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DICE SCHOOL BOOK

CONTENTS
INTRODUCTION & GAME HISTORY SECTION 1 General Overview of Dealer Responsibilities The Layout, Second or Left Base Pass Line Don't Pass line The Game an Overview Positioning of Players Bets Positioning of Pass Line Dont Pass Line Bets Big Six and Eight Field Bet Stickperson Layout Observation and Duties Physical Handling of the Dice Stick Correct Shooting of the Dice Shooter Rotation and Requirements Dice Calling Techniques and Dice Calls Dice calls Incidental Dice Calls Dice Invalid Rolls Dice Security Changing Dice Calling the Dice - When and How Removing the Dice Making Change SECTION 2 Come Line/Come Bets Come Bets Positions Don't Come Line Don't Come Bets Positions Contract Bets Game Protection Stickperson Being Relieved for a Break Dealer Being Relieved Supervisor Being Relieved Dealer Responsibilities on Dead Games SECTION 3 Combinations on the Dice How Odds Work Odds behind the Line Lay Odds/Dont Pass Line Odds Pass Line and Dont Pass Line Odds Bridging/Heeling Three Four and Five Times Odds Coloring Up and Pay and Take Come Bets with Odds In for and Off for Off & On Come Bets Multiple Come Bets Dont Come Bets with Odds Totaling Bets SECTION 4 - GAME INFORMATION

Place Bets Place Bets Positions Buy Bets Down with Odds Allowable Wagers Booking Bets Inside Bets Outside Bets Bets Across Lay Bets Buy Bets and Lay Bets Positions Lammers and Buttons Lay Bets Across SECTION 5 The Center Action Layout Proposition Bets Proposition Bets Positions Center Action Keys Maximum wagers Less/More than Table Minimum/Maximum Wagers Take Place and Pay Dealing Order Gratuities GLOSSARY

INTRODUCTION & GAME HISTORY

1
Section

GENERAL OVERVIEW OF DEALER RESPONSIBILITIES

here are three (or two) Dealers and a Supervisor assigned to a single dice game. Of the three Dealers, one is the "Stickperson", and the other two are the "Base" Dealers. The individual members of the crew hold each of these positions in rotation where incoming Dealer takes first Stick Persons position; next is right base and then left base. Supervisor is also called Boxman. A. THE STICKPERSON

he "Stick" position is located at the center of the outside of the table. The Stickperson carries the primary responsibilities for the conduct and the pace of the game. The Stickperson gives the dice to the player whose turn it is to roll, calls out the total of the dice after they have stopped and then returns them to the "Box". The "Box" is the inside center section of the table in front of the bankroll. Any time the dice are outside of this area, the Stickperson is to provide dice security and recall dice which have left clear view or which is in any other way suspect. It is also the Stickperson's responsibilities to determine whether or not any given throw of the dice is legitimate according to Casino procedures. Further, the Stickperson is in charge of taking all losing "Proposition" bets and observes payoffs to ensure accuracy. The Stickperson must also "advertise" the existence of the various Proposition and other bets available, this should be done between rolls of the dice. The Stickperson must observe, to ensure accuracy and game security, the work of the Base Dealers on the end of the table to which the dice are being thrown, unless otherwise specified. There can be some working stacks in front of the Stickperson placed next to the bowl from each side (never less than 2 chips in there). One would be only $1 and $5 value chips stacks. Higher value should be always passed to Boxmen. Stickperson would use chips from these stacks to place proposition bets and also loosing bets would be locked up to them. The stack will not be placed against the mirror to avoid unable-to-call cooked die. B. THE BASE DEALERS

here are two Base Dealers - one located at each end of the inside of the table. They are responsible for taking and paying on their respective ends of the layout. They also make any change needed by the customer after verification by a Supervisor - Boxman, as well as paying Proposition bets at the direction of the Stickperson, on their respective ends of the layout. The Base Dealers are also responsible for marking point numbers with the "Puck". They are also responsible for maintaining a neat and well-organized bankroll and their working chips. There are always two stacks in front of the Base Dealer when any Player is present in front of them, where the outside stack is $1 and inside one is $5 (both should be 1 of regular stack high). Other denominations could be present only after Boxman permission. The Dealer on the end where the dice stop must visually confirm the Stickperson's call. The working area for Base Dealer is Come area. All non self service wagers and color change chips should go through this area as well all changes and payouts for Players.

NOTE:

Even though a Dealer has specific individual tasks for which he/she is ultimately responsible, all three Dealers must be thought of as a team. As such, they must work closely together, and on occasion, assist one another to a degree physically possible and consistent with procedures and overall game security.

THE LAYOUT, SECOND or LEFT BASE


A view from the Dealers perspective

PASS LINE
Pass Line is paid from base to Stickperson. Pass Line bet can be made on come out roll as well as after the point has been established. After the point is established, the Pass Line bet became a contract bet and can not be decreased or removed. When Player bets the Pass Line on the "COME OUT ROLL":

If a total of seven (7) or eleven (11) is thrown, the player wins even money. If a total of two (2), three (3) or twelve (12) is thrown, player loses and may bet again. Even the Pass Line is lost, same shooter will remain. If a total of (4), (5), (6), (8), (9) or (10) are thrown, the Dealer marks the appropriate number. This number is called "The Point" and the player wins if the point number is repeated before a seven is thrown. If the shooter craps out on seven, next shooter will be offered to shoot.

DON'T PASS LINE


Don't Pass Line is paid from base to Stickperson. Player can bet the Don't Pass bet only on the "Come Out Roll": If the total of two (2) or three (3) is thrown the player wins even money. If a total of seven (7) or eleven (11) is thrown, player loses and may bet again. If a twelve (12) is thrown, it is a Bar Roll (standoff). If a total of (4), (5), (6), (8), (9) or (10) is thrown, the Dealer marks the appropriate number. The player wins if a seven (7) is thrown before the point number is repeated.

Dont pass bet can not be made after the point is established, it cant be increased either. It can be decreased or removed anytime during the point. During the come out roll the player may do with whatever he/she pleases.

THE GAME A BRIEF OVERVIEW

he first throw of a new roll is called the COME OUT ROLL, if the shooter has a Pass Line bet and rolls a seven or eleven he will win even money on the pass line and get to COME OUT again. A roll of two three or twelve the Pass Line loses and the shooter will COME OUT again. If any other number is rolled, (4,5,6,8,9,10) this becomes the POINT and this must be re rolled again before the number SEVEN for the pass line to win, if this happens then the shooter COMES OUT again. If the shooter rolls SEVEN after the

point has been established the pass line loses and the shooter loses control of the dice which are offered to the next player in succession. The basic game of dice is very simple and can be described in the following flow chart:

New Shooter 2, 3 or 12 Line away Donts Pay (Bar 12)

Same Shooter

Come out roll

7 or 11 Pass line Winner

Seven OUT

4,5,6,8,9,10 The Point

Winner

POSITIONING OF PLAYERS BETS

he game of dice is dealt with cash chips only and because of this each player is assigned a position on the layout for each of their bets that the dealer takes care of, if the player is betting on a self service area they are responsible for placing and retrieving their bet.

POSITION OF PASS LINE AND DONT PASS LINE BETS

1 1 2

3 4

4 5

ass line and dont pass line bets are placed between the lines of the respective betting area, and placed in a position resembling the position of the player at the table.

BIG SIX AND EIGHT


Two separate Bets, where Player can bet on six or eight any time. The bet is always working and is always paid even money (1 to 1). The bets are loosing on any seven. Both bets are self service bets.

FIELD BET
This is a one roll bet where one bet covers all numbers on the field (two, three, four, nine, ten, eleven and twelve). It is a self service bet and Players should make the bet approximately in front of them selves. If the very next roll any of the Field numbers is rolled, the Dealer will pay even money (1 to 1) for 3, 4, 9, 10, and 11. Dealer will pay double (2 to 1) for 2 and 12. The bet is losing if 5, 6, 8, or any seven is rolled on very next roll. As a courtesy to the Players please remind them to pick up their money. If a Player forgets the bet on the field, inform the Supervisor immediately and the money should be locked to the float.

STICKPERSON LAYOUT OBSERVATION AND DUTIES

he Stickperson controls the pace of the game and is responsible for placing and taking down all losing Proposition bets. The Stickperson should always be aware of the layout and remind Dealers of missed bets, i.e. bets behind numbers, Field bets, Don't Come bets, etc. Suggest Proposition bets, always have a short speech before any come out roll and remind players to back up fallen bets after any roll.

When the point is established remind all players to take odds behind, come and place bets, Hardways and wait for all players to make these bets. This is the only moment you will delay the game. Try to get any Proposition bets placed before passing the dice to the shooter. If there are any bets thrown in as you are passing the dice, DO NOT bring the dice back into the center, accept the bets verbally (please see section BOOKING OF BETS). Stickperson is responsible for seeing that Proposition bets are not under the minimum or over the table limits as posted. When instructing the Base Dealer to pay proposition bets, the Stickperson will call out the amount of payoff, who it is for, and what the bet was while pointing the stick at the players position. Hardway bets will be automatically "OFF" on the COME OUT ROLL, unless otherwise requested by the player. Working Hardways on the come out roll must be marked with an "ON" lammer, appropriately, indicating such. Marking only one of the bets closer to the Boxman should be enough if many players are present on the Hardways. If only one bettor is there, place ON lammer in the middle cross. Stickperson is responsible for ensuring that both Dealers mark the correct point with the puck. Once all bets have been placed or paid or there is not much time needed to finish the payouts, pass the dice to the shooter, unless otherwise instructed to do so by the Boxman. Once the dice have been thrown and the number called, the Stickperson must observe all payoffs at the opposite end from the shooter and advise the base Dealer if necessary, on any mistakes. Once all bets have been placed and paid correctly, the Stickperson observes the other end. The stickperson shall always keep his/her eyes on the dice. The only time this does not apply is when the dice are in the Box position (the inside center of the layout). After every roll, bring the dice to the Box. They can be squared so the Box person can see the opposite side of the dice in the mirror. On a seven-out, dump the bowl, lay the stick down and then pick up losing Proposition bets with both hands. Make sure the dice bowl is against the mirror and the dice are leveled inside the dice bowl. On a Come-Out roll, the Stickperson must announce, "Coming out". This alerts the players and the Dealers.

Only the shooters request for the same dice will be granted. If a player is shooting on another player's money, it must be made clear. Move the bet in front of the shooter.

