payouts such as 10:1 or 8:1. The Big 6 and Big 8 are straightforward multi-roll bets designated in their own table areas, wagering that a 6 or 8 will be rolled before a 7 during the point phase. They operate similarly to place bets on the 6 or 8 but with a lower payout structure to simplify the wager for casual players. These bets pay (1:1) upon winning. Put bets allow players to make a pass line bet after a point has been established, effectively wagering that the current point will be rolled before a 7, often with the option to add free odds immediately. Unlike place bets, put bets resolve with the pass line payout of plus true on the backup, without a , but they are less common in modern play and may not be offered everywhere. Player bets, also known as side wagers, occur directly between individual players at the rather than against the , often on outcomes like specific rolls, shooter performance, or point resolutions, and are uncommon in regulated craps due to policies prohibiting unmonitored player-to-player . These informal wagers are more prevalent in private or street craps variants where no exists. Working bets encompass any active multi-roll wagers—such as hard ways, place, or put bets—that are eligible to resolve on the immediate next roll, as opposed to being temporarily suspended or "off." During the come-out roll, many working bets are automatically turned off to avoid exposure to the higher volatility of that phase, but players can call "working" to the stickman to keep them active if desired. This status provides flexibility for bettors to control their exposure across roll types.

Bet Odds and House Edge

Summary of Probabilities and Payouts

In craps, each roll of the two six-sided produces one of equally likely outcomes, with the determining the result. The number is the most probable , occurring in 6 out of ways (16.67%), while 2 and 12 are the least probable, each occurring in 1 out of ways (2.78%). Rolls are independent events, meaning prior outcomes do not influence future probabilities. The game's bets vary in win probabilities, payouts, and house edges, with multi-roll bets like the pass line offering better than single-roll proposition bets. For quick reference, the below summarizes key standard bets, including win probabilities, true odds against winning, typical payouts, and house edges (calculated as the relative to the bet amount). These figures assume standard rules without commission variations unless noted.
Bet TypeWin ProbabilityTrue Odds AgainstPayoutHouse Edge
Pass Line244/495 (49.29%)251:2441:11.41%
Don't Pass949/1980 (47.93%)≈1024:9491:11.36%
Taking (on 6 or 8)Varies by pointMatches true odds6:50.00%
Come Bet244/495 (49.29%)251:2441:11.41%
Place 6 or 85/11 (45.45%)6:57:61.52% (per resolution)
Place 5 or 94/10 (40.00%)6:47:54.00% (per resolution)
Field (2 and 12 pay 2:1)16/36 (44.44%)20:161:1 (most); 2:1 (2,12)5.56%
Any Seven6/36 (16.67%)30:64:116.67%
Any Craps (2,3,12)4/36 (11.11%)32:47:111.11%
Craps features some of the lowest house edges among casino table games, dropping to approximately 1.4% or less when combining a pass line bet with full odds, compared to higher edges in games like roulette (5.26% on American wheels).

