home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Belgian Amiga Club - ADF Collection
/
BS1 part 77.7z
/
BS1 part 77
/
Fundisk 0011 (1989)(Devware PD)[WB].7z
/
Fundisk 0011 (1989)(Devware PD)[WB].adf
/
CrapsManual
< prev
next >
Wrap
Text File
|
1989-10-10
|
61KB
|
1,425 lines
* * * LAS VEGAS CRAPS * * *
Tedeschi Software>>>
4506 Osceola St.
Denver CO 80212
(303) 477-5223
I N S T R U C T I O N M A N U A L
F E A T U R E S
o Full-featured simulation of an actual craps table including all bets
normally offered in a Las Vegas Casino.
o Allows player(s) to select specific attributes of the craps table such as
minimum bet, free odds multiple, and player stakes.
o A sophisticated HELP utility featuring a probabilities screen and "Craps
Assistant" which offers betting tips based on the history of numbers
previously rolled.
o A full-featured "Strategy" editor which allows you to create betting
strategies, save them to disk, and automatically play the strategies (up to
9999 rolls) under complete computer control.
o Fast and friendly reporting of game dynamics such as comeout status,
point, and last number rolled.
o Complete information about a particular bet, i.e. On/Off status, maximum
odds bet, bet amount, and corresponding payoff amount.
o General bet type information, i.e. pay odds, winner numbers, loser
numbers, house edge, and bet quality.
o Full implementation of the following bets:
Pass Line, Odds on Pass Line, Come Bets, Odds on Come Bets, Don't
Pass Line, Odds on Don't Pass Line, Don't Come Bets, Odds on Don't Come
Bets, Field Bets, Place Bets, Buy Bets, Big 6 and Big 8 Bets, Any Seven,
Hard Ways, Yo, Lo, Hi, Joe, Any Craps, Craps & Eleven and the Horn Bet.
o Full graphics representation of all players' chips, dynamically updated.
o Animated, rolling dice with numbers generated by a 48-bit random number
generator, continuously seeded by the number of microseconds passed since
power-up. This guarantees the true randomness of numbers.
o An animated dealer stick which moves players' bet markers toward their
chip rack when winning bets and removes markers when losing.
o Game play authenticated by experts.
o Digitized sound and speech.
o For any 512k Amiga. One to four players. Operates on AmigaDos 1.2 or
greater...multitasks and runs on RAM-expanded machines.
-----------------------------------------------------------------------------
L A S V E G A S C R A P S
by Arthur Tedeschi
CONTENTS
About "Las Vegas Craps" 3
Setting Up 3
Tutorial for Craps Beginners 4
Tutorial for Advanced Players 9
Strategies and Auto-Play 13
Rules of Play 17
About "Las Vegas Craps"
The inspiration for this game simulation is the result of this author's
enjoyment of the game of craps. Of all the casino games available, craps is
probably the most dynamic and action-packed, yet is probably the most
neglected among casino games written for the home computer.
This game was written with the following goals in mind:
1) To provide as realistic a simulation as possible to tutor the
beginner in this excellent game.
2) To place a powerful tool in the hands of an experienced player in
which a particular strategy may be tested before laying down real cash on a
real craps table.
3) To educate current and potential players of craps on the finer
points of the game and hopefully prevent them from making poorly thought out
bets.
4) To allow several "customizable" options in which players may
closely simulate the actual play in a real casino.
5) To provide a simple, yet elegant user interface.
Setting Up
Loading the Game...
Las Vegas Craps may be loaded from either Workbench or from the
CLI/Shell. If the program is installed on a Workbench disk (the other files
which appear on the program disk must appear in the same directory as the
game program), simply double-click over the game icon. The game will load
automatically. If loading from the CLI, simply type at the CLI prompt
"Craps". The game will then load itself into your computer.
From the Main Requester...
When the game is fully loaded, the Main Requester will appear and
wait for you to enter vital set-up information.
At the left of the requester are the players' names boxes. Click
into the string gadget boxes and type in the names of the players (1 - 4
players may play). If only one person will be playing, enter it at player
one's box (and leave the others blank). If two are playing, fill in boxes 1
and 2..etc. Utilize the backspace and del key in order to edit your entries.
Further down the requester, you'll find the box in which to enter the
players' "Stakes",or the total cash available to each player during the game.
Simply click in the dollar amount. (It is suggested that beginners start with
a reasonable amount ($200 - $500) in order to get a good feel for the game
before betting big.)
At the top right is the MinBet gadget. Enter your desired minimum bet
for that table. Typical amounts range from $1 - $10 (depending on the
casino).
The arrow gadget below is the "Free Odds" gadget. Simply click the
"up" arrow to increase the free odds multiple or click the "down" arrow to
reduce it. The range is from 1 through 10 (the number is shown to the
right of the arrow. Typically, when the gambling economy is good in Vegas,
the multiple hovers around 1x - 3x.
When finished, click over the "Play" gadget. If any mistakes were
made, a "House Message" will inform you of your error and allow you to re-
input before beginning the game.
Tutorial for Craps Beginners
The tutorial is placed at this point in the manual so that you may
begin enjoying the game immediately. Beginners and experienced players
should follow through the Beginner's Tutorial at this time. Beginners should
then read the "Rules of Play" section further in the manual to become better
acquainted with the rules of the game. Advanced players may wish to skip
the "Rules of Play" section and move directly to the "Tutorial for Advanced
Players" in the next section.
Part 1: Main Requester
* Click the mouse pointer in the Player 1 box and type your name. Click
the mouse pointer in the Player 2 box and enter any other name.
* Click into the stakes box and type "200".
* Click into the MinBet box and type "2".
* Click over the Play gadget.
If you've made no errors,the Requester will have vanished and reveal-
ed the entire craps table. If your computer is equipped with an audio monitor
with the volume set at normal level, the table dealer will chant his typical
"Coming Out, Coming Out, Bet On Craps." Note: The audio generator, after
the initial comeout chant, will default to OFF. At this point, or at any
other point during the game, you may enable the dealer's speech by accessing
the pull-down menu "Voice" and setting it to the "ON" position.
Part 2: The Main Screen
Let's take a minute to look over the screen. From bottom to top:
The Player Stats area is at the very bottom of the screen. Each play-
er has a dedicated area which indicates the player's name (or chip rack if
the player is the current bettor),a box to indicate total winnings, a box for
total disposable cash, and a box for total bets out.
Directly above the Players' Stats area are the Bet Control Gadgets.
These are the row of green and red rectangles which line the bottom frame
of the craps table. Above these gadgets is the craps table itself. You've
probably already noticed that the left half of the table is identical to the
right half. This is done so that players may stand relatively near their
bets, and the dealers have a close access to both the players and their bets.
