HOW TO PLAY

Crapless Craps - the line

  • Come out roll: 7 wins the Pass Line (pays even money). Every other total - 2, 3, 4, 5, 6, 8, 9, 10, 11, 12 - becomes the point. Nothing craps out, which is the whole idea; the trade is that 11 no longer pays on the come out.
  • Point cycle: repeat the point to win, roll a 7 to seven out.
  • The Pass Line is a contract bet - once the point is on it cannot come down.
  • There is no Don't Pass / Don't Come in Crapless.

Odds (TAKE ODDS behind the line, and behind each Come point)

Point2 / 123 / 114 / 105 / 96 / 8
Pays6 to 13 to 12 to 13 to 26 to 5

True odds, no house edge. Up to the machine's odds multiple (Settings, default 5×). Odds may be added or taken down at any time, and are off on a come-out roll unless you switch that on in Settings.

Place bets

Number2 / 123 / 114 / 105 / 96 / 8
Pays11 to 211 to 49 to 57 to 57 to 6

Win when the number rolls, lose on a 7, and stay up after a win. Place and Buy bets are off during a come-out roll (they can't lose to the come-out seven either).

Buy bets

Same number at true odds for a 5% commission taken when the bet is made. Better than placing on 2, 3, 11 and 12; worse on 6 and 8.

Come bets

Bet the COME box: a 7 on the next roll pays even money, any other number moves your chip to that box as a come point. Repeat it to get paid, seven out to lose it. Back it with odds by dropping a chip on the ODDS slot inside the box. Once a come bet travels to a number it is a contract bet and stays.

Field

One roll. 3, 4, 9, 10, 11 pay even money; 2 and 12 pay double.

Hard ways

Hard 4 and hard 10 pay 7 to 1; hard 6 and hard 8 pay 9 to 1. Win on the pair, lose on the easy version of that number or on any 7. The small number on each spot counts rolls since that hard way last showed.

One roll bets

Any Seven4 to 1Any Craps7 to 1
2 / 1230 to 13 / 1115 to 1
Hop (easy)15 to 1Hop (hard)30 to 1
C - Any Craps7 to 1E - Eleven15 to 1
C&E on a craps3 to 1C&E on the yo7 to 1

C&E splits your wager half on craps and half on eleven, so the net on the whole bet is 3 to 1 or 7 to 1. Losing one-roll bets come down; winners are paid and left up.

Standard craps - the don't side

Switch games in Settings. Standard craps drops the 2, 3, 11 and 12 boxes and opens up everything the wrong-way bettor needs.

  • Come out: 7 and 11 pay the line, 2, 3 and 12 crap out, 4, 5, 6, 8, 9 and 10 become the point.
  • DON'T PASS BAR 12: wins on the come-out 2 or 3, loses to the 7 or 11, and the 12 is barred - a push, so the bet stays and no money moves. After a point is set it wins on the seven out and loses if the point repeats. It can be taken down at any time, unlike the Pass Line.
  • DON'T COME: the same deal one number at a time. A flat Don't Come bet loses to a 7 or 11 on the very next roll - it only wants the seven after it has travelled to a number.
  • LAY ODDS behind either don't bet: you put up more to win less, at no house edge.
  • LAY a box number to bet it will not show before a seven, at true odds for a 5% commission on the win. Lays are never idled by a come-out roll - the seven they are waiting for is good news either way - so only SET BETS OFF stops them.
Number4 / 105 / 96 / 8
Lay pays1 to 22 to 35 to 6

The lay limit is set by what you may win, not what you put up, so at 5× a $10 don't bet on the 4 lets you lay $100 to win $50.

Big 6 and Big 8 are not on the felt. They pay even money for a bet the Place 6 and 8 make at 7 to 6, so no layout worth playing still offers them.

Lucky Roller

  • LOW ROLLS - roll 2, 3, 4, 5 and 6 before a seven. Pays 30 to 1 (31 for 1).
  • HIGH ROLLS - roll 8, 9, 10, 11 and 12 before a seven. Pays 30 to 1.
  • ROLL'EM ALL - all ten numbers before a seven. Pays 155 to 1.

Any 7 kills all three and resets the lamps. The bet can only be made when the lamps are clear, i.e. right after a seven.

Working the machine

  • Tap a rack chip to select it, then tap a spot to bet. Or drag a chip from the rack straight onto the felt.
  • Drag a bet from one spot to another to move it; drag it off the felt to take it down.
  • Right-click a spot to peel off one chip; shift + right-click takes the whole bet down.
  • SET BETS OFF turns your Place and Buy bets off without taking them down.
  • COME OUT WORKING is the dealer's "working" call: it keeps Place, Buy and Come odds in action through a come-out roll instead of the standard automatic off. Leave it dark to play it standard. Bets in action on a come-out carry a green ON lammer, bets out of action carry a black OFF one.
  • PRESS doubles up every Place / Buy / Hard way / Field bet that just won.
  • ACROSS covers every place number with the selected chip.
  • Keys: space roll · 1–9 pick a chip · u clear last · r repeat · d double · a across · p press · x clear all · o bets off/on · w come out working.

WIN CONDITION shows what every total would do to your money as it stands. For totals with more than one combination it assumes the easy way.

MACHINE SETUP

Clear the felt and finish the hand to change games.

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