House Edge Calculations

The house edge in craps is defined as the expected loss per unit bet, expressed as a percentage of the bet amount, and is calculated using the formula: \text{House Edge} = \frac{\text{Expected Loss}}{\text{Bet Amount}} = -\frac{\text{Expected Value (EV)}}{\text{Bet Amount}}, where EV is the average net outcome per resolved bet, incorporating win probabilities, payouts, and losses. For the pass line bet, the overall across the come-out and point phases is \frac{244}{495}, derived from the come-out wins (7 or 11, probability \frac{8}{36}) plus the conditional point resolution probabilities for points 4 through 10, weighted by their establishment probabilities (e.g., for point 6 or 8: \frac{5}{36} / (1 - \frac{5}{36} - \frac{6}{36}) = \frac{5}{11} chance to resolve in favor). The EV is then \frac{244}{495} \times 1 + \frac{251}{495} \times (-1) = -\frac{7}{495} \approx -0.01414, yielding a house edge of approximately 1.41%. The don't pass bet follows a similar structure but accounts for the push on come-out 12 (probability \frac{1}{36}), resulting in a of \frac{2847}{5940} (or simplified \frac{949}{1980} \approx 47.93\%), with -\frac{3}{220} \approx -0.01364 and a house edge of 1.36%, slightly lower due to the bar-12 rule favoring the . For the any 7 , a one-roll wager paying 4:1, the is \frac{6}{36} (six ways to roll out of 36 dice combinations), with \frac{6}{36} \times 4 + \frac{30}{36} \times (-1) = -\frac{6}{36} = -\frac{1}{6} \approx -0.1667, giving a house edge of 16.67%. Odds bets behind pass or don't pass lines have a house of 0%, as they pay true matching the probability (e.g., for point 6 or 8: win probability \frac{5}{11}, payout 6:5, so EV \frac{5}{11} \times \frac{6}{5} + \frac{6}{11} \times (-1) = 0). Place bets on 6 or 8, typically in multiples of 6 s to receive 7:6 payouts, have an EV per resolved of \frac{5}{11} \times 7 + \frac{6}{11} \times (-6) = -\frac{1}{11} for a 6-unit (win on 5/11 probability, lose full on 6/11), yielding a house of \frac{1/11}{6} = \frac{1}{66} \approx 1.52\% per unit .

Optimal Betting Strategies

The optimal betting strategy in craps focuses on minimizing the house by prioritizing line bets backed by maximum , as these combinations yield the lowest expected loss over time. The pass line bet, with a house edge of 1.41%, serves as the foundation, and adding odds bets—which carry a 0% house edge—significantly reduces the overall ; for example, with 10x allowed, the combined house edge drops to approximately 0.13% (calculated as 1.41% / (1 + 10)). Similarly, the don't pass bet offers a slightly better standalone of 1.36%, and pairing it with lay odds maintains the 0% edge on the odds portion, resulting in a comparable combined . To further optimize coverage of point numbers while keeping exposure low, players can employ come bets, which mirror the pass line's 1.41% edge and allow additional odds backing. A popular approach is the Three Point Molly strategy, where a player places a pass line bet followed by up to two come bets, each backed by full odds once a point is established, limiting active bets to three numbers total; this blended strategy achieves an effective house edge of about 0.40%, or 0.374% if odds remain working on come-out rolls. Limiting come bets to three or four prevents overexposure and maintains the low-edge profile, as each additional bet leverages the same favorable odds multiple. Players should strictly avoid proposition bets and the Big 6 and Big 8, which carry high house edges—such as 16.67% for any seven and 9.09% for Big 6/8—making them unviable for long-term play despite their allure of quick payouts. Effective bankroll management is essential to sustain sessions; a common guideline is to no more than 1-2% of the total bankroll per or session, with a minimum bankroll of 20 times the maximum amount at on the to weather variance without chasing losses. While the don't pass strategy edges out the pass line mathematically, it is often socially frowned upon at live tables, as it bets against the succeeding, potentially disrupting the communal excitement of rooting for passes. Even with optimal play, craps remains a negative-expectation game, with the house retaining about 0.4-0.5% overall when maximizing , ensuring gradual losses over extended play.

Table Manners and Etiquette

General Rules of Conduct

In casino craps, players must adhere to strict protocols for placing bets to ensure smooth gameplay and security. Chips or cash should always be placed directly on the table layout rather than handed to dealers, who will then exchange them for appropriate denominations or confirm the wager. Verbal announcements are essential for certain actions, such as calling bets "on" or "off" during the come-out roll to activate or deactivate place bets, preventing misunderstandings and maintaining game integrity. Dice handling is limited to the shooter, who must use only one hand to pick up and throw the dice, ensuring they remain visible to dealers at all times and hit the opposite back wall with sufficient force for a fair roll. No player should reach across the table or touch the dice except the current , and all others must keep hands clear—often signaled by "hands high"—when the dice are in motion to avoid accidental interference. This protocol helps prevent disputes and upholds the game's randomness. Maintaining an efficient is crucial in the fast-moving of craps; should avoid delaying rolls by limiting pre-throw rituals, making bets promptly before the dice are passed, and buying in or leaving only between shooters rather than mid-roll. , known as a "toke," is optional but customary, typically done by placing a small bet for the dealers or handing chips directly to them after a win, fostering positive interactions. In U.S. casinos, participants must be at least 21 years old with valid , and cell phones are generally prohibited at the to prevent distractions or potential , requiring to silence or store devices away from the play area.

