Craps is a game played with two dice. One player — the shooter — rolls the dice, and everyone at the table bets on the outcome of the rolls. Some bets are settled by a single roll, others by a series of rolls until a given number or a seven appears. All bets are against the house.
A roll of 3-4: total 7.
Table, dice and crew
Two dice; the result is the total, from 2 to 12. The shooter throws the dice with one hand so they hit the far wall of the table.
The layout is the same at both ends: Pass Line, Don't Pass Bar, Come, Don't Come, Field, the place-number boxes 4, 5, 6, 8, 9, 10, and Big 6/Big 8. The proposition bets and the hardways are in the centre.
The stickman runs the game, passes the dice to the shooter and handles the centre bets; the base dealers on each side take and pay the other bets; the boxman supervises the table.
The puck shows the phase of the game: OFF — a come-out roll is next; ON on a number — that number is the point.
Total
Dice combinations
Name
2
1-1
craps (aces, snake eyes)
3
1-2
craps (ace-deuce)
4
1-3, 2-2
point number; 2-2 is the hard 4
5
1-4, 2-3
point number
6
1-5, 2-4, 3-3
point number; 3-3 is the hard 6
7
1-6, 2-5, 3-4
seven
8
2-6, 3-5, 4-4
point number; 4-4 is the hard 8
9
3-6, 4-5
point number
10
4-6, 5-5
point number; 5-5 is the hard 10
11
5-6
yo (eleven)
12
6-6
craps (boxcars)
The game: come-out roll and point
Come-out roll. Before it players bet on the Pass Line or Don't Pass. The puck is OFF.
If the come-out is 7 or 11 (a natural), the Pass Line wins and Don't Pass loses. The next roll is again a come-out.
If the come-out is 2, 3 or 12 (craps), the Pass Line loses. Don't Pass wins on 2 and 3 and pushes on 12 (bar 12). The next roll is again a come-out.
If the come-out is 4, 5, 6, 8, 9 or 10, that number becomes the point. The dealer moves the puck onto it, ON side up.
The shooter then keeps rolling until the point or a 7 appears. Point before seven — the Pass Line wins and Don't Pass loses. Seven before the point (seven-out) — the Pass Line loses, Don't Pass wins, and the dice pass to the next shooter.
Other numbers during the point do not settle the line bets but may settle other bets on the table.
Line bets and Come bets
Pass Line — pays 1 to 1. Once a point is established the Pass Line bet cannot be taken down.
Don't Pass — pays 1 to 1, the reverse of the Pass Line (12 on the come-out is a push).
Come — the same bet as the Pass Line, but made after a point is established. Its next roll acts as its own come-out: 7 or 11 wins, 2, 3 or 12 loses, and any number 4–10 becomes its own point — the dealer moves the chips onto that number. From then on the Come bet wins 1 to 1 if its number repeats before a seven, and loses on 7.
Don't Come — the reverse of Come: on its first roll 2 and 3 win, 12 pushes, 7 and 11 lose; once moved to a number it wins 1 to 1 on a 7 and loses if the number rolls.
Odds bets
Once a point is established a player may back a Pass Line or Come bet with an Odds bet (taking odds), placed behind the line; it wins or loses with the line bet but pays at true odds. Behind Don't Pass / Don't Come the player lays odds at the reverse payouts. The casino sets the maximum odds as a multiple of the line bet (for example 3-4-5x: 3x on 4 and 10, 4x on 5 and 9, 5x on 6 and 8).
Point
Pass / Come odds
Don't Pass / Don't Come odds
4, 10
2:1
1:2
5, 9
3:2
2:3
6, 8
6:5
5:6
Odds may be taken down or changed at any time. Come odds are off on the come-out roll by default unless the player asks otherwise.
Place, Big 6 / Big 8, Field, Hardways
Place — a bet on 4, 5, 6, 8, 9 or 10: wins if the number rolls before a seven, loses on 7. Payouts: 4 and 10 — 9 to 5, 5 and 9 — 7 to 5, 6 and 8 — 7 to 6. It may be taken down at any time and is normally off on the come-out. After a win the bet stays up.
Big 6 / Big 8 — a bet that 6 (or 8) rolls before a seven. Pays 1 to 1.
Field — a one-roll bet. Wins on 2, 3, 4, 9, 10, 11, 12; loses on 5, 6, 7, 8. Payouts: 3, 4, 9, 10, 11 — 1 to 1, 2 — 2 to 1, 12 — 3 to 1 (some casinos pay 2 to 1 on 12).
Hardways — a bet that 4, 6, 8 or 10 rolls as a pair (the hard way: 2-2, 3-3, 4-4, 5-5) before it rolls any other way (easy) or a seven. Payouts: hard 6 and hard 8 — 9 to 1, hard 4 and hard 10 — 7 to 1. Whether hardways work on the come-out depends on the casino.