On this table, Players 1 and 2 must place their bets on the left side of the
table and Players 3 and 4 on the right. The bet area at the center is
common to all four players. At the top-center of the table is the Roll
gadget (the large red dice). Only click on this gadget after all players
have placed their desired bets. At the very top of the screen is the Menu Bar
Message. Here you will find various bits of useful information regarding the
current shooter, reminders of set-up parameters, and all sorts of bet
information.
Part 3: Selecting the Current Bettor
Before we actually place a bet, we must determine the current bettor.
* Click over Player 2's name box.
You should have noticed that Player 2's chip rack is now visible (and
the name has disappeared). Player 2 is now the current bettor, and the
mouse pointer will change to red (Player 2's color).
* Now click over Player 1's name box.
Player 1's chip rack is now visible and Player 1 is the current bettor (and
the mouse pointer will change back to white, Player 1's color). Note: At
the beginning of the game and after every roll, the current bettor will
default to Player 1.
Part 4: Reading the Menu Bar Message
The current menu bar message indicates the game status. The Shooter
is the player who will be rolling the dice on the next roll. (Should indicate
Player 1's name.)
The RollType indicates the game status, either COMEOUT or PASS.
More about this later. (Should indicate COMEOUT at this time.)
Pt is the point number. Again, more about this later. (Should
indicate "0" at this time.)
Next is Num, or the previous number rolled (the sum of the two dice).
This should be "0".
After that is MinBet, or the minimum bet chosen at time of set-up.
(Should be $2.)
Lastly, we have Free, or the Free Odds multiple chosen at time of
set-up. (Should be "X1".) More about this later.
Part 5: Selecting A Bet
We will now select a bet.
Near the left-center of the table, locate the bet named "FIELD".
* Make certain that Player 1 is the current bettor, and click over the
"FIELD" bet.
You have now selected the "FIELD" bet. The bet should now be
highlighted. Before we actually place a bet on the "FIELD", let's explore
the Menu Bar information.
Note that the Menu Bar Message has now changed...by both color and
information offered:
The BetName is simply the name of the bet. This should indicate
"Field".
The Odds indicate the ratio at which the casino will pay on your bet.
Example: If the odds were 2 to 1, the house would pay you $2 on a bet of
$1. If the odds were 3 to 2, the house would pay you $3 on a $2 bet...but
on a $3 bet the house would only pay $4. In other words, the house will
not pay off in change, only even dollars. You must always be aware of this
when placing a bet in order to glean your entire advantage. Example: A
bet with odds of 6 to 5 will pay $12 on a $10 bet but will only pay $10 on
a $9 bet. Bet carefully. The casino already has the advantage on most
bets...you don't need to give them another. (You should notice that the
"FIELD" bet pays at 1 to 1 odds. In this instance, a glance at the bet itself
will indicate that a roll of a 2 or 12 will pay triple odds, or 3 to 1.)
Bet indicates the total dollars bet. This should be "0" at this time.
Pays indicates the payoff amount which the house would pay on that
particular bet amount (based on the odds ratio). (This should indicate "0" at
this time, since we've not yet placed the bet.)
Stat indicates the status of that player's bet. On indicates that the
bet is in force on the next roll. Off indicates that the bet will not be in
force on the next roll. (Should be "On" at this time.)
Let's further explore the information available on the "FIELD" bet:
* Click on the "NUMS" Bet Control Gadget on the bottom frame of the
table.
The Menu Bar Message has changed again. The information posted is
now the Winners and Losers, or the numbers which will cause you to win
this bet on the next roll or to lose it. (Note: On the "FIELD" bet, 2 or 12
pays triple.)
* Now click on the "INFO" Bet Control Gadget.
The Menu Bar Message should now indicate some general information
about the "FIELD" bet.
BetName is simply the name of the bet.
House Edge indicates the percentage of "edge" the casino has over you
when you place this bet. Be cautious. As this number increases, your
chances of winning this bet decrease significantly.
And Quality is the author's subjective representation of the quality
of this bet.
Part 6: Placing Chips on the Bet
Now that we've explored the necessary information about the "FIELD"
bet and selected it (it should still be highlighted), we must now lay some
chips on the bet.
The player's chip rack at the top of the Players' Stats area contains
the number of chips equivalent to the player's CASH amount indicated below.
The white chips are $1, the red $5, the blue are $25, and the black are
$100. Once a player has more cash than will fit on the chip rack, the $100
chips above the maximum chip rack capacity will not be shown (but will fill
the rack as it becomes depleted). Each time a player places a chip on the
table, the game will update the chip rack in order to always give the player
the maximum number of lower-value chips available (which equals his CASH
amount).
* Position the pointer over the red chip area of Player 1's chip rack
and click once.
You should have noticed that a red $5 chip has been placed on the
"FIELD" bet.
Check the Menu Bar Message. The Bet amount should now be $5 and
the Pay amount value should be $5 (since the odds are 1 to 1).
* Click over the $1 chip area of Player 1's chip rack.
You should now see a $1 chip atop the original $5 chip.
Check the Menu Bar Message and Player 1's Stat area. They should
now indicate a $6 bet.
Likewise, the blue ($25) and black ($100) chips react in exactly the
same manner.
Part 7: Aborting and Booking A Bet
Aborting a bet simply allows you to remove your chips prior to
booking it.
* Click on the "ABORT" Bet Control Gadget.
You should have noticed that your chips have been removed from the
"FIELD" bet, your chip rack has gained them back, and your Stats area
indicates that a bet was never made. You can always back out of a bet this
way (prior to booking the bet).
Booking a bet is simply the act of committing to the bet.
* Click over the "FIELD" bet again.
* Click over a $5 chip again.
* Now click on the "BET" Bet Control Gadget.
You have now booked your bet and may go on to place other bets on
the table. Please notice that a tiny "x" marker has been placed in the
bottom left corner of the "FIELD" bet in your color. This is your indication
that you have a bet placed on the "FIELD". Also, check your Stats area.
You should note that your CASH is now $195 and your BETS OUT is now $5.
Now, let's check your bet.
* Click over the "FIELD" bet again.
You should notice that your $5 is still there.
* Now click over the "ABORT" Bet Control Gadget.
You should now note that your marker is still there. The "ABORT" Bet
Control Gadget only works on non-booked bets. Like in a real casino, once
you've made your bet you must live with it (with just a very few exceptions,
which we'll get to later).
Part 8: Forbidden Bets
There will always be some bets on the table which a player, in a
given circumstance, will be unable to make.
* Click over the "COME" bet at the left-center of the table.
* Now place any chip on that bet.
* Now click over the "BET" Bet Control Gadget.
Notice that nothing happens. The "BET" Bet Control Gadget has been
disabled because it is improper to place a "COME" bet on a COMEOUT roll
(more about this later). Only the highlighted Bet Control Gadgets are
enabled to your command.