Common Superstitions

In the game of craps, players often adhere to a variety of superstitions that shape table dynamics and personal rituals, distinct from formal etiquette rules. These beliefs, rooted in the desire to influence chance, can create an informal code of conduct where certain actions are avoided to preserve a perceived "hot" streak. One prevalent ritual involves blowing on the dice for luck before rolling. Shooters and onlookers frequently exhale gently on the dice, believing this act transfers positive energy or "warms" them to produce favorable outcomes, such as avoiding a seven-out during the point phase. This practice, observed in casino settings, stems from a broader illusion of control where players feel their actions can sway random results. Another common taboo prohibits introducing new or "cold" money during an ongoing hot roll. Players avoid buying in or placing fresh bills on the table mid-hand, as this is thought to disrupt the momentum and invite a seven, cooling the streak. Such beliefs emphasize maintaining in wagers to sustain . The number seven holds a particularly ominous status, with players strictly avoiding uttering the word "seven" once a point is established. Instead, it may be referred to euphemistically as "no more" or "big red" to prevent invoking bad fortune, as saying it aloud is believed to summon the roll that ends the shooter's turn. This verbal avoidance reflects the game's tension between pass-line bets, where seven is desirable on the come-out but disastrous afterward. Players also shun flipping or changing the dice's orientation—or "colors," referring to the facing pips or overall set—mid-hand. Altering the dice in this way, such as by turning them to show different sides, is seen as breaking the established , potentially leading to a seven-out. When dice leave the table, many insist on using the same pair rather than replacements to avoid any perceived shift in fortune. Sociological studies of craps players have observed such superstitions as magical rituals used alongside rational betting strategies to cope with uncertainty in . This cultural foundation has influenced modern craps , embedding such practices into the game's fabric.

Advanced Techniques

Dice Control and Setting

Dice control in craps refers to the practice where players attempt to influence the outcome of dice rolls through precise setting and throwing techniques, aiming to reduce the probability of rolling a seven during point phases while favoring desired numbers. Proponents argue that such methods can shift the game's in the player's favor, though the concept remains highly debated within communities. This approach contrasts with random rolling by emphasizing physical consistency and mechanical precision to minimize chaotic bounces on the table. Dice setting is a foundational element, involving the deliberate orientation of the before the throw to align faces in patterns that avoid combinations summing to seven. For instance, the "A-A" set positions aces (1s) on the top faces of both , eliminating outcomes like 2, 3, or 12 on come-out rolls and restricting subsequent possibilities during cycle. Other configurations, such as "hard-way" sets, pair opposite faces (e.g., 4 opposite 3) to suppress seven probabilities when the land on edges. These arrangements are selected based on phase, with the goal of limiting total outcomes from 36 to as few as 16 favorable ones. The theory of dice control extends to the throwing mechanics, where players employ consistent arm motion and grip to deliver the with minimal , ideally achieving an "on-axis" that preserves the set orientation through bounces off the table's back wall. Techniques focus on a level toss with back to control rotation, ensuring the tumble end-over-end rather than randomly. , a prominent , details these methods in his work, emphasizing practice on regulation tables to replicate conditions and achieve repeatable results. Wong claims that skilled execution can reduce seven frequency below the natural 1-in-6 odds, potentially yielding a player edge with optimal betting. Casinos implement several countermeasures to deter effective dice control, including the mandatory rule that dice must hit the back wall with sufficient force to ensure randomization through the table's padded pyramids. Dealers routinely inspect dice for tampering and may call "no roll" if throws appear manipulated, such as slides that fail to bounce properly. In some jurisdictions, excessive control attempts, like blocking the dealer's view, can lead to ejection or legal action as suspected . These measures maintain the game's integrity by enforcing chaotic elements inherent to standard play. From a scientific , studies indicate that while some influence is theoretically possible, practical remains minimal due to environmental , such as table imperfections and air currents, preserving the house edge. Experiments using a custom dice-throwing machine achieved statistically significant on-axis rolls in 7,557 throws, suggesting non-random outcomes under ideal conditions, but real-world application falls short of overcoming the 1.414% pass-line edge without at least 8.03% consistent —a rarely met. Probabilistic models confirm that perfect could yield a substantial player advantage, yet empirical tests, including those by , show results near random expectations, underscoring the difficulty and limited impact.

