Casino dice table

· 7 min read
Casino dice table

Learn the casino dice table layout, understand craps betting areas, and discover the functions of the boxman, stickman, and dealers for a better game experience.

Casino Dice Table Layouts and Gameplay Rules for Craps Enthusiasts

To maximize your chances at the craps layout, focus your initial bets on the Pass Line before the come-out roll. This wager offers one of the lowest house advantages, approximately 1.41%. Immediately after a point is established (4, 5, 6, 8, 9, or 10), place maximum odds behind your Pass Line bet. This supplemental wager has a zero house edge, which significantly lowers the overall advantage held by the house on your combined investment.

Analyze the rail's construction and the surface material before playing. A well-maintained felt reduces uncontrolled bounces of the cubes, leading to more predictable outcomes. The height and padding of the rail are critical for a consistent throwing motion. Look for a surface with deep pyramid-shaped rubber lining on the back walls; this design is engineered to randomize the cubes' movement effectively, ensuring a fair roll for all participants around the gaming surface.

Avoid proposition bets located in the center of the layout. Wagers like "Any 7" carry a staggering house advantage of 16.67%, while Hardways (e.g., a pair of 4s to make 8) range from 9.09% to 11.11%. Instead, consider complementing your Pass Line bet with Come bets. These function identically to Pass Line wagers but are made after a point is established, allowing you to have multiple numbers working for you, each with the potential for its own low-edge odds bet.

Casino Dice Table Guide

To maximize your chances at a craps layout, stick to the Pass Line bet with maximum odds. This specific wager reduces the house advantage to its lowest possible figure, approximately 0.4% depending on the odds multiplier offered. Avoid proposition bets located in the center of the layout; these carry a house edge often exceeding 10%. For example, the Any 7 bet has a 16.67% advantage for the house, making it one of the least favorable wagers.

The layout is staffed by a crew of four: the Boxperson, two base dealers, and the Stickperson. The Boxperson supervises the game, settles disputes, and manages the chips. The two base dealers handle payouts for their half of the playing surface. The Stickperson manages the gaming implements with a long stick, calls out the results of each roll, and controls the pace of play. Place your bets by putting chips directly in front of you on the felt; the dealer will then move them to the correct betting spot.

When placing a Come bet, you are wagering that the shooter will roll a 7 or 11 on the next toss after a point has been established. If a 2, 3, or 12 is rolled, your bet is lost. Any other number becomes your personal "come point." This bet functions exactly like a Pass Line bet but can be made at any time after the initial come-out roll. To place this wager, put your chips in the large area marked "COME."

A "Don't Pass" bet is the inverse of the Pass Line. You win on a 2 or 3 and lose on a 7 or 11 on the come-out roll. A roll of 12 results in a push (a tie), where your wager is returned. After a point is established, you win if a 7 is rolled before that point number appears again. This strategy slightly improves your statistical probability of winning over time compared to Pass Line betting, though it positions you against the majority of players at the gaming station.

How to Read the Layout and Place Your First Bet

Place your chip on the "Pass Line" before the "Come Out" roll to make your first wager. This is the most fundamental bet in the game of craps. The layout is a felt-covered surface marked with various wagering options, symmetrically mirrored on both ends for players on opposite sides of the gaming furniture.

Understanding the main sections is direct:

  • Pass Line: A long band running along the edge closest to the players. A wager here wins on a 7 or 11 on the initial toss and loses on a 2, 3, or 12.
  • Don't Pass Bar: Located directly above the Pass Line. It's the inverse wager, winning on a 2 or 3 and losing on a 7 or 11. A 12 results in a "push" (a tie).
  • Come / Don't Come: These are smaller boxes near the center. They function like the Pass/Don't Pass wagers but are made after a point has been established.
  • Field: A large area with the numbers 2, 3, 4, 9, 10, 11, 12. This is a one-roll bet that the next outcome will be one of these numerals. The 2 and 12 typically offer higher payouts, often double or triple.

To place your initial wager:

  1. Wait for the previous round to conclude and the "Puck" to be turned to its "OFF" side (black side up). This signifies a new "Come Out" toss is about to happen.
  2. Put your betting chips directly in front of you within the "Pass Line" section of the felt.
  3. The shooter will then toss the two cubes.
  4. If the outcome is a 7 or 11, you win immediately. The dealer will place your winnings next to your original wager. If  https://bet7kcasino.pro 's a 2, 3, or 12, you lose.
  5. If any other number (4, 5, 6, 8, 9, 10) is tossed, that number becomes the "Point." The puck is flipped to its "ON" side (white side up) and placed on that number's box on the layout. Your wager remains, and you now win if the shooter tosses that point number again before tossing a 7.