* Click over the "ABORT" Bet Control Gadget to remove your chip and
return to the bet-selection mode.
* Now click over the blank area directly beneath the "PASS LINE" at the
left-bottom of the table.
Aha, this bet must be allowable since the "BET" Bet Control Gadget is
highlighted. Good, but no cigar. This blank area is an "ODDS" bet behind
the "PASS LINE". We'll see why you can't place this bet.
* Click over any chip area to place a chip on this bet.
* Click on the "BET" Bet Control Gadget.
A House Message should pop up indicating that an error was made
(more about that later).
* To clear out, click over the "ABORT" Bet Control Gadget.
When this tutorial ends, feel free to explore the bets on the table,
but keep in mind that some of them won't be open to a bet. To back out,
simply click over the "ABORT" Bet Control Gadget.
Part 9: Rolling the Dice
Make certain that you're now back to the main bet selection status.
(All of the Bet Control Gadgets should be disabled.) Also, check to see that
your marker is still on the "FIELD" bet. If that's all set, you're now ready
to roll the dice.
* Click over the "Roll" gadget located at the top-center portion of the
table.
You should have seen the dice roll and stop on the right side of the
table (Players 1 and 2 roll to the right and Players 3 and 4 roll to the
left). The total of the numbers shown on the dice is the number rolled.
Also, that number should be reflected at the Nums location of the Menu Bar
Message.
Also, you should have noticed that the dealer's "stick" came down and
either took your "FIELD" marker toward the top of the table (you lost) or
pushed it and another square marker down toward your chip rack (you won).
The chips dropped indicate either the total chips lost or, upon a win, the
total bet plus the payoff.
If one of the "FIELD" numbers came up, you won your bet, and your
chip rack and Stats area should indicate that fact. Since your bet amount
was $5, the house would've paid you $5 in winnings, which should be reflected
in your WINNINGS box. You should also have $205 in CASH ($195+ $5 winnings +
$5 original bet returned to you), and your BETS OUT box should be back to "0".
If a 2 or a 12 came up the casino would've paid you $15 and your Stats should
indicate it. Note that your WINNINGS box is only a running indicator of your
net winnings throughout the game and has no effect on your CASH, the true
indicator of your fiscal condition. Several bettors like to wager based on
their winnings, thus the WINNINGS indicator.
Unfortunately, if a non-field number came up, your first experience
with this game has not been a good one. You lost your bet. The loser
numbers would be either 5,6,7, or 8. These four numbers will come up more
often than the combination of 2,3,4,9,10,11, or 12,strangely enough (which is
why the casino offers the bet). Your Stats area should now indicate -$5 in
the WINNINGS box, $195 in the CASH box, and "0" in the BETS OUT box.
If the number rolled was a 4,5,6,8,9, or 10, the Menu Bar Message
should reflect that number at the Pt location. Also, an "ON" marker should
have appeared over the boxes near the top of the table at the number's
location (on the left and right of the table). This is the game POINT.
More about that later. This doesn't affect the "FIELD" bet, since it's
determined by the next number up.
Part 10: New Game
Since we must reset the game in order to learn the next function, now
would be and excellent time to explore the Game menu.
* Holding down the right menu button, move the mouse pointer to the
top-left of the menu bar at the area marked "Game". While still holding the
right button down, note the two items in this menu.
New is the menu item which allows you to re-set the game and start
over. All information about the previous game will be lost, so be certain to
use this function with care.
Exit allows you to exit the game and will return you to your original
destination, either the Workbench or CLI. Again, use
this with care, as it will clear all of your previous game stats.
* While holding the right mouse button, release it over the New item in
the "Game" menu. Click over "Do It" when asked if you wish to start a new
game.
If everything went well, you should now be viewing the familiar Main
Requester. Though they appear blank, the original entries are still in force.
You may, at any time, either modify them or leave them alone.
* Click over the "Play" gadget.
The requester should've disappeared and returned you to the craps
table. The game is now reset and we may begin anew.
Part 11: Cash Bets
Occasionally, you may wish to bet large amounts of money and clicking
on chips may cause them to scroll off of the screen (though the bet amount
will still be reflected in the game statistics). During these situations, it
may be quicker to make a Cash Bet.
* Click over the "PASS LINE" bet near the left bottom of the screen.
* Click over the Bet Control Gadget marked "$$$".
The Cash Bet Requester should now be in view.
* Click into the string gadget of the Requester, erase the "0" and type
"5".
* Click over the Do It gadget.
* Click on the "BET" Bet Control Gadget.
Note your marker in the left bottom corner of the "PASS LINE" bet.
You can always back out of a Cash Bet by selecting the "ABORT" gadget of
the requester.
Tutorial for Advanced Players
This tutorial assumes that you've played craps and possess adequate
knowledge about the rules of the game. It is also assumed you've been
through the Tutorial for Craps Beginners, as no attempt will be made to
review the lessons in that tutorial. Beginners are advised to now read the
Rules of Play at the end of this manual before attempting serious play,
though browsing through the bets can cause no harm and is thoroughly
encouraged.
Part 1: Pass Line Bets
If you've just completed the Tutorial for Craps Beginners, you should
have a $5 bet on the "PASS LINE". If not,
* Select New on the "Game" pull-down menu.
* Type your name into the Player 1 box.
* Type "200" into the Stakes box.
* Type "1" into the MinBet box.
* Click over the "Play" gadget.
* Select the "PASS LINE" bet in the bottom-left region of the craps
table.
* Place a $5 (red) chip onto the bet.
* Click on the "BET" Bet Control Gadget.
Note: In lieu of clicking over the "BET" Bet Control Gadget, you may also
click the Right Mouse Button as a shortcut.
Now that you've made a $5 "PASS LINE" bet, you may now roll the
dice.
* Click on the "Roll" gadget.
If a Natural number came up, you've won and we now have a new
COMEOUT.
If a Craps number came up, you've lost and we have another
COMEOUT.
If a Point number came up, you should've noticed the "ON" markers
placed over the point number at both sides of the table.
* If the new status is a COMEOUT, continue placing $5 bets and
"Roll"'ing the dice until you reach a "PASS" game status with an established
point. If you've already established a point, move on to the next section.
Part 2: Odds Behind the Pass Line
We will now place an "ODDS" bet backing up your $5 "PASS LINE" bet.
* Click over the blank area directly below the "PASS LINE".
If all went well, you should now see two more lines of information
directly below the Menu Bar Message. The top line is the amount you've
bet on the "PASS LINE" and the second line indicates the maximum odds bet
you can make based on your original bet and the FreeOdds multiple chosen
at the beginning of the game. Since "X1" was chosen, you may bet a
multiple of one times your "PASS LINE" bet or the minimum amount required
to take advan-tage of the natural odds of that Point number. The top line
should indicate $5, and the bottom line should indicate $5. If you had
chosen "X2" as the odds multiple, the MaxBet would be $10. Please note
that the maximum odds bet follows the basic rules of most craps tables.