Betting System Variations

Betting system variations in craps encompass wagering methods and specialized side bets that deviate from standard play, often designed to recover losses, capitalize on streaks, or pursue high payouts despite increased risk. These systems are typically applied to even-money or place bets and can be influenced by casino-specific rules or online adaptations. While optimal strategies focus on low-house-edge bets like pass line with , variations like progressions introduce to potentially amplify wins during favorable rolls. The Martingale system involves doubling the wager after each loss on even-money bets, such as or don't pass, with the goal of recouping all prior losses plus a equal to the initial bet upon a win. This progression starts with a base bet, say $5, and escalates to $10, $20, and so on after losses, but it becomes highly risky due to table maximum limits, which cap the doubling sequence and can lead to substantial losses during extended cold streaks. Another common variation is the , which combines a field bet covering 2, 3, 4, 9, 10, 11, and 12 with place bets on 5, 6, and 8 to win on every roll except a 7, providing frequent small payouts while exposing the player to a significant loss on the dreaded seven. Typically, a player might wager $5 on the field and $6 each on the places for 5, 6, and 8, netting a profit on non-seven outcomes but facing a combined loss of $23 when a 7 appears. Casino-specific variants include the Fire Bet, a side wager placed before the come-out roll that pays based on the number of unique points (4, 5, 6, 8, 9, or 10) established and made by a single before sevening out, with payouts escalating from 25:1 for four points to 250:1 for five and 1,000:1 for six. This bet rewards hot s for serial successes but carries a high house edge, making it appealing for high-risk players seeking dramatic multipliers. Press bets allow players to increase active place bets using winnings from hits, effectively compounding gains during a roll without additional outlay from their bankroll. For instance, after a $6 place on 6 hits for $7 , the player can "press" by adding that $7 to the , raising it to $13 for the next potential payout of $15, though this demands to avoid overexposure on volatile numbers. In craps adaptations since the , platforms have introduced features like auto-bets, which automate progressive systems such as Martingale or presses by pre-setting wager escalations across multiple rounds, reducing manual intervention and allowing uninterrupted play. Additionally, minimums have dropped to as low as $1 per compared to $10 or more at live tables, enabling experimentation with these variations on smaller bankrolls while maintaining standard rules.

Variants of Craps

Bank Craps

Bank craps, also known as craps, is the standard form of the game in which the serves as the bank, covering all bets with its unlimited funds and acting as the sole opponent to the players. In this structure, players wager against the rather than each other, ensuring that the manages all payouts and collections without reliance on player contributions to the bankroll. This format offers several advantages over player-banked variants, including fair and consistent odds determined by the house, which eliminates disputes among players over bet coverage or payouts. It became the standard in casinos following the legalization of in in 1931, rapidly gaining popularity as the dominant in the region's emerging resorts. Bank craps provides a structured environment with professional dealers, reducing the risk of errors or conflicts that can arise in informal settings. The rules of bank craps follow the core mechanics of the game, including the come-out roll where a 7 or 11 wins for pass line bets, 2, 3, or 12 loses, and other numbers establish a point that must be rolled again before a 7 to win. However, the house collects a vig, typically a 5% , on specific bets such as buy and lay wagers to maintain its edge, while core bets like pass line and carry no such direct . Bank craps is the predominant version played in legal s worldwide, particularly in the United States, where it forms the basis of nearly all regulated craps tables. Unlike private games, where players collectively fade the shooter's bets and may introduce a or host fee, pure bank craps operates without such player-funded commissions on primary wagers, relying instead on the house's built-in mathematical advantage. This distinction ensures reliable payouts backed by the 's resources, making it the preferred form for commercial play.