PHYSICAL HANDLING OF THE DICE STICK


The following procedures will guide the physical handling of the dice stick: The dice stick will be used only to give the dice to the shooter, to retrieve the dice once thrown and return them to the "box", or with discretion, as a pointer with which to refer a customer or dealer to various parts of the layout. The dice stick may not be used for moving the dice bowl, pucks, or any other object, except the dice. The stick may not be used to remove losing wagers from the layout. The stickperson will never push Dice out if any of the pucks is in ON position (lights out) on the come out roll. When pushing the dice out to the shooter, the Stickperson must be careful to avoid disrupting any bets on the layout. The Stickperson should place the dice directly in front of the shooter. Do not give the shooter the dice with craps (2, 3 and 12) or seven showing at any time. When shooter shoots from dark side avoid passing dice on the point. While the dice are rolling, the stick should be held high enough over the layout that it will be out of the way of the dice. Lean the stick on your shoulder while holding the other very end of the stick with the hand. After the dice have been thrown, they must not be touched with the stick or anything else until the total has been called at least once. When retrieving the dice, the stick must initially be held in the hand closest to the dice. Under no circumstances may the Stickperson "crossover" him/herself so that full view of the Proposition bet area of the layout is obstructed.' When returning the dice to the "box" after they have been thrown, the Stickperson should bring them along the outside of the layout. This will avoid interference with the base dealer. As the dice are brought closer to the Stickperson, he/she should change hands on the stick and bring the dice up through the Proposition betting area of the layout and into the "box". The Stickperson should not change hands on the stick until it is certain that this will not produce a crossover situation. If one or both dice land in the area inaccessible to the Stickperson, he/she should request the Base Dealer to move them to an area, which can be reached. When the stick is not in use as in between rolls, it should be laid down at the side of the Propositions Bets layout so Stickpersons hands are free to accept and place any center action bets.

The stick may also be used to indicate the player to whom dice are to be given or to whom a payoff is to be made. In such cases the stick should be pointed downward toward the part of the apron directly in front of the player in question. The Stickperson must never point the stick at the person. The Stickperson must never use the stick in any manner which could be thought threatening. This includes striking the surface and any such aggressive displays.

CORRECT SHOOTING OF DICE

t is the responsibility of the Stickperson to see that the players throw the dice properly and in accordance with the following procedures: The dice must be rolled so that both leave the shooter's hand simultaneously and in a manner calculated to cause them to strike the end of the table farthest from him/her. The dice must roll down the table. Players may not loft, slide or spin the dice down the table. Players may not rub or grind the dice together in their hands or on the layout, or handle them in any unusual manner prior to throwing them. The players must use only one hand when shooting. The dice must be picked up and thrown with the same hand. Players may set the dice, but must not unduly slow the game; the Stickperson may set the dice, on the number required, for a player who is taking too long. Any necessary corrections must be made with courtesy and tact. In such cases, the Stickperson or any other dealer involved must strive to be helpful, not accusing. Should it be necessary to stop the dice, every effort must be made to grab or stop with the stick, at least one die so that the players never see the total for that roll. Stickperson should remember that most novice players do not know how to correctly roll the dice. In many cases, stopping the dice because of a poor roll will only cause the player needless embarrassment. Allowing such roll and following it with diplomatic instruction on how the dice should be rolled will normally produce more satisfactory results for all concerned. If the Shooter switches the dice from hand to hand, Stickperson or Base Dealer will politely ask shooter to place the dice back on layout in front of them, and Stickperson will bring the dice back to the box for Boxmans inspection unless instructed other vice by Boxman.

SHOOTER ROTATION AND REQUIREMENTS


The opportunities to throw the dice will be given each customer in rotation, clockwise around the table. At the commencement of play, the Stickperson will offer the set of dice to the player immediately to the left of the Box man. Each player may roll the dice until he/she either sevens out or until such time as he/she voluntarily passes the dice to the next shooter. At the end of a roll, the chance to shoot the dice will be given to the next person to the previous shooter's left who wishes to shoot.

When offering new dice to a new shooter, it will be up to the Boxmans decision to let that Player shoot who never had any betting history and was just observing the game. To qualify to shoot the dice, a player must have either a Pass-Line or Dont Pass Line bet: Players will not be required to roll the dice, they can pass. The shooter may decide to discontinue their turn to roll the dice at any time. If there is no point at the time the shooter passes the dice, the next player to shoot will be considered to begin a new roll. If the shooter passes the dice when a point number has been established the next player to shoot will not be considered to start his/her roll until after a decision results on the existing point. Whenever a voluntary or compulsory relinquishment of the dice occurs, the Stickperson shall offer the complete set of five (5) dice to the player immediately to the left of the previous shooter; only if requested by new shooter same dice shall remain in play. Players will not be permitted to roll the dice outside the normal player rotation; one player may not pass the dice in favor of another unless the other player would in fact be the next shooter in the normal rotation. A player may not change position at the table simply to secure an extra chance to roll the dice. While such a player may occupy any position at the table desired, he/she will not be given the extra opportunity to roll the dice. If a customer has been inadvertently deprived of the chance to roll the dice, and a new roll is in progress, that roll will be finished. After the completion of the roll, the player missed will be given the dice. Once that roll is over the dice will pass to the player who would have been next to shoot if the dice had not been backed up.

DICE CALLING TECHNIQUES AND DICE CALLS

n important function of the Stickperson is to direct the attention of the payoff dealers and players to the result of every roll, while at the same time generating increased betting activity. Stickperson should develop a manner of calling which is informative and creative - each individual having his or her own dice calling styles. This freedom, however, will be limited by the following considerations: Each call must start with the information appropriate to that particular roll as specified in the dice call procedures. All calls must be in accordance with good taste and common sense. Stickpersons must not persist in verbal or tonal habits of calling which are likely to irritate or confuse players, onlookers, Dealers or Supervisors. For example, the constant repetition of the same phrase or a continuous monotone can frequently prove tiresome to both customers and Dealers.

Stickperson should be aware that in dice there is a winner on every roll, and this fact should be appropriately brought out in the calls. During the period between rolls, the Stickperson must advertise the different betting options available to players, especially (though not exclusively) the proposition bets. Again, it is an important part of a Stickperson's role to produce as high degree of betting activity as is reasonably possible.

DICE CALLS

he following contains in addition to established procedural dice calls, some slang calls these calls should be used with absolute discretion. Please note that the following A. B. calls are assuming that there is a bet on every available area of the layout. C calls are entertaining. A. B. Coming Out. Point Established.

COMING OUT, CRAPS ELEVEN (C&Es), HIGH LOWS, YOs (WHAT GOES), HARD WAYS ARE OFF UNLESS YOU CALL THEM ON. On all come out rolls you should always sell your center action and remind your players of there Pass Line and Dont Pass Line bets.

TWO CRAP
A. B. C.
Two crap two crap, Line away; Donts to pay, double in the Field. Two crap two crap, Come away; D.C. to pay, double in the Field (or double the bubble). Two crap two crap, aces Two crap two crap, aces snake eyes. Two crap two crap, aces the mambas mincers. Two crap two crap aces in your faces. Two crap two crap aces the raspberry ripples, (nipples) Two crap two crap, two spots or two dots. Two crap two crap, aces on both faces. Two crap two crap, the smallest pair on the table Two crap two crap, line away, that is just too crap Two crap two crap, snake eyes. Or is that your mother in-laws eyes

THREE CRAP
A. B. C.
Three crap, three Line away, Donts to pay, single the Field. (or golden meadow). Three crap, three Come away, D.C. to pay, single in the Field (or single the dingle). Three crap, three Come killer, D.C. thriller, single the Field Three crap, three pimples and dimples Three crap, three two spots and a dot Three crap, three and ace and a duck having a fine time out this evening.

Three crap, three acey ducey thats no usey Three crap, three the old one two. Three crap, three two and a one, thats no fun

FOUR
A. Four (easy/hard), four the point is four, down behind, single the Field, (ADVERTISE hardways). B. Four (easy/hard), four Field score four down behind, in behind, Comes to, pay the Place. C. Four hard four, two twos, the Desmonds (Desmond Totoo)
Four hard four, how do ducks go to water, two by two Four hard, four two little ducks, quack, quack Four easy, four little Joe (from ko-como) he is still on the coke you know. Or He is in re-hab you know.

FIVE
A. Five fever five, the point is five, down behind, no Field, (ADVERTISE the Field). B. Five fever five, fever five, no Field five down behind, in behind, Comes to, pay the Place. C. Five fever five, Fever Ross, its such a doss
Five fever five, two and a three, Michael Jordan (twenty-three).

SIX
A. Six (easy/hard) six, the point is six, down behind, no Field, pay the big red, (ADVERTISE B. C.
Hardways). Six, no field six, down behind, in behind, Comes to, pay the Place. Six hard six, two trees, a small forest Six hard six its the doggies dilemma two trees. Six easy six came easy, soft and queasy. Six hard six two white lines Columbian breakfast.

SEVEN
A. Seven winner winner winner, front line winner, take the Donts, pay the Line, Comes down saving the Odds, pay bets behind, working bets have action. B. Seven out seven out, Dont come and Pass-Line in, Donts to pay, last Come gets some, pay your bets behind (pays a little behind if you have a little behind), (ADVERTISE THE BEGINNING OF THE NEW COME OUT ROLL). C. Seven winner seven winner winner winner, chicken dinner Seven out seven out, six and a one, your front line is done (or aint no fun, or ends your fun) Seven out seven out, a one and a six, you had your picks Seven out seven out, one high one low youve gota gotheir taking your doe.

Seven out seven out, fifty-two, boo-hoo Seven out seven out, cinco doss adios Seven out seven out, two and a five, you had your ride Seven out seven out, two and a five thats no jive Seven out seven out, a three and a four shut that door Seven out seven out, fouresy trayasy, Patrick Swayze. Seven out seven out, five and a two the old voodoo Seven out seven out, A six and a one ends your fun Seven out seven out, four and a tray, your blown away Seven out seven out, one high one low its all gotta go. Seven out seven out, outs the shout with out a doubt

EIGHT
A. Eight (easy/hard) Eight, no Field eight, point is eight, down behind, pay the Big Red,(ADVERTISE). B. Eight, no Field eight, down behind, in behind, Comes to, pay the Place. C. Eight hard hard eight, a square pairname... Andname
Eight hard the boxed pair... Eight easy, eight the garden gate Eight easy eight, a star and a stripe. Thats what all the Americans like.