Had your "PASS LINE" bet been $2 with single odds (X1), and a 6 or an 8
had been established as the Point, the house would still allow you to make a
$5 bet.
* Place a $5 chip on the "ODDS" behind the "PASS LINE".
Reading the Menu Bar Message, you should note that had the Point
been 6 or 8, the Pay amount should be $6. Had the Point been 5 or 9, the
MaxBet should be still be $5, but the Pay amount should be $7. Note that a
$4 bet will get you $6. The house only pays odds on even multiples. The
correct bet to make is $4, as the extra $1 of the $5 bet will only be paid at
even odds.
But for the sake illustration, we'll stay with our $5 bet.
* Click on the "BET" Bet Control Gadget.
Part 3: Pulling Down A Bet
Only two bets on the table may be pulled down after "booking" them:
The "ODDS" bets and the "PLACE" bets.
* Click on the "ODDS" bet behind the "PASS LINE". Your $5 chip should
appear.
* Click on the "PULL" Bet Control Gadget.
* Place four $1 chips on the "ODDS".
* Click on the "BET" Bet Control Gadget.
Your bet should now reflect $4. You could've easily removed the en-
tire amount by "PULL"'ing the bet and clicking the "BET" Bet Control Gadget.
The "PULL" Bet Control Gadget can also be used on other bets to
"clear" the chips, but never after the bet has been "booked".
Part 4: On and OFF
The "ON" and "OFF" Bet Control Gadgets allow you to specify "ODDS"
and "PLACE" bets to be on or off on the next roll. After that roll, they
will fall to the default status.
* Click on the "ODDS" bet behind the "PASS LINE". Your four $1 chips
should pop up.
* Click on the "OFF" Bet Control Gadget. You should not note that the
status of the bet in the Menu Bar Message is "OFF".
This bet will be inactive on the next roll of the dice. Should the
Point number or a 7 be rolled on the next "Roll", your bet will be returned
to you. Please note that "PLACE" and "ODDS" bets are automatically OFF
on the COMEOUT roll.
You can also change the status of OFF bets by turning them ON.
* Click on the "ON" Bet Control Gadget and book it.
The ON status should now be reflected in the Menu Bar Message, and
the bet will be working on the next roll of the dice.
Part 5: Come Bets
* Place a $5 bet on the "COME" line and book it.
* Roll the dice.
What we wish to do now is to set up a situation to illustrate an
"ODDS" bet behind a "COME" Point bet. If your Roll resulted in either a 7,
11, or a Craps number (2,3,12), then repeat all sequences up to and including
your "COME" bet being moved up to a COME point number.
You should notice that the marker which was on the "COME" bet is
now in the top box of the two boxes directly below the new COME point
number. This is your "COME" number bet.
We will now place an "ODDS" bet behind that COME number bet.
* Click into the small box directly below your COME number bet.
You should notice that the two familiar lines of the "ODDS" Menu Bar
Message are now displayed. The same rules apply to making a "COME"
"ODDS" bet as a "PASS LINE" "ODDS" bet.
* Place a $5 chip on this bet and book it.
Part 6: The "Don'ts"
The "Don't" bets work exactly like the "Do" bets, except you're now
betting with the house and against the shooter. To simplify the instructions,
I'll only detail the differences here and leave the Rules of Play to explain
the intricacies.
The "DON'T PASS" line is at the bottom of the table, directly above
the "PASS LINE".
The "DON'T PASS ODDS" is near the left center of the table.
The "DON'T COME" is near the left top of the table.
The "DON'T COME" point numbers are in the lower box of the two
boxes above the point numbers.
The "DON'T COME ODDS" are in the upper box of the two boxes above
the point numbers.
Part 6: Place Bets
The "PLACE" bets are the boxes in which the point numbers reside.
* Place a $20 bet on the 4 "PLACE" bet, but don't book it.
Note that the odds pay at 9 to 5 and that the bet will pay $36.
Part 7: Buy Bets
* Click on the "BUY" Bet Control Gadget.
Note the message on the Buy Bet Requester. A $1 (5% of the "PLACE"
bet) charge will buy you the natural odds of 2 to 1 on the 4.
* Click on Do It and book the bet.
The payoff is now $40. Note: You must place chips on the "PLACE"
bet before attempting to "BUY" the natural odds.
Part 8: C & E Bet
* Place a $5 bet on the "C & E (Craps & Eleven) near the bottom left of
the center table bets and book it. Note that bets have now been
automatically placed on the "ELEVEN" and "ANY CRAPS" bets. Since the
bet was evenly placed between these two ($2 each), $1 was returned to you
as change. Regardless of your table minimum bet, a "C&E" bet can never be
less than $2.
Part 8: The Horn Bet
* Place a $5 bet on the "HORN" bet which is located near the right
bottom of the table's center bet section and book it. This bet will place
one-fourth of the total bet in each of the following bets: "TWO", "THREE",
"ELEVEN", and "TWELVE". Any remainder will be returned to you after the
division by four. Again, regardless of any table minimum established, the
absolute minimum for the "HORN" bet is $4.
Part 9: The Other Bets
The other bets on the table work as you would expect them. The Hard
Ways bets win when the "hard" numbers are rolled and lose on the "easy"
numbers and 7. The 2,3,11,12 bets are decided on the next roll along with
the "FIELD" bet. Seven wins when the next number rolled is 7 and loses on
all other numbers. Any Craps wins on a 2,3,12, and loses on all other
numbers.
A general note on all bets: In many casinos, as you win certain bets,
the dealers will leave your original bet on the table in hopes that you'll
"let it ride". This game always returns your bet to you.
Part 10: FlashBets
The second pull-down menu, "FlashBet", allows you to quickly deter-
mine where all your bets are on the table. Simply pull the menu down to your
name and release the right menu button of the mouse. All of your bets will
flash a few times, enabling you to quickly determine their locations.
Part 11: Help Screens
The fourth pull-down menu, Help, allows you to obtain statistical
information regarding the probabilities of any number to be rolled (or any
bet to win or lose). Please remember that probabilities are simply
mathematical estimates, and that the number 12 could very well be rolled 10
times in a row (though the odds against this occurring would be staggeringly
high). Some successful gamblers utilize probabilities in order to determine
when to bet on a particular number (or bet). The HELP screens are
included in order for the player to review the roll history and ascertain how
it affected the success of his strategy. Also, a player could utilize the
screens in order to determine, probability-wise, when it might be a good
time to place a particular bet.
* Pull down the "Help" menu to the "Assistant" item to "Bets".
