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Understanding
The Dice Chart
Craps, Jargon, Slang, Dialect,
Lingo
You know, all
the stuff dealers say and what it means.
CLICK
HERE

Craps is a game
where wagers are placed dependent on the outcome of the roll of two dice. Each
die has 6 sides marked with 1 through 6 dots to represent numbers. The face-up
values of both rolled dice add together to form one number. There are 36
possible combinations of the dice with numbers ranging from 2 to 12. The number
7 as it turns out, can be rolled more ways than any other number. Therefore it
should come as no surprise that the game in large part hinges on the number 7.
Take a moment to look at the table of dice combinations Notice how the
number 7 marks the center point of all the numbers, that it has the greatest
number of combinations, and that the further away a number is from 7, the fewer
combinations it has. Also notice how the table forms a symmetrical triangle with
each set of numbers on opposite sides of the 7 (such as the 6/8 or 3/11) having
equal numbers of combinations.
All the 36
possible combinations of 2 dice are organized in the table below:
#2
1-1
#3 1-2, 2-1
#4 1-3, 2-2, 3-1
#5 1-4, 2-3, 3-2, 4-1
#6 1-5, 2-4, 3-3, 4-2, 5-1
#7 1-6, 2-5, 3-4, 4-3, 5-2, 6-1
#8 2-6, 3-5, 4-4, 5-3, 6-2
#9 3-6, 4-5, 5-4, 6-3
#10 4-6, 5-5, 6-4
#11 5-6, 6-5
#12 6-6

Again, as you
can see, the number 7 plays a predominate roll.
2 & 12
each roll one way
3 & 11
each roll two ways
4 & 10
each roll three ways
5 & 9
each roll four ways
6 & 8
each roll five ways
7 rolls six
different ways
Any number of possible wagers can be devised using this table, and certainly no
craps layout could ever include them all. But by using the number 7 as the focal
point and by basing bets and payoffs versus the 7, the symmetry of the dice
combinations is put to use. Bets that do this are called the Pass Line, Don't
Pass, Come, and Don't Come bets. They are in essence the heart of the craps game
and among the best bets you can make in any casino since the house has only a
very small advantage on them. Place, Buy, and Lay bets as you'll see also hinge
on the 7 but give the house a larger advantage. There are some bets however,
which are not hinged on the 7. They are one-roll or proposition bets. They give
the house the largest advantage of all, and therefore are among the worst bets
you can make. But regardless of the bet type, the game is a simple matter of
comparing the number of possible winning and losing dice combinations. These are
called the odds.
For instance, let's devise a bet where the number 8 versus the number 7, such
that if an 8 is rolled the player wins, and if a 7 is rolled the player loses.
Any other roll we'll ignore. Looking at the dice combinations we see that there
are 5 possible ways to roll a winning 8, and 6 possible ways to roll a losing 7.
We call this the true odds and we say they're 5 to 6 (annotated as 5:6). Well
you wouldn't want to make a wager where you have more chances of losing than
winning would you? Not unless you're offered some higher payoff to compensate
you for your greater risk. In a true system we do this by paying you what the
odds are against winning - in this case that means paying you 6 to 5 (6 won for
every 5 bet). This keeps the system in balance. Thus, if we were to have a
perfect distribution of 36 rolls of the dice and we bet $5 on each roll, we
would win $6 on 5 of the rolls (total $30) and lose $5 on 6 of the rolls (total
$30).
But what are the chances of having a perfect distribution of rolls? In the short
run - very small. And therein lies the only reason our customers want to play craps
at all - the hope that the distribution of rolls is unbalanced and favors
their bets for the amount of time that they are playing. Note that time is the critical
element here. For as time and the number of rolls increases, the actual ratios
of numbers rolled will likely approach a perfect distribution.
Well, so what? In a true system your losses equal your wins, right? Right. But
you don't imagine that the house stays in business watching you break even do
you? The true system has been altered! The house takes a percentage or cut out
of every bet on the table using a variety of different methods. In some
instances you are simply paid odds that are less than true. For example, if you
make a straight wager on the number 8 (called a Place bet), instead of paying
true odds of 6 to 5 (or 1.2 to 1), the house pays adjusted odds of 7 to 6 (or
1.167 to 1), for a calculated 1.52% advantage. In other instances, the house
pays true odds but only after an up-front commission (called vig) has been paid.
For example, you may buy a bet for a 5% vig. In still other instances you must
first make what's called a flat bet that pays even-money before you may place
what's called an odds bet that pays true odds. Rest assured that the house has
figured their percentage into each bet one way or another.
The interesting thing however, is that the house percentage is not the same on
all bets It can range from less than 1% to over 16%. In some case, it can even
go over 33% - that's a whopping difference! Granted, you can win any bet, but
when you're bucking the higher percentages it's a lot tougher. So, if you're
going to stand any real chance of winning, it would behoove you to learn which
bets have the lowest percentages and how to play them. Read on! Come-Out Roll /
Establishing a Point