NINE
A. Nine Nina nine, the point is nine, Field roll down behind, (ADVERTISE). B. Nine Nina nine, Field time nine, down behind, in behind, comes to, pay the place.
C. Nine Nina, from Pasadena, she was a screamer you should have seen her Nine Nina Brown, shes back in town

TEN
A. Ten, point is ten, Field roll, down behind. (ADVERTISE). B. Ten, down behind, Field roll, in behind, comes to, pay the Place. C. Ten easy ten, bill and Ben the flower pot men
Ten hard ten two bright stars, Mars and Venus. Ten hard ten, two bright stars Name and Name Ten hard ten, two flowers, Austin Powers (yea baby, yea). Ten hard ten its big Ben on the end.

ELEVEN
A. YO (leven) Eleven eleven yo, winner, Front Line winner, take the Donts, pay the line, Field roll,
ADVERTISE.

B. YO (leven) Eleven eleven yo, Donts (dont come) away, Field and Come winner. C. YO leven eleven yo field and come, both get some

YO leven yo leveen, the dancing queen, shes got the best legs Ive ever seen YO leven eleven yo, sixty-fives your jive.

TWELVE CRAP
A. Twelve crap twelve, lines away, Donts a stand off, double in the Field, (ADVERTISE). B. Twelve crap twelve, come away, Field roll, Dont Come stand off. C. Twelve crap twelve, double the bubble, the Comes in trouble, bar the Donts
Twelve crap twelve, their the biggest pair on the table. Twelve crap twelve, all the spots, all the dots Twelve crap twelve, boxcars Twelve crap twelve, the donkeys dentures.

INCIDENTAL ROLLS

uring the course of a game, you will be required to do some intermediate calls, this is to tie in with the rest of the game. We dont want dealers to talk only when the dice have landed, but to have a constant flow of stick calls and relevant information. If you are standing on stick, and doing or saying nothing then something is wrong. The stick person should be aware of all players action and encourage players to make their normal or standard bets a good example of this could be do you want to press that bet Drop him a dollar, (fifteen for one) Do you want twenty-seven across? Just drop him/her down the money What about your center action? Would you like any hard ways? This will reduce the amount of time between rolls, by speeding up the players and stops disputes.

The following are some situational calls to be used as you pass out the dice to the shooter.
If the point is nine and the last roll of the dice was eight, the following calls could be used: Add a pimple its that simple, Add a dot, to cop the lot, Pick up a spot, youll get the lot. If the reverse is true, the point is eight, and the last roll was nine, then you could say: Drop a dot and cop the lot, Not a lot away just a spot away. If the point is ten, and your last roll was eight, you could say: Add a duce to produce. Just add two that would do. If again the reverse was rolled, then you could say: Drop a duce to produce. Just drop two to do. If the point was nine, and your last roll was six, you could say: Pick up a tray to make it pay. If the call was to be reversed, you could say: Its a waiters nightmare; you drop a tray you pay. If the point was nine, and the last roll was five, you could say: Pick up four to score. If the point was eight, and the last roll was three, you could say: Just add a five to jive. If the point was eight, and the last roll was two, you could say: Pick up six, the pick and mix.

he reverse side of any two dice combination call will always be its opposing number. An example of this would be opposing four is ten, opposing five is nine, opposing six is eight and so on. Some of the calls to bring attention to these are as follows: -

Roll them over rover the bottoms got em. The flip sides the right sideshow us the spots on your bottom.

ith a no-roll, there are many bits of information that you could pass on. If the dice should fall inside the pit for example, you should say so, no roll, dice inside is a good example. The following are some other things that you could say: No roll, in the wood its no good. No roll there in the cedar I couldnt read her. No roll, to high to cry. No roll too tall to call . No roll no roll Look around there on the ground. Dont throw them in, just hand them in. Choose two from four theres one on the floor. Take any two, theyre all red and spotty just like my botty. Gentle not mental shooter its a game not a war Keep them on the table if youre able Maybel. he principle task of any stick dealer is to deal a consistent and well-paced game. Your primary thought is always of dice security, followed by the actions and payoffs of the game, the final element of a competent dealer is his ability to use and create dice calls. Imaginative dice calls are not meant to be youre first thought when the dice land, but are to be used only when they are appropriate.

There are many more dice calls out there and a good dice dealer will pick them up and use them as they learn them.

DICE INVALID ROLLS

n general, the Stickperson must call all dice which have been properly thrown according to the procedures. The following procedures will govern determinations of whether a throw is a "Roll" or "No Roll".

COCKED DIE: is a VALID roll and results when a die lands in such a way that it is leaning against another object, rather than resting flat on the surface of the table. All such dice are to be called according to the natural fall of the die, if the object or obstruction would not be there or it would be removed. The total of the dice must be called before they are moved. Do not attempt to demonstrate the "natural fall". If one or both dice stop on money on the layout, or loose money in the "box", it is a "Roll" and will be called. If a die stops on a color change, or on the dealer or Stickpersons stack, it is a "Roll" and will be called. "No Roll" will be called only in the following circumstances: a.One or both dice are thrown out off the table. (Stickman will announce No roll dice down. If one die remains on the table, Stickperson brings this die in the box and unless the shooter requests same dice the stickman will empty the bowl in the box. Then the Stickman brings to the box his working stack of chips and clean the hands before recovering the lost die or dice. This die/dice will be HANDED IN to Boxman hand directly. Dice could be retrieved by Base Dealer with no game or any player around the table. When the die/dice is/are found and on the way to the table, Stickman can offer new dice to the same shooter. The original dice needs to be inspected by the Boxman before it is brought into play again. Under no circumstances will Stickman or Base Dealer take the inspected die/dice from the

bankroll, die resting in nonworking chips might be damaged or scratched, and therefore permission from Boxman is needed to use this die again). b.One or both dice come to rest on any non wagered chips (bankroll). c. One or both dice come to rest in the dice bowl, Dealer feeder racks (speed rack) or the rails surrounding the table. d.One die lands on the top of another. e.The shooter has no Line bet or the wrong player picks up the dice and rolls them. f. More than two dice are thrown or anything else is thrown with the dice. g. The shooter deliberately attempts to roll the dice in any other direction than the opposite end of the table. Repeated shooting to the mirror should be discouraged (it destroys the dice). h.Any player interferes with the dice after they have left the shooters hand. This includes a natural reaction to prevent dice leaving the table. If the die hits a person and the person remains still, so the die bounces out naturally, it is considered as a roll. i. The shooter deliberately attempts to slide one or both dice or fails to hit the back wall after repeated request to do so. In such circumstances The Casino Management shall be alerted prior to such a decision to be made. Do not remind to player to hit the back wall after one short roll, if previous ten were good. It is discouraging. j. There is a use of cheating, fixed dice or unapproved technique used in the roll of the dice. The Boxperson will have the authority to overrule any call of the dice made by the Stickperson, or to settle any claim or discrepancy between customers and dealers. When an invalid roll has been announced every effort will be made to collect the dice before they come to rest.

DICE SECURITY

hile all Dealers bear responsibility for the security of the dice, the major share falls to the STICKPERSON. He/she must see that the following procedures are observed: The Stickperson must keep his/her eyes on the dice at all times when the dice are outside of the "Box" position. Under no circumstances should the Stickperson become distracted from watching the dice. A set of five dice shall be present at the dice table during gaming. Control of the dice shall be the responsibility of the Stickperson who shall retain all dice, except those in active play, in a Dice Bowl at the table. Players are not allowed to take the dice away from table or hide them behind the rim; mix them with chips or anything else and they should never do any strange motions which could lead to dice destruction including rubbing dice against each other. Dice must be checked under the following conditions: A. B. When one or both dice have left clear sight of the Stickperson, both dice must be checked by the Boxperson before further use. When one or both dice have been passed from the hands of one customer into the hands of another, both dice must be checked before further use.

C.

If at any time the Stickperson or another Dealer has reason to suspect a die or pair of dice, a Boxperson must check them before returning them to play.

Dice should also be checked after being passed from hand to hand, however many new player are not familiar with such a restriction, so the check will be up to Box man decision which can be made after the roll. Dealers should be familiar with the dice being used on their respective game, their color, surface condition, scribed monogram, serial number and edge type. When the dice are brought back to the center and the Stickperson is not occupied with supervising their respective end, the Stickperson might every 3 or 4 rolls or at the request of the Boxperson, separate the dice slightly and turn them (roll them) over twice by using the edge of the stick.

CHANGING DICE
If a player asks for a different set of dice, bring old dice to center of table and give him/her a selection from the remaining dice, the dice coming out of play will be inspected by the Boxperson. When the dice must be checked, the shooter still has the privilege of requesting the same dice. As a matter of customer courtesy, such requests will be honored whenever feasible: A. B. At such times, the Stickperson should alert the Boxperson of the situation by calling out, "Same dice requested". When to grant a request for the same dice would mean unduly slowing down the game, the Dealer or Boxperson must politely explain the problem to the shooter and ask him/her to select a new pair.

CALLING THE DICE - WHEN AND HOW

he purpose of calling the dice is to announce the number, which has been thrown, and to help direct the efforts of the other Dealers. The following procedures will govern the calling of the dice: Only the Stickperson will call the dice, unless he/she specifically instructs another Dealer to do so by saying CALL IT because both dice cannot be clearly seen from the Stickpersons position. If the dice or one die is only visible to the base Dealer due to concealment by a stack(s), the base Dealer will call the total and then carefully move the stack away from the dice. This will allow the Stickperson or Boxperson to confirm the call. (See section Moving the Dice for correct procedure on how to handle the die after a stack(s) have been moved.) The Stickperson may call the dice only after they have come to a complete stop. The Stickperson shall call out the sum of numbers on the high or uppermost sides of the two dice.

The total of the two dice must be called at least once before the Stickperson or any other Dealer may touch them either directly or with the stick. All calls must be clearly audible and intelligible to the players, other Dealers, and Boxperson. Loudness and clarity are of equal importance. Call the game according to the action. Calls should and can be used to call the attention of the base Dealer to action. He/she may have missed, i.e. down behind, no Field, etc. Call a neutral game, don't "root" outwardly for either the do or don't side.

REMOVING THE DICE

f the dice are hidden behind chips, move the chips so that the customer is satisfied with the call, then set dice out using the following procedures: With the palm of the hand open and facing upward, the Dealer should grasp the die between the sides of the index and middle fingers.

The die should then be moved to the box or to the nearest portion of the layout where it will be clearly visible to the players and can be easily retrieved by stickperson to the box. At no time should the Dealer's hand cover the die so as to obstruct the amount showing, nor must the Dealer handle the die in any fashion, which could produce the suspicion that it has been turned.