This screen indicates, pictorially, the best three bets (in order of
best to third best) to make under the following parameters:
"Solid Bets"...These bets have nothing to do with the calculated probabilities
and are simply the most solid bets that the player has yet to make. They
represent what the computer feels to be quality bets based on the house
edge.
"Hot Probs"...These are the top three bets based on the probabilities of the
winning numbers being rolled on the next throw of the dice.
"Cold Probs"...These are included to illustrate the worst (from worst to
third worst) bets which could be made, probability-wise.
* Click on the "Return" gadget.
* Pull down the "Assistant" and "Tip" menu.
This screen simply lists notably strong or weak bets or numbers. Once
the probabilities rise below or above arbitrary thresholds, they appear on
this screen. Note the four ranges: "Very Strong", "Strong", "Weak", and
"Very Weak".
* Click over the "Return" gadget.
* Pull down the "Probabilities" menu.
This screen supplies useful details regarding the roll history and
probabilities based on both the history and the natural probabilities of the
numbers rolled. The fields on this screen are:
"Total Rolls"...The total number of rolls since the beginning of the game.
"Number"...Each number which can be rolled, from 2 through 12.
"Actual Tms. Up"...Or, the number of times each number was actually rolled.
"Prob. Tms. Up"...Or, the quantity of times each number should have been
rolled (probability-wise) based on the total number of rolls.
"Variance Act/Prob"...The difference between the actual times up for each
number vs. the probability times up. This number allows you to tell at a
glance how closely a number is varying from probability.
"Since Last"...The number of times since that number has been rolled. This
field allows you quickly determine that a number hasn't been rolled for a
while.
"Prob. Again"...This indicates in how many rolls that number should be rolled
again (probability-wise).
"Prob. Next"...A probability-based prediction on the chances of a particular
number being rolled on the next throw of the dice relative to the other
numbers. This field summarizes the screen's predictions and is loosely based
on an odds percentage.
The Strategy Editor
Las Vegas Craps is unique among computerized craps games in that it
incorporates a powerful strategy editor which allows the user to pre-test his
strategies before committing them to the craps table. After the strategies
are created, the player can save them to disk, edit them, view them in
whole, auto-play them for any number of rolls (up to 9999), or play up to
four of them simultaneously. Obviously, this feature delimits Las Vegas
Craps as simply a game for amusement purposes only and renders it as a
powerful tool for the serious as well as casual craps player.
Simply put, Las Vegas Craps defines a strategy (or strat) as a series
of bets to be made on a single roll based on user-defined conditions. These
parameters can consist of the game status (Comeout, Pass, or All Bets), the
game Point, number probabilities (either high or low), or even upon the
amount of cash the player has in reserve. All of the strat functions are
located under the "Strategy" menu. To give you a preview, we'll
demonstrate an auto-play sequence of a previously-created strat:
* Load up the game, enter your name as Player 1, stakes of $300, MinBet
as $2, and Free Odds as 2. Click on "Play".
* Pull down the "Strategy" menu and the "Open" menu item.
A disk requester should open indicating the strats available on the
program disk within the "strats" directory.
* Click over the first strat listed then click over "O'K".
The first strat is now loaded into memory as resident strat number
one. This corresponds to Player 1 when auto-played.
* Select "Roll" and "No Gfx" from the "Strategy" menu.
The main game requester should pop up waiting for game parameter
input. We'll use the parameters previously entered.
* Simply click over "Play".
The rolls requester will pop up asking you to enter the number of
dice rolls.
* Enter 100 and click over "O'K".
The computer is now in auto-play mode with no graphics. Note the
countdown of rolls on the top left. Things will be moving very quickly as
the computer automatically places the bets, rolls the dice and calculates the
wins, losses, and cash status. You may interrupt execution by clicking the
right mouse button. If you do, the main requester will come up. Click over
"Play" to return to the table screen. If you waited for the rolls to count
down to 0, you may now see how the strat performed over 100 typical rolls.
If the losses were great, either the strat wasn't a very good one or the
numbers worked against it (even a great strat can die when the numbers
aren't going for it). You may wish to view the Probabilities screen on the
"Help" menu to see how the numbers shook out.
* To clean up, we'll remove the strat from memory. Choose "Close" from
the "Strategy" menu. Click on the single open strat. Click over "O'K".
The strat is now removed from the system and four others may now be
opened.
Part 1: Creating a Strat
* Assuming you're at the table screen, select "Create" from the
"Strategy" menu.
The Strat Editor should have popped up and you may now create a new
strat. Assume we wish to first place a "Field" bet on every roll.
* Click over the "All" gadget. This means the bet will be placed on
all rolls, regardless of the game status.
* Click over the "Set" gadget near the bottom.
That should have brought you back to the table screen. You may now
select your bet of choice and place chips on it.
* Click over the left "Field". (Note: When creating a strategy, Player
1 is the assumed player, so all bets must be made on the left side of the
table.)
* Click twice over the $5 chips to place a $10 bet. Click over "Bet"
or simply click the right mouse button.
If everything went well, you're back to the Strat Editor and ready to
place Bet #2. You may place up to 30 bets within a single strategy. We
will now check to see that Bet #1 was entered correctly.
* Click over the "down" part of the arrow near the bottom center of the
editor.
You are now viewing Bet #1. If the bet was executed correctly, it
should indicate:
"Bet #"...The current bet number of the strat. Should be #1.
"Strategy Name"...Should be "New", as we've not yet named it.
"Bet $"...Should be $10.
"Resident Strategy #"...Should be #1 of four possible open strats (assuming
you closed the preview strat).
"Bet Type"...Should be "Field".
"Roll Type"...Should be "AllBets".
"If Point", "If Prob" and "If Cash" should all be zero.
* If there's a problem, you may edit Bet #1 at this time. When ready,
click on the "up" arrow to move to Bet #2.
* Click over the "ComeOut" (the default) gadget,click the "Set" gadget,
place a Pass Line bet for $10 and click over "Bet" to return to the Strat
Editor. You may click the down arrow if you wish to check your work.
* Make certain you're on Bet #3. Click over the "Pas" (for "Pass")
gadget, click the "Set" gadget, and click over the appropriate Odds bet
below the Pass Line bet from Bet #2. A message will pop up indicating that
the bet was placed at maximum odds. On all odds bets, the computer will
always place the maximum bet allowed for you. Obviously, there is no way
the system could allow you to enter a $ amount for an odds bet since the
Point is determined at game time and an arbitrary odds bet would likely be
incorrect. Also, the max odds bet encourages intelligent play.