Proposition wagers are located in the center of the surface, managed by the stickman. These are single-roll bets on specific outcomes like "Any 7," "Any Craps" (2, 3, or 12), or specific pairs like two 3s (Hard 6). To make these, you generally place your chips on the felt and tell the stickman your intended wager.

Step-by-Step Breakdown of a Standard Shooting Round

Each shooting turn begins with the "Come Out" roll. At this initial stage, place wagers on the Pass Line or the Don't Pass Line. The shooter, the individual rolling the cubes, must also place a wager on one of these two options. A result of 7 or 11 on this first toss makes Pass Line wagers win and Don't Pass wagers lose. A result of 2 or 3 means Pass Line wagers lose; Don't Pass wagers win. A 12 results in a "push" for Don't Pass wagers–they are returned.

Establishing the Point

If the Come Out toss results in a 4, 5, 6, 8, 9, or 10, that number becomes the "Point." The dealer places a marker, often a white puck, on the corresponding number on the layout to indicate the established Point. The shooter's objective now changes: they must roll the Point number again before rolling a 7 for Pass Line bets to win.

The Point Round

Once a Point is set, the shooting continues. Pass Line wagers remain active until either the Point number or a 7 is tossed. Wagers on the Don't Pass line now win if a 7 appears before the Point is repeated. Additional wagers become available during this phase. You can place "Come" bets, which function like new Pass Line wagers, treating the next toss as a new Come Out for that specific bet. Alternatively, "Place" bets allow you to wager directly on a specific number (4, 5, 6, 8, 9, or 10) being rolled before a 7.

Concluding the Round

The round concludes in one of two ways. If the shooter rolls the Point number, Pass Line wagers are paid, and a new Come Out roll begins with the same shooter. If the shooter rolls a 7 before the Point (an outcome known as a "Seven-out"), Pass Line wagers lose, Don't Pass wagers win, and the shooter's turn ends. The pair of cubes then passes to the next participant clockwise around the board for a new Come Out toss.

Understanding Payout Odds for Common Wagers

To maximize your chances, focus on bets with the lowest house edge. The Pass Line and Don't Pass Line wagers offer the most favorable odds for the player. The house advantage on these is approximately 1.41% and 1.36% respectively. Placing odds behind these primary wagers reduces the house advantage even further, as odds bets are paid at true statistical odds with no house take.

Core Wagers: Payouts and House Edge

Pass Line / Come Bets: These pay even money (1:1). A successful $10 wager returns your original $10 plus a $10 profit. The shooter wins on a come-out roll of 7 or 11 and loses on 2, 3, or 12. If a point is established (4, 5, 6, 8, 9, or 10), the bet wins if the point is rolled again before a 7.

Don't Pass / Don't Come Bets: These also pay even money (1:1). They are the inverse of Pass Line bets. They win on a come-out roll of 2 or 3 and push (tie) on a 12. A 7 or 11 results in a loss. If a point is established, the bet wins if a 7 is rolled before the point number appears again. The house edge here is slightly lower at 1.36% due to the push on the 12.

Place Bets Payouts

Place bets are wagers that a specific point number will be rolled before a 7. The payouts are less than the true odds, which is how the house generates its profit.

  • Placing 6 or 8: Pays 7:6. A $6 bet wins $7. The house edge is 1.52%.
  • Placing 5 or 9: Pays 7:5. A $5 bet wins $7. The house edge is 4.00%.
  • Placing 4 or 10: Pays 9:5. A $5 bet wins $9. The house edge is the highest for place bets at 6.67%.

Single-Roll Proposition Wagers

These are resolved in a single toss of the cubes and carry a significant house advantage. They offer high payouts but have a low probability of success.

  • Any 7: Pays 4:1. The house edge is a substantial 16.67%.
  • Any Craps (2, 3, or 12): Pays 7:1. The house edge is 11.11%.
  • Specific Pairs (e.g., Hard 8 as two 4s): A Hard 4 or 10 pays 7:1 (11.11% edge). A Hard 6 or 8 pays 9:1 (9.09% edge).
  • Yo (11): Pays 15:1. House edge is 11.11%.
  • Ace Deuce (3): Pays 15:1. House edge is 11.11%.
  • Aces (2) or Boxcars (12): These are the riskiest, paying 30:1 with a house edge of 13.89%.