Street Craps

Street craps, also known as shooting dice or informal craps, is a simplified, unregulated version of the dice game played outside of environments, typically among peers in urban or casual settings. Unlike formal , it involves players betting against each other rather than against a house, with one participant often acting as the temporary banker. This format emphasizes quick play and social interaction, often on sidewalks, back alleys, or any available surface. The setup requires minimal equipment: two standard six-sided and a flat surface, such as the ground or a for bouncing the dice to ensure fairness. Players pool bets into a central pot managed by the banker, who covers wagers and rotates the role among participants. No dedicated table or markers are used, distinguishing it from bank craps, the structured counterpart where the house banks all bets. A single die may be used to determine the first shooter. Two remain standard for the game rolls to replicate core craps mechanics. Rules are streamlined to focus on basic and don't bets, omitting complex options like or place bets found in play. On the come-out roll, a 7 or 11 results in a win for bettors favoring the , while 2, 3, or 12 (craps) leads to a ; if a point number (4, 5, 6, 8, 9, or 10) is rolled, the must repeat it before a 7 to win. Dice must hit a wall or bounce to validate rolls, and no body parts can enter the shooting zone to prevent interference. Side bets between players may occur, but the game prioritizes rapid turns with the passing the dice after a seven-out . Street craps traces its roots to 19th-century urban America, emerging from the simplification of the game among working-class communities, including African American neighborhoods and immigrant enclaves. It gained widespread popularity during the among soldiers as a portable form of , later thriving in 20th-century barracks and urban ghettos amid economic hardships of the . Post-World War II, it became a staple of street culture in cities like and , symbolizing informal social . The game carries significant risks due to its unregulated nature, including frequent through loaded dice or sleight-of-hand manipulations, which erode trust among players. It is illegal in most U.S. jurisdictions outside licensed casinos, classified as unauthorized , with organizers potentially facing charges or fines. Low-stakes private games among friends are rarely prosecuted, but public play invites police intervention and personal safety concerns in informal venues. In modern times, street craps has faded with the proliferation of legal casinos offering safer alternatives, yet it persists in private gatherings, military bases, and cultural events as a nostalgic, community-driven pastime.

Card-Based Variations

Card-based variations of craps adapt the traditional game by using playing cards to simulate the roll of two six-sided , allowing play in settings where physical are restricted or unavailable. These versions maintain the core rules of craps, including pass line bets, come-out rolls, and point establishment, but replace outcomes with the sum of two drawn cards valued from 1 to 6. Commonly employed in casinos due to state laws prohibiting certain games, card craps also lends itself to , , or portable play with a standard deck. In these adaptations, a is typically modified by using only aces through sixes, with aces valued at 1 and face-value cards 2 through 6 representing die faces; higher cards are removed or set aside to ensure fair simulation. For each "roll," the (or multiple decks in a ) is shuffled, and two cards are drawn—their values summed to determine the total, just as with (e.g., + 5 = 6). To distinguish the two simulated dice, red-suited cards often represent one die and black-suited the other, preserving the combinatorial probabilities close to traditional craps. implementations, such as those at Viejas or San Manuel, use continuous shufflers with 264 to 324 cards (multiples of six-card sets) to minimize variance from card depletion, while simpler home versions may use a single shuffled anew each roll. Some online apps incorporate card-based mechanics for craps, drawing from these models, and occasionally blend elements from other games like for additional betting options. The primary advantages of card-based craps include portability and accessibility, requiring only a of cards for play during or in dice-prohibited environments, eliminating the need for specialized . This makes it ideal for informal home games or mobile settings. If implemented fairly with sufficient decks, the house edge remains comparable to dice craps—for instance, the pass line bet carries about 1.36% to 1.41%, slightly varying by deck size due to finite card removal affecting probabilities (e.g., the chance of rolling a 7 is 16.72% to 16.73% versus 16.67% with ). Drawbacks include a diminished sense of and excitement compared to physical dice rolling, as the process feels more like drawing lots, potentially altering the of the game.