* You may check Bet #3 or move on to Bet #4. We will now demonstrate
the "OnCash" conditional bet. Click over "All". Click over "OnCash". A
requester will pop up asking you to enter a $ amount. Enter $500 and click
over "O'K". Now click on "Set", select the "Any Craps" bet, place a $5 bet
on it, and return to the Strat Editor by clicking over "Bet". What you have
just done was to place the Any Craps bet on the condition that your cash
amount is at least $500. This condition is useful if you wish to place an
(ahem) "sucker" bet, but only if you have plenty of cash available to burn.
* We will now demonstrate the "OnPoint" conditional bet. Click over
"Pas". Click over "OnPoint". You will notice that several of the numbers
lining the bottom of the editor have become outlined. These are the possible
point numbers. Click over the 4. Now click over "Set". Select the
Place 4 bet, place a $10 bet (sorry, no Buy Bets with strats), and click on
"Bet" to return. The result of the previous action is that the Place 4 bet
will only be made when the game point is 4. This allows you to structure
certain bets around the point.
* We will now place Bet #6 to demonstrate the use of the "OnProb"
conditional bet. Click on the "All" gadget. Click over the "Hi" gadget
directly below the "OnProb" gadget. This means we want the number to be
strong, probability-wise. Click over the "OnProb" gadget. This time, all of
the numbers on the bottom row of the editor will become highlighted. Click
on the 12. Click on "Set", select the "12" bet for $5, and click on "Bet"
to return. What we've just done is told the computer to always bet $5 on
the "12" if the probabilities are high that 12 will be rolled on the next
throw of the dice. This is handy if you wish to test the veracity of using
probabilities in your betting. You could've also used the "Low" setting to
place a bet based on a number's low probability factor; i.e. place the Hard
Ways if the 7 is low.
As you can see, many variations of bets can be made. Each bet may
have no conditions, one condition, or a mixture of all of them. Creating a
strategy also implies a fair understanding of the game. For instance, placing
a Pass Line bet on a "Pass" condition would never allow the bet to be
placed; or placing Come Odds bets without placing Come bets would never
allow those bets to be placed. A Note on Come Odds Bets: Since you'll
never know which number a Come bet could land on, if you wish to make
Come Odds bets, you must bet the Come Odds for every number (with six
separate bets). Of course, they will be placed for the maximum amount, as
are all odds bets.
* To finish up,click over the "EndBets" gadget. A requester will pop up
asking you to enter a name for the strat. I suggest using a descriptive
name, such as "pasfield" which would indicate Pass Line and Field bets.
Click over "O'K" to exit the editor. Click over "Play" on the main
requester.
Part 2: Viewing A Strat
Las Vegas Craps offers a simple way to view an entire strat without
clicking through each bet on the Strat Editor.
* Pull down the "View" item from the "Strategy" menu and select it. A
requester will pop up asking to select an open strat. Click over the name
of the strat you've just created and click over "O'K".
A screen will display each bet from your strat in bet order. Click on
the "More" and "Prev" gadgets to flip ahead or back a page, since only 10
bets are shown on each. The screen shows all pertinent information about
the strat bets: the bet name, amount, type (A=All, C=Comeout, P=Pass),
OnPoint number, OnProb number (L=Low, H=High) and the OnCash amount.
* Click over "Return" to return to the table screen.
Part 3: Saving A Strat
To save a newly-created strat to disk:
* Pull down the "Save" item from the "Strategy" menu. When the
requester pops up, click over our new strat. Note: If you have "strat"
directories on both drive 0 and drive 1, you may select the appropriate drive
on which to save the strat. Click over "O'K" to save the strat to disk.
Remember that you may save only resident strats.
Part 4: Opening A Strat from Disk
* To open a strat, pull down the "Open" item from the "Strategy" menu.
A disk requester will open showing the available strats on the direc-
tory listed under "drawer". If you have a strats directory on disks in both
drives, select the appropriate drive gadget. Pull the slider up or down to
reveal more strats than can fit on the requester. Remember that only four
strats may be open at any one time.
Part 5: Closing A Strat
* To close a resident, or open strat, simply pull down the "Close" item
from the "Strategy" menu. Once the file requester opens, simply click over
the strat name you wish to close. Click over "O'K" to remove it from
memory. Warning: Once a strat is closed, you cannot retrieve it. Make
sure you first save a strat if you plan to use it later.
Part 6: Deleting A Strat from Disk
* To delete a strat from your "strats" directory pull down the "Delete"
item from the "Strategy" menu. When the disk requester pops up, select the
strat you wish to delete and click over "O'K". Warning: Once a strat has
been deleted from disk, it may no longer be retrieved.
Part 7: Auto-Playing Strats
Auto Play is available in two modes: On Gfx and No Gfx. If you wish
to view the roll of the dice and the stick moving your money around, use
the "On Gfx" menu item of the "Roll" item. This mode is useful when
wishing to see the details of each individual roll or if you want to see if
the strat is behaving as planned. The penalty here is speed. Use the "No
Gfx" mode to inhibit dice rolls and stick movements. This mode offers
extremely high speed but makes it difficult to view the results of individual
rolls.
To use the Auto Play function, you must first see that at least one
strat is resident (or "open"). See the "Create" and "Open" explanations
above. If at least one strat is open, the main game requester will then
open. At this time, you may alter any of the game parameters such as
stakes, MinBet, Free Odds, etc, (or you may use the parameters you inputted
when entering the program). The Players' names fields will hold the strats'
names in the order in which they were opened.
* In summary, to auto play a strat(s), pull down the "Roll" item from
the "Strategy" menu and select either "No Gfx" or "On Gfx". When the main
game requester opens, make alterations, if any. Click over "Play". When
the "rolls" requester opens, enter the number of rolls which you wish
executed (1-9999). Click on "O'K" to start. You may abort during the Auto
Play by clicking the right mouse button, but the game will take you to the
main requester without allowing you to see the results of the game.
Part 8: Strategy Restrictions & Hints
The maximum number of Auto Rolls is 9999.
The maximum number of resident (or "open") strats is 4.
The maximum number of strats which may be saved onto disk is limited
to your disk space. It is recommended that you store your strats on a
"copy" of Las Vegas Craps, and write-protect your original disk. You may
also wish to have a separate disk exclusively for strats. To make a "strats"
disk, first format a disk (See your Amiga operating manual for instructions
on disk formatting.) Then, with a Workbench disk in drive 0 and your
strats disk in drive 1 (and an open CLI), type (at the CLI prompt) 'makedir
df1:strats'. This will create a "strats" directory on your new disk. After
the game is fully loaded, you may remove your program disk and replace it
with your "strats" disk. A few strats have been included with your program
disk.
As mentioned previously, you may not place a $ bet on an odds bet.
They will always be placed at the maximum allowable bet (based on the free
odds multiple). You may wish to avoid selecting a high multiple (max is 10
times) during strat Auto-Play, as the odds bets may be higher than you
would like.