One-roll proposition bets
Any 7 — the next roll is a 7. Pays 4 to 1.
Any Craps — the next roll is 2, 3 or 12. Pays 7 to 1.
2 (aces) or 12 (boxcars) — pays 30 to 1.
3 (ace-deuce) or 11 (yo) — pays 15 to 1.
Many casinos mark these bets "for 1" (for example "30 for 1" = 29 to 1, "15 for 1" = 14 to 1), meaning the payout includes the bet. The trainer uses the "to 1" payouts listed above. Other bets exist — Buy and Lay (paid at true odds with a 5% commission), Horn, Hop, C&E — but they are not part of the trainer.
Pay table
Pay tables vary between casinos; below is the one used in the trainer. Payouts are net winnings and the bet stays with the player. Trainer bets are multiples of the payout denominator (e.g. place 6 in multiples of 6), so payouts are always whole.
Bet
Payout
Pass Line, Come
1:1
Don't Pass, Don't Come
1:1
Pass/Come odds: 4 and 10 / 5 and 9 / 6 and 8
2:1 / 3:2 / 6:5
Don't odds: 4 and 10 / 5 and 9 / 6 and 8
1:2 / 2:3 / 5:6
Place 4 and 10
9:5
Place 5 and 9
7:5
Place 6 and 8
7:6
Big 6, Big 8
1:1
Field 3, 4, 9, 10, 11
1:1
Field 2
2:1
Field 12
3:1 (sometimes 2:1)
Hard 6, Hard 8
9:1
Hard 4, Hard 10
7:1
Any 7
4:1
Any Craps
7:1
2 or 12
30:1
3 or 11
15:1
Examples
Come-out roll, 11. Bets of 100 each: Pass Line +100, Field +100, yo (11) +1500; Don't Pass loses. Total payout 1700. The next roll is another come-out.Come-out roll, 2. Bets of 100 each: the Pass Line loses; Don't Pass +100, Any Craps +700, the 2 bet +3000, Field +200. Total payout 4000.Come-out roll, 6 — the point is 6. Line bets are unresolved and the puck goes ON at 6. A 100 Field bet loses (6 is not a field number).Point 6, roll of 3-3. Pass Line 100 +100, odds 100 +120 (6 to 5), hard 6 100 +900, place 8 120 unresolved. Total payout 1120. A new come-out roll follows.Point 6, a 7 rolls (seven-out). Pass Line, odds, place bets and hardways lose. Don't Pass 100 +100, lay odds 120 on 6 +100 (5 to 6), Any 7 100 +400. Total payout 600. The dice pass to the next shooter.Point 4, Come bet 100, a 9 rolls. The Come bet moves to 9 (its own point) with no payout yet. Place 9 100 +140, Field 100 +100. The Pass Line on 4 is unresolved. Total payout 240.
Rules and pay tables are checked against wizardofodds.com. Casinos may differ — see Variants and differences.
Variants and differences
Rule
Common version
Where it differs
Field on 12
3:1
2:1 in some casinos
Odds
3-4-5x
From 1x to 100x — by table rules
Buy / Lay commission
5%
Some casinos charge it with the bet, others only on the win
Big 6 and Big 8
1:1
Place 6 and 8 pay 7:6 — a better deal
Payout cheat sheet
Bet
Size
Pays
Win
Place 6 or 8
12
7:6
14
Place 5 or 9
10
7:5
14
Place 4 or 10
10
9:5
18
Odds on 6 or 8
10
6:5
12
Odds on 5 or 9
10
3:2
15
Odds on 4 or 10
10
2:1
20
Hard 6 or 8
5
9:1
45
Hard 4 or 10
5
7:1
35
Any 7
5
4:1
20
Any craps
5
7:1
35
2 or 12
5
30:1
150
3 or 11
5
15:1
75
Bet sizes are multiples of the payout's denominator (Place 6 in sixes, Place 5 in fives) so the win is a whole number.
Dealer glossary
Shooter
The player who throws the dice.
Come-out
The first roll of a round.
Point
A 4, 5, 6, 8, 9 or 10 on the come-out roll.
Pass Line
A bet with the shooter.
Don't Pass
A bet against the shooter.
Odds
An extra bet behind Pass or Come at true odds, with no house edge.
Hardway
A point rolled as a double: 2-2, 3-3, 4-4, 5-5.
Seven-out
A seven before the point — the round ends.
Stickman
The dealer with the stick who moves the dice and calls the rolls.
Test yourself
Three payout questions. Answer with the net win or the amount asked for, not including the bet itself.
In the Croupier Assistant trainer
Trainer modes for this game: what you calculate and how your answer is checked.