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Betting Online

Casino Craps Betting

There are four basic wagers known as 'line bets' marked on the layout: PASS, DON'T PASS, COME and DON'T COME (the DON'T bets are for wrong bettors). The shooter's initial throw is called a 'come out roll'. Players bet on the PASS or DON'T PASS lines. If the shooter throws a seven (statistically the most likely roll) or 11 on the come out roll, PASS bettors win at even odds and DON'T PASS bettors lose. If the shooter throws a two or three, DON'T PASS wins and PASS loses. If a 12 is tossed, PASS bettors lose and it is a 'push' or a tie for DON'T PASS bettors. Rolling a two, three or 12 is known as 'crapping out'. If any other number is thrown (four, five, six, eight, nine, and ten) that becomes the 'point'.

Once a point is established, the shooter keeps rolling, attempting to repeat the point before rolling a seven (known as 'sevening out'). Other numbers tossed don't count in this context. PASS and DON'T PASS bets ride until the 'point' is hit or the shooter 'sevens out'. If the shooter hits the 'point', PASS bettors win and DON'T PASS bettors lose. If the shooter tosses a seven. DON'T PASS bettors win, PASS bettors lose and the shooter relinquishes control of the dice. The shortest roll a shooter can have is two throws, by hitting a point on the come out roll followed by a seven (here, wrong bettors rake in the chips). But if he or she avoids 'sevening out', the shooter can roll forever, and right bettors can rack up big bucks. Every time the 'point' is hit, the game is reset and the next throw is a fresh 'come out roll', although all the side bets such as 'COME' bets remain in action.

COME and DON'T COME bets represent an optional second layer of betting that runs concurrently. They are similar to PASS and DON'T PASS bets, with exactly the same set of outcomes, an intermediate win, lose or 'push' or the establishment of a 'point', but can only be made on throws subsequent to the 'come out roll'. For instance, the shooter establishes a point of four, on the next roll you make a COME bet. (If you want to you can enter the game with a COME/DON'T COME bet at any time during a hand without having previously made a PASS or DON'T PASS bet.) The next roll is nine, so nine becomes your 'point'. Should that throw have yielded a seven or 11, you would have won immediately, and the DON'T COME bets would have lost. If the throw yielded a two, three or 12, your COME bet would have lost. If a shooter hits his number, the COME bets ride, awaiting a seven or a repeat of the come 'point'.

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