MAKING CHANGE
The base Dealer will be responsible for making all change. Cash buy-ins should be announced and passed in to the Boxperson to verify; the dealer will prepare the change in the Come and await the Boxpersons approval before passing to the player. The Boxperson should inspect bills then place them face up in front of the Box before dropping them into the drop box, after the player has picked up their chips.

NOTE:

Under no circumstances, may anything (including the change) be passed directly from hand to hand between the Player and the Dealer. The only exception to this is recovered die/dice.
$1 and $5 stacks from the bank need not be cut down; all other denominations will be cut down in the appropriate manner. Change must be cut out in front of the Dealer in the Come, using the INSIDE hand. After change has been cut out, the Dealer's hands must be cleared of all excess house money before the change is stacked and handed off, onto the apron of the layout, in front of the appropriate customer with the OUTSIDE hand. All payoffs and change less than one stack will be heeled in front of the player on the layout. Dealer will never place anything into or take anything from the rails surrounding the table! A. B. The amount of the change and any portion of it to be wagered must be called out at the time the dealer accepts the currency from the player. When the currency is for change only, the Dealer should state so. For example: "Change only, $20.00. When the currency is to be partially wagered, the Dealer must indicate the type and amount of the wager and the amount of the change. For example: $20 change, $5 goes on the line, $15 change."

When a portion of the change is to be wagered, the change must be first cut out and then any bets will be placed out of the change. Bets may not be placed before the change has been counted out but may be accepted. Bets must be called out by the Dealer and acknowledged by the Boxperson. Colour Change - When a player colors in, all chips must be placed in the inside come bet area (close to box) and COLOUR CHANGE announced. The Boxperson will then instruct the Dealer to BRING IN the change and then proceed to cut down and prove all chips in the Box area. The Boxperson will issue higher denomination chips to the Dealer who will then prepare the change in the Come for a check, upon confirmation by the Boxman and the player, the change will be passed out and heeled in front of the player. Confirmation also from Stick man is a good team work but not requirement. When there is too many color changes and it would speed up the game, Base Dealer might cut down the players chips in the come area close to the box and prepare the change in the come further form the box. Approval from the Boxman must be made prior handing the change to the Player. Traveler's Checks and any foreign currency (if taken) must be changed at the cashier's window/cage.

2
Section

COME LINE/COME BETS


Come bet can be made only after the point has been established. During the come out roll the Come bet is the same as a Pass Line. Therefore we can say with Come Line bet we are starting a new game, so the Player is having another game inside of the Pass Line game. Come bet is winning or loosing: If a total of seven (7) or eleven (11) is thrown, the player wins even money. If a total of two (2), three (3) or twelve (12) is thrown, the player loses and may bet again. If a total of (4), (5), (6), (8), (9) or (10) is thrown, the bet is moved into the number and placed according to where the player is standing. In order for the player to win, that number must be repeated before a seven (7) is thrown.

Flat bet once inside the number can be pressed, but can not be decreased or removed. It is a contract bet.

COME BETS POSITIONS

he next picture shows the approximate placement of come bets on the right hand base on a 12 player table. Although the come bet is a self service bet for the player it is imperative that the players place their bets in an area that represents where they are standing, it is the Dealers responsibility to know which bet belongs to which player.

NOTE:

The come bet is technically a self service bet, but it is good service to pass the bet off to the player when it wins and if agreed you might leave new come bet of a same flat bet value as previous. Also this small service reduces the confusion and time wasted with disputes between players who pick up the wrong bets, also do not forget to tell them to pick up their chips from the apron, while pointing to them. This will speed up the game.

4 5 1 2 3
6

t is unusual for all six players to play the Come every roll, usually players will have only two or three Come bets but they all could be on different numbers. The Come bet positions are inside the number behind the Place bet positions, as in the picture below, again on the right hand base.

1 4

2 5

DON'T COME LINE


Player bets the Don't Come once a point has been established. If a total of two (2) or three (3) is thrown, the player wins even money. If a total of seven (7) or eleven (11) is thrown the player loses and may bet again. If a twelve (12) is thrown, it is a Bar roll (standoff). If a total of (4), (5), (6), (8), (9) or (10) is thrown, the Dealer places the bet behind the appropriate number. Player might also request for NO ACTION, which means that the bet will stay on DC and will not be placed behind the number. The player wins if a seven (7) is thrown before that number is repeated.

Don't Come bets are always working. A player may take them down at any time. Once taken down, they cannot be set back up again especially if there was a roll between.

DONT COME BETS POSITIONS

ont Come bets are placed in the respective betting area. There are not many players betting this bet, however if more players betting this bet, the wager for the player next to the Stickperson will be placed at the front and the wager for the player next to the Dealer will be placed at the back as shown on the picture below.

CONTRACT BETS

ASS LINE BETS and COME BETS are contract bets, this means that once a point has been established for that bet it can not be reduced or taken off until it has won or lost. The reason behind this is simple, the house gives the player the odds to win on the pass line on the come out roll, seven or eleven and the bet will win and two three or twelve it will loose. This translates into EIGHT ways on two dice to win and only FOUR ways to loose. Once the point has been established the odds change around and become in favor of the house, this is why the player can not take off the PASS LINE and COME BET while they have a point. The opposite is true for the DONT PASS LINE and THE DONT COME, they can take off their bets after a point has been established but can not place or press their bets, this is for the same reasons as above.

NOTE:

All other bets on the table belong to the player until they have lost, and therefore can be called off at any time, or the player may even ask for them back.

GAME PROTECTION

t is the Dealer's responsibility to become aware of situations around the game. There is no procedure in acquiring the ability to "read" players. This is a skill, which must be worked on constantly. The Dealer must pay attention to the various betting patterns of the players. Watch the game at all times. It is impossible to look around the room and still keep track of all bets, the dice, and be aware of any unusual movements or errors made by the players. When the shooter has the dice both the Dealer, on the same end, and the Stickperson should watch the player's hand. When the dice are rolling to the other side, second base Dealer will read the total on the dice and confirm the Stickpersons call. There is a split second in which the Boxperson will watch the shooter's follow-through, making sure that both dice has been shot and that the shooter's hand is clear. The Dealer on the same end as the shooter should watch the dice until the shooter shoots, after this they should NOT "hawk" the dice but keep their eyes on the bets on the layout in front of them. The Dealer on the opposite end to the shooter should mentally confirm that the total called by the Stickperson is correct and advise the Boxperson immediately if the total is incorrect. It is the Dealer's responsibility to be aware of the amount of bets and to whom they belong. Be particularly aware of bets made on the Don't Come and Don't Pass Line. These are the most vulnerable points on the layout for past-posters and pressers. The Dealer should repeat each bet he/she places for the players so both the player and the Boxperson can hear, understand and acknowledge the bet.

Make the Boxperson aware of any customer who makes suspicious moves or causes problems for other players. The Boxperson shall handle all disputes in consultation with the Casino Management when necessary. Remember a Dealer has the responsibility to eliminate situations, which allow claims to occur. By strict adherence to procedures, Dealers can eliminate opportunities for dishonest players and honestly confused players to file a claim. "Sounding off" and repeating all bets and payoffs is the strongest weapon the house has against claims. If a Dealer remains silent during any transaction, he/she leaves him/herself and the house wide open for claims. Do not pay with dirty money collected from losing bets. Loosing bets can be locked to working stacks, placed to speed rack or place in front of the Boxman, who would help sorting out the colors. On seven out, loosing chips will be placed inside box numbers into loosing area (not on the winning area behind the box numbers!!!). Announce color change before you touch the chips for the change. Show a clean hand before cutting down a stack of chips which came from Player for color change. When handing off a stack of chips, do not palm the chips. The base Dealer will use the hand closest to the box when taking out or putting stacks into the bankroll. Denominations of $25 chips and above must have prior authorization from the Boxperson. Be aware of players that are not clear when making a bet. Pay close attention to late bettors. Pay close attention to sudden changes in betting patterns. Be aware of any large bets in the Field or in the Come or Don't Come. This may indicate that a player could try to slide one die while throwing the other. Only remove the Puck after a seven out, when all transactions are complete and before you start collecting loosing bets from box numbers. During the winner call, after all base dealer payout has been made, puck can be turned OFF before proposition bets are paid. The base Dealer should mark the point even when there is no action on their end of the table. Always size into bets whenever possible, even one chip. Never slide or toss chips.

STICKPERSON BEING RELIEVED FOR BREAK


The Stickperson can only be relieved while the dice are in the "Box" position, and after all work for the last roll has been completed. Any new booked bets for the next roll must be accurately placed before the Stickperson departs A Stickperson being relieved must identify the shooter for the incoming Stickperson. If being relieved following a Severn Out the outgoing Dealer will dump the bowl and advise the incoming Dealer of the next shooter. The Stickperson must identify the owners of proposition bets, come out rolls or points should be stated. NOTE:

The Stickperson should also give the relief Dealer any other information, which is pertinent to the efficient conduct of the game at the time.
On exchange the outgoing Dealer will place the stick flat in an appropriate area in the center of the table next to proposition bets layout and will show clean hands to the Boxperson. Before tapping onto the game the new Stickperson will look briefly at both ends of the table and be aware of the action that is taking place and who the shooter is. New Stickperson has to clean hands to the Boxman.

BASE DEALER BEING RELIEVED FOR BREAK


A Dealer may not be relieved until all work, for which he/she is responsible, has been completed for the previous roll of the dice. Dealers must supply their relief with any information essential to the smooth operation of the game. Base Dealers must inform their reliefs of who owns any place bets, come bets, etc. At no time will a dealer or Stickperson, when being relieved, change positions while the shooter has the dice in his possession. A Dealer being relieved for a break should be taken out from the outside and turn towards the center of the table and Boxperson, clearing his/her hands by using the silent clap and wiping them together once, and then turning their palms over to face upward.

Incoming Base Dealer will also show clean hands to prove that nothing alien has been introduced to the game.

BOXPERSON BEING RELIEVED FOR A BREAK


The Boxperson departing the game will halt the dice before they are passed to the shooter and vacate his seat. He/She must not leave their position while the dice are in the possession of the shooter. The incoming Boxperson will take the seated position and allow the game to continue with as little delay as possible. The out going Boxperson will relay all relevant information on players and ratings as the relief assumes the duties of supervising the game. The incoming Boxperson will also verify the table float against the TAC card and check the dice by instructing the Stickperson to turn the dice displaying the serial # on the uppermost face. At the first opportunity the incoming Boxperson will also have the dice bowl passed to him to check the dice that are not in play.