Every game
has to start somewhere.
With
craps it's the come-out roll!
Rolling the
dice generates series of numbers that may be thought of as having beginnings and
endings. A series
On the come-out
roll the dealer turns the marker puck to display OFF and usually places it to
the side of the table. The shooter then rolls the dice. If the number rolled is
a natural (2, 3, 7, 11, or 12) then a decision is reached immediately and
the next roll will be another come-out roll. On the other hand, if the number
rolled is a point number (4, 5, 6, 8, 9, or 10) then a point is said to be
established. The dealer marks the point by turning the marker buck over to
display ON and placing it on or next to the appropriately numbered point box -
this is known as the shooter's point.
Once the shooter's point has been established, the shooter continues rolling
until the point is rolled again or a 7 is rolled. That is to say the shooter
either passes or sevens-out. Another way of saying it is, the dice pass or the
dice don't pass. Rolling either one results in a decision and the next roll will
be another come-out roll. Don't get confused by the term "pass". When
the shooter passes, he does not pass the dice to the next player. He retains
control of them and continues his hand until he sevens-out. Once his hand is
ended, then the stickperson passes the dice clockwise to the next shooter. Note
that a shooter who is betting that the dice will not pass (as with a Don't Pass
bet) still retains and loses control of the dice in the same manner even though
his bets win on a seven-out and lose on a pass.
Through time-honored tradition, Place, Buy, and Come Odds bets are automatically
considered to be OFF during the come-out roll. In other words, they are out of
action and will not win or lose. Once a shooter's point is established, they are
considered to be back ON again. The reason for this is because the majority of
players bet the Pass Line where a come-out roll of 7 is a winner. But since 7 is
a loser on these other bets, they feel that turning them OFF de-conflicts them.
However, you can call any of them ON if you'd like, especially the odds since
they lower the house's advantage.

Here's an example of a sequence of rolls that shows come-out rolls and points
established:
Come out Roll
Game begins / Dealer announces "come-out roll"
4 Point
established / Dealer marks the 4 with the marker puck turned to display ON
11 No decision /
Shooter keeps rolling
6 No decision /
Shooter keeps rolling
12 No decision /
Shooter keeps rolling
4 Shooter passes
/ Pass Line wins / Don't Pass loses / Same shooter rolls / Next roll is a new
come-out roll
11 Natural /
Pass Line wins / Don't Pass loses / Same shooter rolls / Next roll is still a
come-out roll
3 Natural / Pass
Line loses / Don't Pass wins / Same shooter rolls / Next roll is still a
come-out roll
10 Point
established / Dealer marks the 10 with the marker buck turned to display ON
2 No decision /
Shooter keeps rolling
9 No decision / Shooter keeps rolling
7 Seven-out /
Pass Line loses / Don't Pass wins / Shooter's hand ends / Next roll is a new
shooter and come-out roll / Dealer turns the marker buck to display OFF

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