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How to Deal Craps

The first roll is a "come-out". On any come-out roll, the marker has the "off" side showing and is placed in the "don't pass" box. Players are allowed to place any bets. Once bets are placed, the shooter rolls.

2: Craps. Collect PASS and COME bets, pay DON'T PASS and DON'T COME, pay the FIELD double, collect all CENTER bets (except HARDWAY) but pay "2" at 30-1 and pay "any craps" at 8-1.

3: Craps. Collect PASS and COME bets, pay DON'T PASS and DON'T COME, pay the FIELD, collect all CENTER bets (except HARDWAY) except pay "3" at 15-1 and pay "any craps" at 8-1.

4: Point. Mark the point as "4" with the "on" side showing. Pay come line bets on "4" and pay place bets on "4" at 9-5. Move COME and DON'T COME bets to the come line at "4". Pay the FIELD and collect all CENTER bets (except HARDWAY). If doubles, pay "4" the HARDWAY at 8-1, else collect that bet.

5: Point. Mark the point. Pay come line bets on "5" and pay place bets on "5" at 7-5. Move COME and DON'T COME bets to the come line at "5". Collect from the FIELD and all CENTER bets (except HARDWAY).

6: Point. Mark the point. Pay come line bets on "6" and pay place bets on "6" at 6-5. Move COME and DON'T COME bets to the come line at "6". Pay BIG 6, collect from the FIELD and all CENTER bets (except HARDWAY). If doubles, pay "6" the HARDWAY at 10-1, else collect that bet.

7: Winner. Pay PASS and COME; collect DON'T PASS and DON'T COME. Collect the entire come line, all FIELD bets, BIG 6 and BIG 8, all HARDWAY bets and all CENTER bets except "any 7" pays 5-1. Note that this roll will clear the table of all bets.

8: Point. Mark the point. Pay come line bets on "8" and pay place bets on "8" at 6-5. Move COME and DON'T COME bets to the come line at "8". Pay BIG 8, collect from the FIELD and all CENTER bets (except HARDWAY). If doubles, pay "8" the HARDWAY at 10-1, else collect that bet.

9: Point. Mark the point. Pay come line bets on "9" and pay place bets on "9" at 7-5. Move COME and DON'T COME bets to the come line at "9". Pay the FIELD and collect all CENTER bets (except HARDWAY).

10: Point. Mark the point. Pay come line bets on "10" and pay place bets on "10" at 9-5. Move COME and DON'T COME bets to the come line at "10". Pay the FIELD and collect all CENTER bets (except HARDWAY). If doubles, pay "10" the HARDWAY at 8-1, else collect that bet.

11: Winner. Pay PASS and COME; collect DON'T PASS and DON'T COME. Pay the FIELD, collect all CENTER bets (except HARDWAY) except pay "11" at 15-1 and pay "any craps" at 8-1.

12: Craps (barred). Collect PASS and COME bets, push DONT PASS and DO~'T COME, pay the FIELD double, collect all CENTER bets (except HARDWAY) except pay "12" at 30-1 and "any craps" at 8-1.

If the shooter has rolled 2, 3, 7, 11, or 12, their next roll is another come-out. If the shooter has rolled another number, it is their point and they continue to roll to try and make that number.

7: Loser. Like "7" above, except pay DON'T PASS and collect PASS. Pass the dice to the next player. Move the marker to OFF in the "don't come" box.

Point: Winner. Like the same number in above list, except pay PASS and collect DON'T PASS. Shooter retains dice and next roll is a come-out.

If the shooter does not roll a 7 or their point, use the previous list, but do not mark a new point.