DEALER RESPONSIBILITIES ON DEAD GAMES


Dealers must maintain alert postures and facial expressions on dead games. Dealers must be cordial to any new players coming up to play on a dead game. Any attempt to discourage such customers from starting a game, either overtly or implied, will subject Dealers involved to disciplinary action.

Dealers must not unnecessarily handle equipment on a dead game. When a game goes dead, all house money must be returned to the bankroll area. No cash chips will be allowed on the layout while a game is dead. Dice (inside the dice bowl) and clicker must be inside the float while the game is dead.

3
Section

COMBINATIONS ON THE DICE


ROLL 2 3 4 5 6 7 8 9 10 11 12 WAYS SHOWN ON DICE 1 1 1 2 2 1 3 2 2 3 2 3 3 2 4 3 3 4 3 4 4 3 5 4 4 5 4 5 5 4 6 5 5 6 5 6 6 5 6 6 COMBINATIONS 1 2 3 4 5 6 5 4 3 2 1

1 1 1 1 6 2 6 3 6 4 5 2 5 3 4 2

1 4 2 5 3 6 4 3 2 6 2 1 5 1 6 1

HOW THE ODDS WORK


There are 36 different combinations for two dice to be rolled and they are shown in the previous chart.
All the odds of the game come from these combinations for example the odds of rolling a four before a seven are 6 to 3 reduce this to the lowest fraction and you will get 2 to 1. 4 before a 7 is 6 to 3 = 2 to 1 5 before a 7 is 6 to 4 = 3 to 2 6 before a 7 is 6 to 5 8 before a 7 is 6 to 5 9 before a 7 is 6 to 4 = 3 to 2 10 before a 7 is 6 to 3 = 2 to 1

NOTE:

All the above odds are reversed for the DONT PASS LINE and DONT COME as the shooter is aiming to roll a seven before rolling the point.
Odds behind the line are the TRUE ODDS of the dice and the house does not take any percentage, this is one of the best bets for the players to make. Proposition bets are a different thing all together, the house takes a percentage of these bets and therefore they are good for the house and must be advertised on all come out rolls. To roll a 2 or 12 the true odds are 36 to 1 the house pays 30 to 1 To roll a 3 or 11 the true odds are 18 to 1 the house pays 15 to 1

ODDS BEHIND THE LINE


Pay the odds first using the outside hand and then the flat bet for each individual player. A player may take 3, 4 or 5 times odds in support of a Pass Line bet after a point has been established. ODDS ON PASS LINE BETS ARE: A. B. C. 2 to 1 if the point is four (4) or ten (10) 3 to 2 if the point is five (5) or nine (9) 6 to 5 if the point is six (6) or eight (8)

LAY ODDS / DONT PASS LINE ODDS

A player may lay up to 6x odds in support of a Don't Pass bet after a point has been established. Lay odds are paid first and then the flat bet for each individual player. The Lay odds should be set up and bridged or heeled off toward the base dealer. ODDS ON DON'T PASS LINE BET ARE: A. B. C. Lay 2 to win 1 if the point is four (4) or ten (l0). Lay 3 to win 2 if the point is five (5) or nine (9). Lay 6 to win 5 if the point is six (6) or eight (8).

Lay odds are always working and may be taken "Off and Down" at any time. Player may reset odds after a roll, as long as there is a Flat bet behind the number. When the Player has more than one Dont Come bet, outside bet will be paid first making the paying way towards Boxman. Lay Odds will be always paid before the flat bet. Collection of the winnings will be done from Boxman to the outside, with touching the DC on the way to the Player. Winnings will not be sorted and Dealer will ALWAYS PAY ONE PLAYER AT A TIME!!!

PASS LINE AND DONT PASS LINE ODDS

ass Line odds (or Odds behind the Line) are placed behind the Line in front of the player with an inch space from the Line bet, this is important because it will stop the dice becoming lodged between the two bets causing a no roll to be called and so preventing disputes. Dont Pass odds are placed next to the flat bet always behind the bet from Stickperson perspective, enabling the dealer to pay the odds first. The odds are heeled away from Stickman, they can also be bridged if they pay the same amount as the flat bet but with 3x, 4x and 5x odds this is rarely the case.

BRIDGING / HEELING

Player having a bet on the Don't Pass or behind a number and lays odds in support of this flat bet, Dealer will either bridge or heel the lay odds, depending on the point or amount of wager. BRIDGING: is done when the flat bet and the lay payoff will be the same on single colored bets. EXAMPLE: Player has $15 flat bet behind the number ten and requests a full Lay of $30.The dealer will place $15 next to the flat bet and the other $15 on top, making a "bridge". Paying bridged bet with one color can be by sizing into the top of the bridge with one hand or sizing into the bottoms of the bridge with two hands. HEELING: is done when the flat bet and the Lay odds payoff are of a different amount. EXAMPLE: Player has a $25 flat bet on the Don't Pass with a point of eight and requests $24 lay odds, the dealer will "heel" the bet next to the flat bet. Lay odds are always heeled away from the Stickperson perspective and they will be paid first before the flat bet. One Player at a time.

THREE FOUR AND FIVE TIMES ODDS


Line or Come bet 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 100 125 150 250 300 400 500 600 700 800 900 1000 1500 2000 1. 2. 3. Point 6 & 8 ( 5x Odds ) 25 50 75 100 125 150 175 200 225 250 275 300 325 350 375 500 625 750 1250 1500 2000 2500 3000 3500 4000 4500 5000 7500 10000 Payout on 6&8 30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 600 750 900 1500 1800 2400 3000 3600 4200 4800 5400 6000 9000 12000 Point 5 & 9 ( 4x Odds ) 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 400 500 600 1000 1200 1600 2000 2400 2800 3200 3600 4000 6000 8000

Multi-colored bets will not be bridged, if a player has $12 behind the number ten and requests $24 lay odds, they must be heeled.

Payout on 5&9 30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 600 750 900 1500 1800 2400 3000 3600 4200 4800 5400 6000 9000 12000

Point 4 & 10 ( 3x Odds ) 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 300 375 450 750 900 1200 1500 1800 2100 2400 2700 3000 4500 6000

Payout on 4 & 10 30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 600 750 900 1500 1800 2400 3000 3600 4200 4800 5400 6000 9000 12000

Odds are determined against points 4 and 10 by multiplying the flat bet by three (3). Odds are determined against points 5 and 9 by multiplying the flat bet by four (4). Odds are determined against points 6 and 8 by multiplying the flat bet by five (5).

Remember that to calculate the full lay for the Dont Pass Line, take the payout for the odds on the Pass Line for the same flat bet, which is multiplying the flat bet by six (6).

COLORING UP AND PAY AND TAKE


Coloring up will be done when a player is accumulating large quantities of one particular color, or if the chip bank is becoming short while awaiting a fill. When coloring up a player's bet from one unit to another, cut the stack down and step it back or leave it cut down until the transaction has been completed and the player has received the payoff. When coloring a player's bet, be sure to keep the player with enough units the player is betting in to be able to bet with. Dealer might also color up any bet on the table to lower up the bet (too high stacks of one denomination) to prevent this bet to be mixed with other Players bets in situation when it would be hit with rolled die. For example place bets could be mixed also with come bets. Pay and Take is allowed on Dice game.

COME BETS WITH ODDS

his is the way how the odds on the Come bet should be stepped away. Rules for the bet and the odds with it are the same as for the Pass Line including the pay out.

A player may take odds (the allowable odds 3, 4, and 5 times, are the same as the pass line). All wagers, including both Flat and Odds bets, must be entirely within the appropriate space. The Dealer places the Odds on top of the Flat bet, offsetting them towards the Come. Odds do not work on the Come Out Roll unless specifically asked for by the player.

IN FOR AND OFF FOR


When there is only one Come bet on the Come line, Dealer will announce IN FOR before taking this bet and brings it inside the number to appropriate position. Dealer may use inside or outside hand when placing this bet into the number, whatever will be more natural for the Dealer. Do not cross hands or turn your back to the player neither to the Boxman.

When the Come bet inside the number is winning, Dealer will announce OFF FOR and grab the bet with one hand, at the same time Dealer take the payout with the other hand and both hands will bring payout and original bet to the Come Line and place on the appropriate position for the player. As a courtesy to the player, the Dealer can hand out the payout and the odds and leave a flat bet for the next roll. This is good for the house, speeds the game up, but must be acknowledged by the player.

"OFF AND ON" COME BETS


"Off and On" is a procedure used when a player places a Come line bet and already has a Come bet in the number where the flat bet is of an equal amount. EXAMPLE: Player bets $10 on the come and next roll is an eight, the player already has a $10 Come bet with odds on the eight so instead of bringing out one bet and paying it then bringing in the $10 flat bet and then taking odds for it, the Dealer will just announce OFF and ON for $22, pay $22 next to the $10 Come bet. It is a good customer service to hand out and heel the payout in front of the player.

If the flat bet is of an unequal amount, take out the Come bet with the inside hand, pay with the outside hand, then move the new Come bet into the number and take odds if requested. It would be appropriate for Dealer to ask the Player if he wants it like that or at least to let him know what the Dealer has done.

MULTIPLE COME BETS


When there is more than one Come bet placed by individual players, the Dealer will work from stick to base. EXAMPLE: If there are three come bets placed by individual Players, and a number is thrown, lift the bet nearest the stick with the inside hand, placing it inside the number, the outside hand places the next Come bet, and then with either hand, the third Come bet.

Do NOT lift more than one Come bet at a time in either hand as this can result in mistakes. All Come bets are handled in order from stick to base regardless of whether a Come bet has odds or is an off and on.

DONT COME BETS WITH ODDS

he bet comes in behind the number, you can see the space is limited on this small table and does not permit the placement of six bets so the Dealer must know whose bet is whose. When taking the lay always heel them away from the Boxperson and Stickperson so they can see the chips clearly.

TOTALING BETS

otaling, as the name implies, is a process by which two or more of a player's bets are paid with a single payoff. The most common form of totaling is done when flat bets and odds are paid simultaneously. This is the only type of totaling, which we will do (except for "Come Bets" with odds). Whenever totaling, be sure the customer knows he is receiving a combined payoff. When totaling on the Pass Line, simply compute the Odds and Flat bet payoffs and total them. Prepare the payout in the Come area and then place it on the outside line of pass line between the pass line flat bet and the odds behind the line. Don't Pass Line bets should not be totaled unless the Supervisor gives permission to do so.