Cultural Impact

Craps has been prominently featured in films, often symbolizing high-stakes risk and urban underworld dynamics. The 1955 Guys and Dolls, adapted from Damon Runyon's stories, centers on a group of gamblers organizing an illegal floating craps game, culminating in the iconic "Crapshooters' Dance" sequence that depicts street craps with energetic choreography and dice-rolling excitement. In the 2001 heist film Ocean's Eleven, directed by , the plot revolves around robbing three casinos, including scenes amid craps tables and other games that highlight the chaotic energy of casino floors during the elaborate scheme. In literature, craps appears as a metaphor for chance and moral ambiguity in early 20th-century American tales of Broadway gamblers. Damon Runyon's short stories from the 1930s, such as "The Idyll of Miss Sarah Brown" and "Blood Pressure," portray characters immersed in craps games as part of the seedy, high-rolling nightlife, influencing later adaptations like Guys and Dolls. Fyodor Dostoevsky's 1866 novella The Gambler, while focused on roulette, has influenced broader depictions of dice-based gambling like craps in Western literature by exploring addiction and fate, themes echoed in American works on vice. Television episodes have used craps to satirize gambling's allure and pitfalls. In The Simpsons season 5 episode "$pringfield (Or, How I Learned to Stop Worrying and Love Legalized Gambling)" (1993), Springfield's new features craps tables where becomes unhinged, throwing dice and disrupting games in a parody of casino mania. The 2012 CBS series Vegas features a investigation involving a craps dealer in its early episodes, weaving the game into its portrayal of 1960s mob intrigue. In music, craps evokes themes of and , though specific references are sparse; it appears in broader anthems tied to and traditions. Culturally, craps symbolizes , , and communal thrill in American lore, from street corners to Vegas glamour, representing the highs and lows of risk-taking in urban and narratives. In the 2020s, craps has gained visibility through online streaming by influencers on platforms like and , where live casino sessions draw audiences to watch high-stakes rolls and strategies in , blending with interactive content.

Historical Notables and Records

During the era from the 1920s to , illegal "floating craps" games operated on ships anchored just beyond the three-mile U.S. territorial limit off the coasts, particularly near , where patrons accessed them via water taxis for dice games like craps alongside bootleg alcohol and other gambling. These vessels, such as the S.S. Rex run by bootlegger Tony Cornero in 1939, featured opulent setups with craps tables, , and cards, drawing celebrities and locals despite legal risks, until a high-profile raid by Attorney General in the "Battle of Santa Monica Bay" effectively ended the operations. Craps also played a key role in boosting morale among U.S. soldiers during , with troops frequently engaging in informal street craps games using blankets as tables in camps and on leave, helping to alleviate boredom and foster camaraderie across ranks. The game's simplicity and near-even odds made it ideal for such settings, contributing to its widespread adoption among servicemen worldwide. In the 1940s, as casinos proliferated under mob influence, reports emerged of rigged craps games using flat or loaded dice to cheat players, exemplified by early operations like those tied to figures who controlled venues such as the Flamingo Hotel. These scandals highlighted the unregulated nature of gambling in postwar , where cheating rings exploited the growing popularity of craps to skim profits before state oversight tightened. One of the most legendary figures in craps history is , a immigrant who in the early 1990s embarked on "The Run," a multi-year winning streak in that began with $50 and peaked at over $40 million, including massive craps sessions at the Horseshoe Casino where he won millions over his streak. His exploits, blending poker, , and craps, remain the benchmark for high-stakes gambling anecdotes, though he lost it all by 1995. Karas died on September 29, 2024, at age 73 in . A standout record in craps play is held by Patricia Demauro, who on May 23, 2009, at the Hotel Casino & Spa in , rolled the 154 consecutive times over 4 hours and 18 minutes without "sevens out," surpassing the previous mark and defying odds estimated at 1 in 1.56 trillion. This "hot roll" not only set the World Record for the longest craps streak but also inspired widespread media coverage as an improbable tale of , with Demauro, a novice player, winning an undisclosed but substantial sum for bettors.

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