Bets not available with strats:
Horn Bet...To get around this, simply have a separate bet for the 2, 3, 11
and 12.
C&E Bet...To get around this, simply have a separate bet for the 11 and Any
Craps.
Buy Bet...Sorry, it can't be done.
Rules of Play
This section attempts to only present a very simplified version of
the rules of casino craps. There are some very good books available on the
game which go into much greater detail; these should be available from your
local library, often within books written about casino games in general.
Nonetheless, this section should be suitable enough to get most beginners
started.
It must be emphasized here that not all tables subscribe to exactly
the same rules or subtleties of craps. Versions of the game vary from state
to state, city to city, casino to casino, and even table to table within a
casino. Still, the basics of the game are fairly general, and typically, the
only variances usually relate to small differences in odds, or subtleties in
which bets are paid. Be forewarned: Learn the rules of a table before
laying bets down. The responsibility for learning the rules of any casino
game ultimately lies with the player, and in no way should Las Vegas Craps
be used as your only reference to the game of Craps.
The Environment
Craps is typically played on a large table which can accomodate up to
20 or so players. Four casino employees usually man the table: The
stickman stands near the bottom of the table (on the Las Vegas Craps
screen), the boxman usually sits opposite him on the other side of the table,
and the two dealers usually to either side of the stickman (to handle
individual players' bets). The stickman usually handles the dice and passes
them on to the appropriate players. The boxman is what you might call the
"banker"; he guards the chips and makes change, and he also supervises the
actions of the dealers. The dealers handle the individual bets on the table.
New Game
At the beginning of a new game, the stickman will offer the dice to
the player to the left of the boxman. This player is the designated
"shooter". The shooter must place either a Pass Line bet or a Don't Pass
Line bet (this restriction does not apply in Las Vegas Craps). That player
may also choose to pass the roll to the next player (again, non-applicable to
this game). Before the shooter rolls the dice, all bettors at the table may
place their bets. The first roll of the shoot is called the COMEOUT roll.
All players who've placed bets on the Pass Line are called "right" bettors,
and players who've placed bets on the Don't Pass Line are called "wrong"
bettors.
The COMEOUT ROLL
After all players have placed their initial bets, the shooter rolls
the dice. The combination of the numbers rolled determines the first number.
On the COMEOUT, Pass Line bettors win if the number is 7 or 11 (natural);
they lose if the number is 2, 3, or 12 (craps). Alternatively, Don't Pass
Line bettors win if the numbers 2 or 3 are rolled on the COMEOUT and lose
on 7 or 11 (12 is a "tie" and their bet will be returned to them). When
either 7,11,2,3 or 12 are rolled on the COMEOUT, the status for the next
roll will again be COMEOUT, as the shoot will begin again (and the same
shooter will roll the dice).
The Point
When a number other than 7,11,2,3 or 12 is rolled on the COMEOUT,
that number will become the Point (can be either a 4,5,6,8,9 or 10). At this
point, the COMEOUT roll ends. The shoot continues until the shooter rolls
either the Point number (and we have a new COMEOUT roll with the same
shooter) or a 7 (and the roll passes to the next player to his left). (This
status is known as PASS in our game.) If the shooter eventually throws the
Point number before rolling a 7, he will make his "point" and all Pass Line
bettors will win their bet and Don't Pass bettors will lose. If the shooter
rolls a 7 first, the Pass Line bettors will lose and the Don't Pass Line
bettors will win (this is known as the shooter "seven'ing out", and is
typically a sour note to most of the players...except those betting the
"Don'ts").
The sequence of play written up to this point denotes the basic play
of the game, and many bettors seem to never learn the rules past this stage
(though just betting on the Pass or Don't Pass constitute fairly good bets).
The bets mentioned in the following sections are typically variations of the
previous bets or one-shot (determined by the next roll) bets.
To sum up: COMEOUT Roll:
Pass Line wins on 7 or 11 and loses on 2,3, or 12.
Don't Pass Line wins on 2 or 3 and loses on 7 or 11 (12 is a tie).
After the Point is established (PASS):
Pass Line wins if the Point is rolled before a 7 and loses if the 7
is rolled first.
Don't Pass Line wins if the 7 is rolled before the Point and loses if
the Point is rolled first.
Restrictions:
Both bets can only be made before the COMEOUT roll.
Understanding the Odds
Understanding how the odds for the numbers being rolled is tantamount
to playing this game intelligently, as the best bet to place on the craps
table is an odds bet. Briefly, the number 7 has the statistically greater
chances of being rolled over any other number because of the high number
of combinations of the dice which will add to produce a 7; i.e. 6 and 1, 1
and 6, 5 and 2, 2 and 5, 3 and 4, 4 and 3, or 6 possible combinations.
Similarly, a 4 can only be rolled with 3 possible combinations of the dice;
i.e. 3 and 1, 1 and 3, 2 and 2, 2 and 2. It should follow, then, that the 7
should come up (probability-wise) twice as many times as should the 4. The
correct odds, then, should be 6 to 3, or 2 to 1. You should figure these out
on your own, but the breakdown is:
2 and 12: 6 to 1.
11 and 3: 3 to 1.
4 and 10: 2 to 1.
5 and 9 : 3 to 2.
6 and 8 : 6 to 5.
And these are the odds which the casino will pay when these Point
numbers are thrown...but not on the Pass Line.
As previously noted, 2,3,7,11 or 12 can never be the Point, so we
need only concern ourselves with the 4,10,5,9,6 or 8.
Placing an Odds Bet
As soon as a Point becomes established , Pass Line and Don't
Pass Line bettors may place an odds bet, clearly the best bet on the craps
table, as it pays at the natural odds of the Point number. As far as I know,
this is the only casino bet which doesn't have a built-in edge for the house
(with the exception of talented card-counting Blackjack players). The Pass
Line and Don't Pass Line bets always pay at even odds, so the house will
always have an established 1.4% edge on these bets, but the Odds bets pay
the natural odds. Therefore, a $2 Odds bet on the Point of 4 would pay the
bettor $4 (or 2 to 1).
Casinos, being in the business of making money, would rather not make
this the most obvious bet on the table. This is why the bet usually isn't
even specified anywhere on the craps table. Typically, for the Pass Line
Odds bet, the bet is usually located in the blank area directly behind the
Pass Line Bet. On the Don't Pass, the bet is usually located on the area
just to the side of it (on Las Vegas Craps, the Don't Pass Odds is located
on the left-center and right-center sides of the table). Logic would
dictate that the casinos would regulate the maximum odds bet which a player
could make. Obviously, if a house allowed a player to place a $1 bet on the
Pass Line and then a $100 bet on the Odds bet behind it, the casino
wouldn't stay profitable for any long period of time. Therefore, most
casinos do limit the amount of this bet, and it's usually related to the
amount of the bet on the Pass or Don't Pass Line (the Free Odds multiple).