4
Section

PLACE BETS

Place bets may be made at any time by a player on any of the numbers (4), (5), (6), (8), (9) or (10). The bet shall win if the number on which the wager was placed is thrown before a seven (7) and shall lose if a seven (7) is thrown before such a number. All Place bets shall be "off" on any Come out roll unless called "On" by the player. The Dealer will confirm by placing an "On" marker button on top of the Place bet closest to the Boxperson and announcing "Place bets are working". Odds on Place Bets are: A. Place bet on four (4) or ten (10) - odds 9 to 5 B. Place Bet on five (5) or nine (9) - odds 7 to 5 C. Place Bet on six (6) or eight (8) - odds 7 to 6

Because of the odds the Place Bets on 4, 5, 9 and 10 should be in units of $5 and Place Bets on 6 and 8 should be in units of $6. When $6 is placed on the eight or six, $1 chip will be stepped away from the Base Dealer and it is called CAP. If you add a Cap to the Place bet, you will have a payout for the bet. EXAMPLE: $42 on the six will have $7 stepped away and the payout is $49 (42+7=49).

INSIDE, OUTSIDE AND ACROSS BETS These particular Place bets can be bet at any time. A player will say inside, outside or across, depending on the point. INSIDE Inside numbers are 5, 6, 8 and 9. If the point is one of the four numbers indicated, and a player wants to be on the inside numbers, action will go on the other three numbers. If player wants all four numbers, he will specify by saying: EXAMPLE: "$22.00 the insides including the point." OUTSIDE Outside numbers are 4, 5, 9 and 10. If the point is one of the four numbers indicated, and a player wants to bet the outside numbers, action will go on the other three numbers, if player wants all four numbers, he will specify by saying: EXAMPLE: $20.00 the outsides including the point." Player betting $60.00 or more will usually, "Buy" the four or ten or both. ACROSS Across numbers are all numbers EXCEPT the point. If player wants action on all numbers he will specify by saying: EXAMPLE: $32.00 across including the point."

PLACE BETS POSITIONS

Player betting $104.00 or more will usually, "buy" the four or ten or both.

he player next to the stick on each side is in position one (1) and the player next to the base Dealer on each side is in position six (6) or eight (8) depending on the size of the table, on the left base the positions go anti clockwise and on the right base the order goes clockwise. All bets are placed on the layout using this system. Picture below shows correct positions 1, 3, 4, and 6 on the right base.

BUY BETS

Player may buy the numbers as well as place them. (It is very rare that players buy the five, six, eight or nine). Player might have both Place bet and Buy bet at the same time and both to the table maximum. The Dealer will take the Buy bet from the player and place it inside the box number according to where the player is standing. The Dealer will place a Buy button on top of the bet to distinguish it from a Come bet. There is a vigorish of $1 for every $20 in the bet on all Buy bets that must be paid with the bet. A Buy or Place bet may be made in addition to a Line or Come bet (or even to the Place bet if wishes so). EXAMPLE: A player gives the Dealer $21 to Buy the number 10, the Dealer places the $20 inside the number and the $1 in front of the Boxman, places a Buy button on top and the Dealer or Boxman "Locks" up the $1. If a ten is thrown before a seven, the player wins $40, and then must give the Dealer another $1 vigorish if the player leaves his bet working. Player loses only if a seven is thrown.

Buy bets are paid in the same order as a Place bet, and AFTER all Come bets have been placed and paid. If a Player has both Place bet and Buy bet, the Place bet will be paid first. Buy bets are OFF on the come out roll unless the player requests them working. Request my bets are always working will not be accepted from a Player. Buy bets are paid true odds. A. B. C. 2 to 1 if the number was four (4) or ten (10). 3 to 2 if the number was five (5) or nine (9). 6 to 5 if the number was six (6) or eight (8).

When buying more than one number, the total vigorish will be charged accordingly (see example #1). Buy bets between rolls (see example #2). Example #1: Example #2: Player throws in $100 to buy the 4 & 10; the Dealer will request $5 from the player. Player throws in $50 to buy the 4. The Dealer will request $2 from the player. Same player throws in $50 to buy the 10 AFTER the roll; the dealer will request $2 from the player - total of $4 per $100 because the Player took the risk of loosing on Seven all ready. BUY BETS between 20 - 35 vig = $1 40 - 55 vig = $2 60 - 75 vig = $3 80 95 vig = $4 100 - 115 vig = $5

If a player gives the dealer $31 to buy the number four (4) and then later after the valid roll increases his bet to $60, the player must pay another $1 vigorish, or vig, for a total of $2. If the Player increases his bet when it is winning, he must pay $3. We have to remember then once the Player takes a risk of loosing on seven, the vigorish is sealed. Only when the Player wins the Buy bet it is considered a new bet in total. EXAMPLE: Player buys 4 for $50 and 10 for $50. Dealer will ask for $5 vig. Next roll is the 4 the rolled number and Player want to press both bets up to $100. Dealer will ask $5 for the 4 and $2 for the 10, so the vigorish will be $7 in total.

DOWN WITH ODDS


A player betting the Come Line may also have a place bet working. All come bets must be placed and paid prior to the following procedure. EXAMPLE: Player bets $10 on the come line and has a $12 place bet on the eight, which is the next roll. Dealer takes the come bet in the correct order and places inside the number behind/in front of place bet depending on position of the player. The

dealer may pay the place bet in the come for $14, take down the bet and place $10 odds on the flat bet, or, pay the place bet in the come for $15, take $1 from the place bet announcing $15 for $1. Take the remaining $1 from the bet and hand off with the $15 payoff, and then place the $10 odds on the flat bet, offsetting them towards the come line. All flat Come bets are ALWAYS working on any come out roll. All Come Bet odds shall be "OFF" on any come out roll unless called "ON" by the player. Dealer will confirm by placing an "ON" marker button on top of the Come bet odds closest to the Box person announcing, "Odds are working". The Dealer will place an "OFF" button separately on place bets, come bet odds, and hard ways when a player requests ALL his bets "OFF". If more than one e.g. place bet is in game, button will be placed only on the closest bet to the Boxman. Dealer will announce: Your bets are OFF until you call them ON. Player calls individual bets working only. EXAMPLE: Player has three come bets with odds on the come out roll, requests "Odds work on the ten only". The Dealer will place an "ON" button on the ten and must either hand off the other two Come bet odds, or place an "OFF" button on each of the two. This procedure will also apply to Place bets and hard ways.

ALLOWABLE WAGERS
All wagers at dice game shall be made by placing cash chips on the appropriate areas of the craps layout except that verbal wagers accompanied by cash may be accepted, provided that the Dealer or a Boxperson confirms them and that such cash is changed as soon as possible into cash chips. Absolutely no bets will be booked from OBC checks or Markers (Front Money or Credit) until all paperwork with all signatures and checking is finished. Wagers should be made before the dice are thrown, but they may be made between the time the dice leave the shooter's hand and the time the dice come to rest, provided they are confirmed orally by the Dealer and the Boxperson. (Please see Booking Bets Section). Bets are not to be taken from the player's hand or from the rack, they are to be set down on the layout by the player and the Dealer must determine the purpose of the money before picking it up. When a player states a bet and hands in money that the Dealer cannot immediately ascertain is the correct amount, it will be given to the Boxperson and the bet will be put up with clean money. The Boxperson will run down the player's money and will then inform the player the amount is either correct or incorrect, as the case may be. The Dealers will either use players chips or house chips to set up bets. They should not part player's and part house's money.

A wager made on any bet may be removed or reduced at any time prior to a roll that decides the outcome of such wager, except that Pass line Bets or Come Bets shall not be removed or reduced after a point is established for that particular bet. If the game is in progress and there is a point already established, Player may remove or reduce freshly made Pass line bet if there wasnt qualifying roll between. The same applies for a put bet. A DON'T PASS/DON'T COME bet may be removed or reduced at any time but MAY NOT BE REPLACED OR INCREASED after such removal or reduction and there was a valid roll between. Do not accept call bets or mark any bets. Call bets are any "called" wager without chips, cash or available credit to sufficiently cover the wager. If sufficient cash is tendered the Boxperson may "book" the bet. Also If the player has money in hand or chips in front of him/her, the bet can be booked (please make sure you book the bet properly see Booking bets section).

BOOKING BETS

Acknowledge and announce all bets clearly so that all concerned understand the bet. State the amount of the bet and where it will play and to whom it belongs. Verbal acknowledgement (i.e. bet) is an acceptable practice even if the wager is not placed in its proper position before the dice have landed. This is dependant upon the following conditions. 1. The dice have not already come to rest and the total value determined. 2. The bet called by the player is clear, valid and confirmed by either the Stickperson or the Boxperson. 3. The player shows visible evidence of the means to pay for the wager. If these conditions are not met No bet shall be announced. The Boxperson can overrule this as to whether such a bet is valid or not. In situations where bets are booked before the dice are thrown the bet shall be acknowledged, announced, and placed in its correct position and change given, if applicable. When the player calls his/hers bet OFF, an announcement: Your bets are OFF until you call them ON shall be made from the house side (Stickperson, Base Dealer or Boxman). Do not accept a bet with ALWAYS ON! This put house in the position of making mistake with forgetting to mark the bet when needed or pass the information to the next Dealer coming from break. Player has to call it ON prior next come out roll. As a courtesy to this player, player might be reminded to do so by Dice staff.

