Craps Pointers
Pickup Craps – Pointers and Plans: The History of Craps Be brilliant, play clever, and master craps the correct way! Games that use dice and the dice themselves date all the way back to the Crusades, but modern craps is approximately a century old. Pickup Craps – Pointers and Schemes: Do Not Give Up December 7th, 2020 at 12:25 Be clever, bet cunning, and become versed in how to bet on craps the proper way! Pickup Craps – Pointers and Techniques: Do Not Throw in the Towel Nov 14. Be intelligent, gamble cunning, and learn how to play craps the correct way! Online Casino Project - Craps Pointers - Craps CPR is a betting strategy incorporating the use of Collecting winnings, pressing bets and regressing bets at the online craps table. The Sevens to Rolls Ratio. There are 36 combinations that can be made from of a pair of dice and six ways to attain a seven. This means that, with a random roll, the mathematical probability of a seven appearing will be once in every six rolls, which is a 'Sevens to Rolls Ratio (SRR)' of 6.
As long as one can pick out the craps table, have sufficient chips at hand to place a bet and roll a pair of plastic dotted cubes across the table without taking anyone’s eye out, one thus knows how to play craps. However, the rub lies in knowing how to win at craps as most times; eager players tend to enjoy the roll without having first a craps strategy in mind.
Essential homework needs to be carried out to achieve some understanding of what the game entails. Although it certainly sounds simple enough as a pair of dice is cast to spell the fate of players and their bets on the table, there is plenty for further consideration.
The game of craps is dependent on the roll of a set of dice. The dice are thrown by a shooter on a craps table, and it depends on the sum of both dice, which few things can happen: the shooter can lose the game; the shooter can win the game, or the shooter can neither lose nor win, and the game continues.
Craps all use specific rules and odds; therefore, a craps strategy is necessary if you want to play and win. Keep in mind that craps are played with two dice and that the sum of the dice is the number that counts. All of those combined numbers has their odds, based on some possible combinations which can make up that number.
Payment in craps is based on odds
The easier to roll a combined number with the pair of dice, the smaller the payout (for example, 6, which can be, combined in quite a few combinations); the difficult to roll a combined number the bigger the payout (for example 2 which can only be combined by having the numbers 1 and 1 on each dice). Playing craps, therefore, means you should know how to play the game, what the odds are and which strategy you are going to employ.
Let’s try this craps strategy:
A new shooter is going to make the come out roll. You place a bet on the pass line, and if the shooter possibly rolls a 7 or 11, you win the amount of your bet. You place another bet, again on the pass line, and the shooter makes his second come out roll. If the shooter rolls a 3, you will lose your bet as the player “craps out.”
You place another bet on the pass line, and the shooter can make a come out roll (shooters continue rolling until they seven out after making a point). If a four is rolled, – a place number or “point” – you can now take odds bet via placing your bet directly behind the pass line to show you are betting on the odds.
The shooter will continue to roll the dice until he rolls a 4. You will then win your original bet on the pass line as well as your odds bet which pays out 2 to 1.
However, if the shooter rolls a seven before the point number especially number 4 in this case, you will lose both bets. This is the best strategy to follow. Once you have won your bets back, start from the beginning.
You place your bet on the pass line, bet on odds if a point is rolled and wait for either a 7 or a point to be rolled. You do not have to confuse yourself with any other complicated strategies to bet on and play scraps.
By using the craps strategy as described above, you are playing wisely and conservatively. This way you will have tipped the odds little more towards your favor and less to the house.
Since this game does not entail cards, there is, therefore, no need to count cards in hopes of ascertaining what is left in the deck and predicting possible hands of the dealer. Akin to its sister sport of spinning a wooden wheel and watching where the little white ball lands, this game is pretty much left to chance.
As gambling is essentially a game of chance, this epitomizes the spirit of the sport to a tee. With such bleak prognosis, one may ask as to the purpose of indulging in how to play craps if there are no possible means of securing a chance for victory. As much of the outcome is reliant on which side of the dice faces upward, one may as well pack his bags and call it a day as the chance of an ideal conclusion is one in six.
Since these dastardly dice travel in pairs, the chances are obviously of diminishing capacity. Whatever theorems one may apply to determining winning pairs, there are surely better things one can do with his gray matter to avoid headaches as well as wallets of equally diminishing capacity.
The following is a glossary of terms used in the dice game craps. Besides the terms listed here, there are many common and uncommon craps slang terms.[1][2][3]
A[edit]
- ace deuce
- A roll of 3
B[edit]
- Big Red
- The number 7 or a bet for any 7 to appear
- bones
- A slang term for the dice
- box numbers
- The place numbers (4,5,6,8,9,10)
- boxcars
- A roll of or bet on 12
C[edit]
- center field
- Nine, often called Center Field Nine
- change only
- when a player buys into a game specifically with cash, the 'only' means no bets are being placed at the time of the buy in. Can also be used when a player colours in. (Dealers will say this out loud so that a player can't take a shot and say he wanted a bet on X.)
- Cheque change
- Breaking down a chip into smaller denomination chips.