Single odds dictate that the odds bet can never be more than the Pass Line
or Don't Pass Line bets (though most houses will make certain accomodations,
such as allowing a player to exceed the Pass Line bet so as to receive full
odds payments on the Odds bet); i.e. If you bet $2 on the Pass Line and the 6
becomes the established Point (which pays at 6 to 5), most houses will allow
you to bet up to $5 on the Odds bet in order to glean the advantage of
receiving the natural odds (a payoff of $6). Double odds allows you to bet
up to twice the Pass Line bet. To sum up:
Pass Line Odds wins if the Point number comes up before the 7 and
pays at the natural odds of the Point number.
Don't Pass Odds wins if the 7 appears before the Point and pays at
the reciprocal of the natural odds of the number.
Restrictions:
A Pass Line bet must have been placed before a Pass Line Odds bet
can be made, and its amount is limited by the Free Odds multiple allowed.
A Don't Pass Line bet must have been placed before a Don't Pass Odds
bet can be made, and it is also limited by the Free Odds multiple.
Other factors:
These bets can be made at any time as long as their respective Pass
or Don't Pass bets are in force.
The bets can be removed by the players at any time. (The casino
would be more than happy to see you do this.)
One final note: Intelligent strategy dictates that you place your
largest bets on the Odds relative to other bets on the table, as they offer
you a 50-50 chance against the casino.
A Note on "Wrong" Betting
By "wrong" betting, I do mean the "Don't Pass" and "Don't Pass Odds"
bets. As previously mentioned, a "wrong" bettor is one who bets against the
shooter and with the house (except on the COMEOUT roll when the 12 is
rolled, which is a "tie" with the house). On a Point of 5, "right" bettors
would bet $2 to win $3 (3 to 2 odds), but wrong bettors would bet $3 to win
$2. This is known as "laying" the odds. The same allowances for "wrong"
as well as "right" bettors are provided in order for bettors to take
advantage of the full odds available on a number. It is always to the
bettor's advantage to place the maximum odds bet allowable, but calculat-
ing this amount can be a bit complex (especially for "wrong" bettors).
Though Las Vegas Craps calculates this amount for you, it is advised that
players attempt to calculate it on their own if they plan to play on a real
table (players around a craps table must think quickly on their feet).
Come and Don't Come Bets
The "come" bets are merely sub-bets of the main shoot. These bets
allow a player to place Pass and Don't pass, and Pass Odds and Don't Pass
Odds bets after the Point has been established. In other words, after the
Point has been established, a player may place a Come or Don't Come bet as
if it were a new COMEOUT roll. Example:
At the COMEOUT, you place a PASS LINE bet. A 6 is thrown on the
next roll. The Point is now 6. You now place a COME bet. The next roll
is a 5. The dealer will move your COME bet directly below the 5 PLACE
bet near the top of the table. At this point, you may make an ODDS bet
behind this bet (in the box below it). Had a 7 or 11 been rolled after the
COME bet, you would have won the bet at even odds. Had a craps number
been rolled, you would have lost the bet. But since a number other than
these came up, that number became your "Point" for the COME bet. You
may continue to make more COME bets as the shoot continues, but
remember that all of your COME and COME ODDS bets will be lost at the
toss of a 7 (or won when any of your "Points" come up).
Alternatively, the DON'T COME and DON'T COME ODDS work exactly like
DON'T PASS and DON'T PASS ODDS bets, allowing you to make the bets during the
"shoot". Unlike the COME and COME ODDS bets, DON'T COME bets win on a 2 or 3
(12 is a tie) and lose on a 7 or 11 ...on the next roll. If a DON'T COME
"Point" is rolled, the bet gets moved to the box above the "PLACE" bet number
and DON'T COME ODDS bets may be placed in the box above it. If a 7 is
ultimately rolled before any of the DON'T COME points,the bettor will win all
of his DON'T COME and DON'T COME ODDS bets. If one of the DON'T COME points
is rolled before the 7, the DON'T COME and DON'T COME ODDS bet on that point
will be lost.
To summarize:
On the roll after placing a COME or DON'T COME bet:
COME bettors win on a 7 or 11 and lose on a 2, 3, or 12.
DON'T COME bettors win on a 2 or 3 (12 is a tie) and lose on a 7 or
11.
If a POINT number is thrown on the roll after placing a COME or
DON'T COME:
COME bets move to the box under the "PLACE" number thrown on that
roll. COME bettors may then back up that bet with a COME ODDS bet.
DON'T COME bets, upon the roll of a "point" number will move to the
box directly above the "PLACE" number on the table. That bet can then be
backed up with a DON'T COME ODDS bet in the box directly above it.
Restrictions:
COME and DON'T COME bets may not be made on the COMEOUT roll.
A game Point must have already been established.
COME ODDS or DON'T COME ODDS bets can only be made after a
COME or DON'T COME bet has been established on a point number.
Place Bets
PLACE bets can be made at any time during the game by any player.
A PLACE bet on a number wins if that number is rolled before a 7 and loses
if the 7 is rolled before the number. The odds payed are slightly worse
than the natural odds of those numbers being rolled (ODDS bets are
preferable to PLACE bets).
Buy Bets
A BUY bet is nothing more than a PLACE bet which pays the exact
natural odds of the number bet upon. But, for the privilege of placing a
BUY bet, the player must pay a 5% fee. In Las Vegas Craps the minimum
fee is $1 and always rounds up to the next highest $.
Big 6 and Big 8
BIG 6 and BIG 8 are nothing more than PLACE bets on the 6 and 8,
respectively, except the payoff is at even odds. Need I say more?
Hard Ways
HARD WAYS bets win when that number comes up: Before the 7 is
rolled; and before the "soft" combination of the dice for that number is
rolled; i.e. A HARD 4 wins when the 2 and the 2 are rolled and loses when
the 3 and 1 or 1 and 3 are rolled. The HARD 10 wins when the 5 and 5 are
rolled and loses when the 7 and 3, etc. are rolled. These bets also lose if
the 7 is rolled.
One-Shot Bets
The following bets are determined by the next roll of the dice:
FIELD wins on 2,3,4,9,10,11,12. The bet pays even odds except for 2
and 12, which sometimes pay double or triple (triple in Las Vegas Craps).
ANY CRAPS wins on a 2,3, or 12 and loses on all other numbers.
ANY SEVEN or "SEVEN" wins when the next number rolled is a 7 and
loses when any other number is rolled.
The '2','3','11' or '12' bets win when these numbers are rolled,
respectively, and lose when any other number is rolled.
The C&E (or Craps & Eleven) is a dual bet of ANY CRAPS and '11'.
The HORN bet is a combo bet of the '2','3','11' and '12' Bets.