BETS ACROSS

Shaded area denotes Buy bets and 1 unit equals $5. Place bets on 4, 5, 9 and 10 are of equal value. Place bets on 6, 8, 5 and 9 pay the same. BET 26 27 32 52 54 64 78 81 96 BET 104 108 128 106 110 109 130 BET 130 135 160 132 137 136 162 BET 260 270 320 265 275 272 325 ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS TEN 5 5 5 10 10 10 15 15 15 TEN 20 20 20 20 20 POINT 20 TEN 25 25 25 25 25 POINT 25 TEN 50 50 50 50 50 POINT 50 NINE 5 POINT 5 10 POINT 10 15 POINT 15 NINE 20 POINT 20 20 POINT 20 20 NINE 25 POINT 25 25 POINT 25 25 NINE 50 POINT 50 50 POINT 50 50 EIGHT 6 6 6 12 12 12 18 18 18 EIGHT 24 24 24 24 24 24 24 EIGHT 30 30 30 30 30 30 30 EIGHT 60 60 60 60 60 60 60 SIX POINT 6 6 POINT 12 12 POINT 18 18 SIX POINT 24 24 POINT 24 24 24 SIX POINT 30 30 POINT 30 30 30 SIX POINT 60 60 POINT 60 60 60 FIVE 5 5 5 10 10 10 15 15 15 FIVE 20 20 20 20 20 20 20 FIVE 25 25 25 25 25 25 25 FIVE 50 50 50 50 50 50 50 FOUR 5 5 5 10 10 10 15 15 15 FOUR 20 20 20 20 20 20 20 FOUR 25 25 25 25 25 25 25 FOUR 50 50 50 50 50 50 50 UNITS

1 2 3
UNITS

UNITS

UNITS

10

BET 390 405 480 397 412 408 487 BET 520 540 640 530 550 545 650 BET 650 675 800 662 687 681 812 BET 780 810 960 795 825 817 975 BET 1300 1350 1600 1325 1375 1362 1625

ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS ACROSS

TEN 75 75 75 75 75 POINT 75 TEN 100 100 100 100 100 POINT 100 TEN 125 125 125 125 125 POINT 125 TEN 150 150 150 150 150 POINT 150 TEN 250 250 250 250 250 POINT 250

NINE 75 POINT 75 75 POINT 75 75 NINE 100 POINT 100 100 POINT 100 100 NINE 125 POINT 125 125 POINT 125 125 NINE 150 POINT 150 150 POINT 150 150 NINE 250 POINT 250 250 POINT 250 250

EIGHT 90 90 90 90 90 90 90 EIGHT 120 120 120 120 120 120 120 EIGHT 150 150 150 150 150 150 150 EIGHT 180 180 180 180 180 180 180 EIGHT 300 300 300 300 300 300 300

SIX POINT 90 90 POINT 90 90 90 SIX POINT 120 120 POINT 120 120 120 SIX POINT 150 150 POINT 150 150 150 SIX POINT 180 180 POINT 180 180 180 SIX POINT 300 300 POINT 300 300 300

FIVE 75 75 75 75 75 75 75 FIVE 100 100 100 100 100 100 100 FIVE 125 125 125 125 125 125 125 FIVE 150 150 150 150 150 150 150 FIVE 250 250 250 250 250 250 250

FOUR 75 75 75 75 75 75 75 FOUR 100 100 100 100 100 100 100 FOUR 125 125 125 125 125 125 125 FOUR 150 150 150 150 150 150 150 FOUR 250 250 250 250 250 250 250

UNITS

15

UNITS

20

UNITS

25

UNITS

30

UNITS

50

INSIDE BETS

Players will call the bets in the following way:

BET 16 17 22 BET 32 34 44 BET 48 51 66 BET 64 68 88 BET 80 85 110 BET 160 170 220 BET 240 255 330 BET 320 340 440 BET 800 850 1100

Sixteen the insides (or ins) Twenty five each the insides (30 on the 6 or 8) Minimum the insides One hundred and ten the insides including the point. INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES INSIDES TEN NINE 5 POINT 5 NINE 10 POINT 10 NINE 15 POINT 15 NINE 20 POINT 20 NINE 25 POINT 25 NINE 50 POINT 50 NINE 75 POINT 75 NINE 100 POINT 100 NINE 250 POINT 250 EIGHT 6 6 6 EIGHT 12 12 12 EIGHT 18 18 18 EIGHT 24 24 24 EIGHT 30 30 30 EIGHT 60 60 60 EIGHT 90 90 90 EIGHT 120 120 120 EIGHT 300 300 300 SIX POINT 6 6 SIX POINT 12 12 SIX POINT 18 18 SIX POINT 24 24 SIX POINT 30 30 SIX POINT 60 60 SIX POINT 90 90 SIX POINT 120 120 SIX POINT 300 300 FIVE 5 5 5 FIVE 10 10 10 FIVE 15 15 15 FIVE 20 20 20 FIVE 25 25 25 FIVE 50 50 50 FIVE 75 75 75 FIVE 100 100 100 FIVE 250 250 250 FOUR UNITS

1
FOUR UNITS

TEN

2
FOUR UNITS

TEN

3
FOUR UNITS

TEN

4
FOUR UNITS

TEN

5
FOUR UNITS

TEN

10
FOUR UNITS

TEN

15
FOUR UNITS

TEN

20
FOUR UNITS

TEN

50

OUTSIDE BETS

Players will call the bets in the following way: BET 15 15 20 BET 30 Forty five the outsides (or the outs). Sixty the outsides including the point. Twenty five the outsides buying the four and ten; or 102 the outs. OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS TEN 5 POINT 5 TEN 10 NINE POINT 5 5 NINE POINT EIGHT SIX FIVE 5 5 5 FIVE 10 FOUR 5 5 5 FOUR 10 UNITS

1
UNITS

EIGHT

SIX

30 40 BET 45 45 60 BET 60 60 80

OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS

POINT 10 TEN 15 POINT 15 TEN 20 POINT 20

10 10 NINE POINT 15 15 NINE POINT 20 20

EIGHT

SIX

EIGHT

SIX

10 10 FIVE 15 15 15 FIVE 20 20 20

10 10 FOUR 15 15 15 FOUR 20 20 20

2
UNITS

3
UNITS

OUTSIDES BUYING THE FOUR AND TEN


BET 62 62 84 BET 77 76 102 BET 155 152 205 BET 232 228 307 BET 310 305 410 BET 387 381 512 BET 775 762 1025 BET 1550 1525 2050 OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS OUTSIDES OUTS OUTS OUTS TEN 20 POINT 20 TEN 25 POINT 25 TEN 50 POINT 50 TEN 75 POINT 75 TEN 100 POINT 100 TEN 125 POINT 125 TEN 250 POINT 250 TEN 500 POINT 500 NINE POINT 20 20 NINE POINT 25 25 NINE POINT 50 50 NINE POINT 75 75 NINE POINT 100 100 NINE POINT 125 125 NINE POINT 250 250 NINE POINT 500 500 EIGHT SIX FIVE 20 20 20 FIVE 25 25 25 FIVE 50 50 50 FIVE 75 75 75 FIVE 100 100 100 FIVE 125 125 125 FIVE 250 250 250 FIVE 500 500 500 FOUR 20 20 20 FOUR 25 25 25 FOUR 50 50 50 FOUR 75 75 75 FOUR 100 100 100 FOUR 125 125 125 FOUR 250 250 250 FOUR 500 500 500 UNITS

4
UNITS

EIGHT

SIX

5
UNITS

EIGHT

SIX

10
UNITS

EIGHT

SIX

15
UNITS

EIGHT

SIX

20
UNITS

EIGHT

SIX

25
UNITS

EIGHT

SIX

50
UNITS

EIGHT

SIX

100

LAY BETS
Lay bets are the opposite to buy bets. Lay bets always work until they lose or are called down by the player. The vigorish of $1 for every $20 is on what the player wins, not on what he lays. Odds on Lay bets are: A. B. C. Lay 2 to win 1 if the number is four (4) or ten (10). Lay 3 to win 2 if the number is five 5) or nine (9). Lay 6 to win 5 if the number is six (6) or, eight (8).

The Dealer will take the Lay bet from the player and place the bet behind the number placing a Lay button on top of the bet. EXAMPLE: Player gives the dealer $41 to Lay the number ten. The Dealer places the $40 behind the ten and the $1 in front of the Boxman, Dealer place the Lay button on top, and the Dealer or Boxman locks up the $1 vigorish, or vig. If a seven is thrown before a ten, the player wins $20, and then must give the Dealer another $1 vigorish if the player leaves his bet up behind the number. If a ten is thrown before a seven, the player loses.

A Lay bet must win a minimum of$20. NOTE:

All Lay bets are paid with the bet down unless the player specifically asks for the bet to remain; in this case they would pay the Vig again. This is because the player is odds on to win.

BUY BETS AND LAY BETS POSITIONS

uy bets are placed in the come bet positions just inside the numbers. These are not come bets and must be paid after all come action has been finalized.

Lay bets are placed in the dont come box behind the number and as space is limited the Dealer must be aware of whos bet s are placed here. Buy bets are considered as a Place Bets, however Player can have Buy bet and Place bet at the same time and both to the Table maximum. If this situation will appear, pay Place bet before Buy bet.

LAMMERS OR BUTTONS
These small plastic chips are used for players type of action: ON OFF On Lammers are used for players that would like their bets working on the Come-Out roll, Place bets, Buy bets, Come bet odds. Off Lammers are used for player's that would like their action "OFF" for the roll, or a number of rolls. These Lammers will only be used once the point is established. Unless a player calls his bets off and the dice seven-out, only then, these buttons will remain. Buy Lammers are used when players are "buying" the numbers. Lay Lammers are used when players are "laying" the numbers.

BUY LAY

LAY BETS ACROSS


Bet To Win Bet To Win Bet To Win Bet To Win Total 194 120 Total 242 150 Total 291 180 Total 339 210 Total Four 40 20 Four 50 25 Four 60 30 Four 70 35 Four Five 30 20 Five 38 25 Five 45 30 Five 53 35 Five Six 24 20 Six 30 25 Six 36 30 Six 42 35 Six Eight 24 20 Eight 30 25 Eight 36 30 Eight 42 35 Eight Nine 30 20 Nine 38 25 Nine 45 30 Nine 53 35 Nine Ten 40 20 Ten 50 25 Ten 60 30 Ten 70 35 Ten Units to win 4 Units to win 5 Units to win 6 Units to win 7 Units to win Tax 6 Tax 8 Tax 9 Tax 11 Tax

Bet To Win Bet To Win Bet To Win Bet To Win Bet To Win Bet To Win Bet To Win Bet To Win

388 240 Total 436 270 Total 485 300 Total 727 450 Total 970 600 Total 2425 1500 Total 4850 3000 Total 19400 12000

80 40 Four 90 45 Four 100 50 Four 150 75 Four 200 100 Four 500 250 Four 1000 500 Four 4000 2000

60 40 Five 68 45 Five 75 50 Five 113 75 Five 150 100 Five 375 250 Five 750 500 Five 3000 2000

48 40 Six 54 45 Six 60 50 Six 90 75 Six 120 100 Six 300 250 Six 600 500 Six 2400 2000

48 40 Eight 54 45 Eight 60 50 Eight 90 75 Eight 120 100 Eight 300 250 Eight 600 500 Eight 2400 2000

60 40 Nine 68 45 Nine 75 50 Nine 113 75 Nine 150 100 Nine 375 250 Nine 750 500 Nine 3000 2000

80 40 Ten 90 45 Ten 100 50 Ten 150 75 Ten 200 100 Ten 500 250 Ten 1000 500 Ten 4000 2000

8 Units to win 9 Units to win 10 Units to win 15 Units to win 20 Units to win 50 Units to win 100 Units to win 400

12 Tax 14 Tax 15 Tax 23 Tax 30 Tax 75 Tax 150 Tax 600

lthough an unusual bet, Lay bets across are sometimes called and they cover all the numbers (including the point), the above chart covers the minimum bet to the maximum bet again 1 unit is equal to $5 win on 1 number and the tax is included in the bet total. It is more popular for players to Lay one or two numbers at a time, there is a formula for working out the lay bets across, shown below please round up all tax. Ask the player how much they would like to win on each number for example $100 100 X 3 = 300 move the decimal point = $30 tax 10 X 100 = 1000 minus the tax @ $30 = $970 Same formula to win $25 on each number 25 X 3 = 75 move the decimal point = $7.5 10 X 25 = 250 minus the tax @ $7.5 = $242

Or another way to explain this simple method is to take 3% from each $100 of the Lay Bets Across for the vig and 3% would be the change. EXAMPLE: Player gives you $500 and asks for Lay Bets Across. 3% out of $500 is $15, so $15 is the change and $15 will be taken for the vig from the $185 for the bet.