- colour up
- The process of changing denominations of chips to larger denominations
- cold dice
- also known as a cold table; an expression used when players are not hitting the established point and sevening out
- come out
- 1. The initial roll of the shooter
- 2. To roll the dice when no point has been established[4]
- crap out
- To roll a 2, 3, or 12 on the come out roll. A player betting on the Pass line or Come loses on crap out, but the roll does not lose when a point is established. Don't Pass and Don't Come wins if a 2 or 3 craps is rolled on come out, but ties (pushes) if a 12 is rolled on come out. The shooter may continue rolling after crapping out.
- craps
- the numbers 2, 3, and/or 12
D[edit]
- double pitch
- In dice control, when the dice stay on axis which rarely occurs (less than 5% of the rolls), but one turns two faces more than the other. If players set the dice with the same face, such as a hard ways or 3V set, the roll may likely result in a seven.
- down
- To remove or reduce a bet, players often say 'take it down'
E[edit]
- easy way
- Rolling an even number with any combination other than doubles. Applies to 4, 6, 8, and 10 only.
- even money
- Any bet that pays out at 1:1.
F[edit]
- fever five
- A roll of 5, also called five fever
- free odds
- Simply known as odds, is the odds which can be taken or laid behind the Pass/Come or Don't Pass/Don't Come. These are paid at true odds.
- flea
- A player who bets at or near table minimum, normally for extended periods of time; very annoying.
G[edit]
- garden
- Slang for the field bet
- George
- A good tipper
H[edit]
- hard way
- Rolling a 4, 6, 8, 10 with a pair of the same number
- hi-lo
- a single roll bet for 2 or 12
- hi-lo-yo
- a single roll bet for 2, 11, or 12
- high
- A bet on or roll of 12, also see boxcars
- hop
- A single roll bet for a specific combination of dice to come out. Pays 15:1 for easy ways and 30:1 for hard ways
- horn
- A divided bet on the 2, 3, 11, 12
- horn high
- A horn bet with addition units going to a specific number. For example 'horn high ace deuce' would generally mean a 5 unit bet with 2 units going on the 3.
- hot dice
- also known as a hot table; an expression used when players are hitting the established points or rolling for long durations without seven outs
I[edit]
- inside numbers
- betting on the 5, 6, 8, 9
L[edit]
- lay
- To bet on a seven to come before a specific point number. Lays are paid at true odds with commission taken.
- lay odds
- To give odds behind a Don't Pass or Don't Come. Betting against the shooter
- Little Joe
- Point 4
- low
- a single roll bet for a 2
M[edit]
- mechanic
- A shooter who allegedly implements dice control
N[edit]
- natural
- Rolling a 7 or 11 on the come out roll
- Nina
- Rolling or betting on a 9
O[edit]
- Off
- 1. The come out roll; when no point has been established
- 2. To have a bet on the table but not in play. The bet can not be won from or lost when it is Off.
- On
- 1. When a point has been established
- 2. A bet that is in play (working).
- outside numbers
- betting on the 4, 5, 9, 10
P[edit]
- parley
- To parley a bet is to take all the winnings from the previous bet (or up to maximum allowed for bet if winnings exceed maximum) and add it to the next bet.
- press
- To double a bet, players generally say 'press it' when doubling a bet, players can also press an additional one or more units and can increase the bet less than the original bet by saying 'press X units'
- push
- a tie
S[edit]
- same bet
- To keep the previous winning bet as is. If a player says same bet it does not mean to double the bet, that is referred to as 'pressing it'
- seven out
- A roll of 7 when the point is On. All bets on Pass, Pass Odds, Come, Come Odds, Place bets, Buy bets, hard ways and any single roll bets not for a seven loses. All bets on Don't Pass, Don't Pass Odds, Don't Come, Don't Come Odds, Lay bets and any single roll bets for a seven wins.
- snake eyes
- A roll of 2
- stroker
- A player who makes bets overly complicated and/or gives dealers unnecessary additional work
T[edit]
- take odds
- To bet odds behind a Pass or Come. Betting with the shooter[5]
- take down
- See down
- true odds
- The real odds for payout where house edge is 0%
W[edit]
- working
- A bet which is in play and can be won or lost.
- whirl
- A five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet. The combine odds are 26:5 on the 2, 12, 11:5 on the 3, 11, and a push on the 7.
- world
- See whirl
- wrong way bettor
- When a person is betting against the shooter on the Don't Pass Line.
Y[edit]
- yo
- A roll or bet on 11 (6-5, 5-6), short for Yo-leven
References[edit]
- ^'Craps Lingo'. readybetgo.com. Retrieved 2016-03-03.
- ^'Craps Etiquette and Lingo Casino Gambling Game Rules and Strategy Guide'. VegasTripping.com. Retrieved 2016-03-03.
- ^Jack Botermans (2008). The Book of Games: Strategy, Tactics & History. Sterling. pp. 545–. ISBN978-1-4027-4221-7.
- ^Craps A Smart Shooters Guide. Cardoza Publishing. pp. 24–. ISBN978-1-58042-576-6.
- ^R. D. Ellison (2001). Gamble to Win: Craps. Lyle Stuart, Kensington Publishing Corporation. pp. 42–. ISBN978-0-8184-0621-8.