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Craps is a dice game in which players place wagers on the outcome of the roll or a series of rolls of two dice. Players may wager money against each other (street craps) or a bank (casino craps). Because it requires little equipment, street craps can be played in informal settings.

History

Craps developed from a simplification of the Old English game hazard. Its origins are complex and may date to the Crusades, later being influenced by French gamblers. What was to become the modern American version of the game was brought to New Orleans by Bernard Xavier Philippe de marigny de Mandeville, scion of wealthy Louisiana landowners and a gambler and politician. There was a flaw in Bernard's version of the game in which players could exploit the casino using fixed dice and taking advantage of the way players can bet with or against the dice thrower. A man named John H. Winn introduced the "don't pass" betting option in order to fix this problem and it is this version of craps that still exists today. The game, first known as crapaud (a French word meaning "toad") reportedly owes its modern popularity to it being spread through the African-American community .

The rules of play against a bank or casino

Bank craps is a game played by one or more players against a casino. The casino covers all player bets at a table and sets the odds on its payout. Players take turns rolling two dice. The player rolling the dice is called the "shooter." Other players at the table bet on the shooter's dice rolls. The game is played in rounds, with the first roll of a new round called the "come-out roll." The round resolves with a point being rolled or a seven.

To begin, a player wishing to play as the shooter must bet at least the table minimum on either the "Pass" line or the "Don't Pass" line (pass and don’t pass are sometimes called “Win” or "Right" and “Don’t Win” or "Wrong" bets for the outcome of a shooter’s round). The right to roll the dice is rotated clockwise around the craps table. A player next in turn to become shooter may refuse the dice, but can continue to bet on the shooter's rolls; the dice then pass to the next player willing to become the shooter. The shooter is then presented with multiple dice (typically five) by the stickman , and must choose two to roll with. The remaining dice are returned to the stickman's bowl and are not used.

First, the shooter makes a "come-out roll" with the intention of establishing a point. If the shooter's come-out roll is a 2, 3 or 12, it is called "craps" (the shooter is said to "crap out"), and the round ends with players losing their pass line bets. A come-out roll of 7 or 11 is called a "natural," resulting in a win for pass line bets. Either way, the come-out roll continues for the same shooter until a point is established. If the point numbers 4, 5, 6, 8, 9, or 10 are rolled on the come-out, this number becomes the "point" and the come-out roll is now over. The dealers will move an "On" button to the point number which identifies the point number to all players at the table. The shooter now continues rolling for either the point number or a seven. If the shooter is successful in rolling the point number, the result is a win for the pass line. If the shooter rolls a seven (called a "seven-out"), the pass line loses. A seven-out ends the round with the dice being passed clockwise to the next player who wishes to become the new shooter.

A player wishing to play craps without being the shooter should approach the craps table and first check to see if the dealer's "On" button is on any of the point numbers. If the point number is "Off" then the table is in the come-out round. If the dealer's button is on, the table is in the point round where some casinos may allow a pass/don't pass bet to be placed, but the player should check with the dealer. All single or multi roll proposition bets may be placed in either of the two rounds. Between dice rolls by the shooter, there is a period for dealers to make pay outs and collect losing bets. When the dealers are finished, players are then allowed to place new bets. The stickman monitors the action at a table and decides when to give the shooter the dice, after which no more betting is allowed.

In a casino, players make bets with chips on a specially made craps table with a table cloth made of felt that displays the various betting possibilities. In most casinos, craps tables are double sided. The layouts on both sides of the table are identical, with the center bets in the middle. This allows more players to participate. Players can make multiple bets for each turn, round, or roll and should become familiar with the craps layout.

A casino craps table is run by up to four casino employees: a boxman who guards the chips, supervises the dealers and handles coloring out players (exchanging small chip denominations for larger denominations in order to preserve the chips at a table); two base 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, takes bets in the center of the table (hard ways, yo, craps, horn etc), announces the results of each roll, collects the dice with an elongated wooden stick, and directs the base dealers to pay winners from bets in the center of the table. Each employee makes sure the other is paying out winners correctly. Occasionally, during off-peak times, only one base dealer will be attending the table, rendering only half the table open for bettors or one of the two base dealers will assume the role of the stickman. In some casinos, there is no boxman; the boxman's duties are shared between the dealers and a roving supervisor who covers many tables.

The dealers will insist that the shooter roll with one hand and that the dice bounce off the far wall surrounding the table. These requirements are meant to keep the game fair (preventing 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 to keep the game fair (and reduce the chance of loaded dice).

Nicknaming the rolls comes with making the game more interesting. Locals often have their own names. Nine is often called a "Centerfield Nine" because 9 is the center of the Field bet. Five is often called "No Field Five" to remind the players that 5 is not paid in the Field bets. Some dealers and players refer to any nine (5-4 or 6-3) as a "Lou Brown." The 4 (usually hard) is sometimes referred to as "Little Joe, from Kokomo." In Atlantic City, a 4-5 is called a "Railroad Nine." Eleven is called out as "Yo" or "Yo'Leven" because it can often be mistaken for a seven. Rolls of 4, 6, 8, and 10 are called "hard" or "easy" (e.g. "Six the Hard Way", "Easy Eight", "Hard Ten") depending on whether they were rolled as a "double" or as any other combination of values, because of their significance in center table bets known as the "hard ways".

Types of wagers

Line bets

The shooter is required to make either a Pass Line bet or a Don't Pass bet if he wants to shoot. Some casinos require all players to make a minimum Pass or Don't Pass bet whether they are currently shooting or not. Line bets are based around points.

Pass line bet: The fundamental bet in craps is the pass line bet, which is a bet for the shooter to make or win their point number. A pass line bet is won immediately if the come-out roll is a 7 or 11. If the come-out roll is 2, 3 or 12, the bet loses (known as "crapping out"). If the roll is any other value, it establishes a point; if that point is rolled again before a seven, the bet wins. If, with a point established, a seven is rolled before the point is re-rolled, the bet loses ("seven out"). A pass line win pays even money.

Don't pass line bet: A Don't pass line bet is a bet for the shooter to not make their point number (shooter "seven out, line away") and is almost the opposite of the pass line bet. The don't pass bet is opposite in that it loses if the come-out roll is 7 or 11 and wins if the come-out roll is 2 or 3. A 12 will draw (this depends on the casino— in some places a 12 will win and a 2 will draw); either way a player cannot lose if 12 is rolled. A draw, meaning a tie, (the word "BAR," printed on the Craps layout, means "Standoff", it results in a tie.) on 12 is done to ensure the casino maintains a house edge regardless of whether players are betting pass or don't pass. If a point is established and that point is rolled again, the don't pass bet loses. If a 7 is rolled instead of the point being re-rolled, the don't pass bet wins. There are two very slightly different ways to calculate the odds and house edge of this bet. The table below gives the numbers considering that the game ends in a push when a 12 is rolled, rather than being undetermined. Betting on don't pass is often called "playing the dark side," and it is considered by some players to be in poor taste, or even taboo, because it goes directly against conventional play.

Pass odds: If a 4, 5, 6, 8, 9, or 10 is thrown on the come-out roll (i.e., if a point is set), most casinos allow pas

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