5
Section

THE CENTER ACTION LAYOUT


A view from the Stickpersons perspective

PROPOSITION BETS
Proposition bets are divided to HARDWAYS and ONE ROLL BETS. Minimum for these bets is 1/5 of the table minimum as long as the Player has some other bet where the table minimum is covered. This can be overruled by Boxman. HARDWAYS are off on the come out roll unless Player asks to have the bet(s) working. Request such as: My Hardways are always ON will not be accepted, because the house should not take the responsibility of keeping track of it and the Player should be in mistake not the house if forgotten to pay or taken!

Hardways win if the dice lands on the hard combination (2-2, 3-3, 4-4, and 5-5), and lose when the easy combination is rolled or on the seven out. ONE ROLL BETS always work. If a player wants his bet "off for a roll, the Stickpersons responsibility is to take the bet down, and instruct the base Dealer to give change back to the player. EXAMPLE: "Give this gentleman $5.00 for his bet", or $5.00 and down for this Player and points with the stick.

Proposition one roll bets are one roll bets unless the bet wins, ONLY then the bet will STAY UP. A player can press the bet if he wishes, and a player can bet for another player if he wishes, providing he does not exceed the established maximum. On a winning Proposition bet, always leave the related losing bet up, and deduct from the payout.

One roll bets and Hardways bets are paid from Stickperson to the base, pay the end opposite the shooter first.

PROPOSITION BETS ODDS: o HARDWAYS A. B. o Hardways Hardways 4 or 10 6 or 8 7 to 1 9 to 1

ONE ROLL BETS: A. B. C. D. E. F. "Any seven" "Any craps" "Craps 2 "Craps 3 "Craps 12 "Eleven" 4 to 1 7 to 1 30 to 1 15 to 1 30 to 1 15 to 1

Proposition Bets can be made in any denomination (accept only units of $1, no lower value in the float) as long as the minimum and maximum is covered. There are also many COMBINATION BETS, where two or more One Roll Bets or even Hardways (Buffalo bet) are combined.

PROPOSITION BETS POSITIONS

s you can see by the picture below the Hardways positions are closer together. Players position of the Hardway must correspondent with his/hers Place bet position.

6 Tip

One Roll bets positions are not all permanently defined; it is up to the Dealer to use common sense when placing some of these bets. Since these are one roll bets it is easy to keep a track of whose bet it is. Only when too many players bet at the same time the similar positioning as for the Hardways would be use.

3 5 1

C 4 1 E 3 1 1 2 2 E 2 C 2 3 2 4 H W 4 2 H 2

4 6 1 2 1 ti p Ti p 1

B 1 W 0 6 0 5 0 7 2 H 1

1 5 7 h h ti 1 p p p 1

9 1

7 6 8 1 ti p 1

8 9 1

Bet for ANY SEVEN also called BIG RED. Bet for CRAP THREE also called ACE-DUCE. In case more than one player will make this bet, positioning as for Hardway will be used. Same applies for bets CRAP TWO and CRAP TWELVE. Bet for ELEVEN also called YO. Reason for positioning this bet out of the Proposition layout area is that this bet that it is common bet to make by Players. Each circle line shows approximately the position of the player. Please refer to the next picture. Bet for ANY CRAP. This bet might be offered or explained as insurance bet for Pass Line on the come out roll or for the Come bet. Positioning of the bet is the same as for ELEVEN. C&E bet. Its a split bet where of the bet goes on ANY CRAP and of the bet goes on ELEVEN. Therefore minimum for this bet is double of proposition bets minimum. This bet can be of any amount up to its maximum. THREE WAY CRAP. Covers CRAP TWO, THREE and TWELVE where each gets 1/3 of the bet. Minimum for this bet is three times whatever minimum for proposition bet is and can be of any amount. HORN bet is a bet on all four of the center action numbers (TWO, THREE, TWELVE and ELEVEN) and once again can be any amount. It is unusual to get more than two or three of these bets. Common sense must be used when placing these bets as there is not enough room for all the positions of players and the Dealer must remember whose bet is whose. Minimum for the bet is four times whatever minimum for proposition bet is.

5 W 2 W 5 2 6 2 7 2 8 2 9 2 B 9 2

HORN HIGH TWELVE is a bet where each of TWO, THREE and ELEVEN gets 1/5 of the bet and TWELVE gets 2/5 of the bet. Minimum for this bet is five times the proposition minimum and it can be of any amount. Same applies for HORN HIGH TWO, THREE and ELEVEN. WORLD bet also called WHIRL bet. This bet covers the same as HORN bet plus ANY SEVEN. It can be of any amount as long as at least five times of proposition minimum is covered. HIGHLOW bet. of the bet is for TWELVE and is for TWO. Minimum is twice as the proposition minimum and it can be of any amount. ET bet where of the bet goes to ELEVEN and goes to TWELVE. Minimum is twice as the proposition minimum and it can be of any amount. HIGHLOWYO bet covers CRAP TWELVE, CRAP TWO and ELEVEN. Same rules apply as for THREE WAY CRAP. SEVENELEVEN of the bet goes for ANY SEVEN and goes for ELEVEN. Same rules apply as for C&E. BUFFALO bet. This bet can cover all the HARDWAYS and ANY SEVEN, or it can be all the HARDWAYS and ELEVEN. Ask the Player to clarify when this bet appears for its first time. HARDWAYS suppose to be ON since this bet is usually placed on the come out roll.

More bets similar to the above can be made (such as ACE DUCE ACES or ANYCRAP ELEVEN). Again common sense should prevail when placing this bets and both Stickperson as well as Boxman should know what is the bet and to whom it belongs. This picture shows the correct positioning of the crap and eleven bet, position one is closest to the Dealer and position Seven (there is usually a spare) is farthest away, these are marked on the table each side of the center action boxes. If the player places an Any Crap bet or an eleven on its own the same boxes are to be used.

2 1 2

2 1 2

Following pictures shows example situations where Table goes crazy with betting on the same One Roll bet (e.g. the THREE WAY CRAP or the WORLD bet) and some kind of system of positioning should be recognized. Any system can be used as long as Boxman and Stickperson know what is going on and whose bet is what.

CENTER ACTION KEYS


TERMINOLOGY HORN BET DICE ROLL FORMULA 3 OR 11 3 X BET 12 OR 2 7 X BET MINUS 1/4 of the original bet 2 3 11 12 12 3 11 2 11 12 2 3 3 12 2 11 12 2 11 3 7 11 7 11 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 11 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 5 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER 2 X BET + AMOUNT ON THE NUMBER PUSH 7 X THE BET BLACKJACK ON THE BET On any split bet the formula will be the same, so on any split with an eleven an the eleven is rolled the formula will be 7x the bet. ALTERNATE FORMULA This is the only bet where you will have to minus anything To find the amount on the number divide the bet by five. Remember that on the horn hi bets, there is double the amount on the number which is high.

HORN HI ACES

HORN HI TWELVE

HORN HI YO

HORN HIGH ACE/DEUCE

WORLD OR WHIRL HORN + SEVEN

7/11 SPLIT

ANY CRAP/ 7 SPLIT

ANY CRAP 3 X THE BET 7 BLACKJACK ON THE BET 11 12 7 X THE BET DOUBLE THE BET X BY 7 ADD HALF THE ORIGINAL BET DOUBLE THE BET X BY 7 ADD HALF THE ORIGINAL BET

ET OR 11/12 SPLIT

BLACKJACK ON THE BET X 10 MINUS HALF THE ORIGINAL BET BLACKJACK ON THE BET X 10 MINUS HALF THE ORIGINAL BET

HI LOW

12 2

C-E ANY CRAP ELEVEN THREE WAY CRAPS

ANY CRAP 3 X THE BET 11 7 X THE BET 12 11 3 9 X BET + AMOUNT ON NUMBER 4 X BET + AMOUNT ON NUMBER 4 X BET + AMOUNT ON NUMBER

MAXIMUM WAGERS
Pass / field / come Place bets 4,5,9,10 Place bets 6 & 8 Any Crap C&E Any on top of C & E 2 or 12 3 or 11 Horn Bet Horn High 2 or 12 Horn High 3 or 11 3 Way Crap Hard 6 or 8 Hard 4 or 10 World or Whirl Max across Point 4 & 10 Max across Point 5 & 9 Max across Point 6 & 8 Max across including Max inside Point 4 & 10 Max inside Point 5 & 9 Max inside Point 6 & 8 Max Outside Point 4 & 10 Max Outside Point 5 & 9 Max Outside Point 6 & 8 Minimum Lay bet Across Maximum Lay bet Across $5 -$300 300 300 360 120 120 75 30 60 120 75 150 90 90 120 150 1635 1650 1590 1950 1320 1020 960 915 930 1230 194 2910 $10 -$500 500 500 600 200 200 125 50 100 200 125 250 150 150 200 250 2725 2750 2650 3250 2200 1700 1600 1525 1550 2050 194 4850 $25 -$1000 1000 1000 1200 400 400 250 100 200 400 250 500 300 300 400 500 5450 5500 5300 6500 4400 3400 3200 3050 3100 4100 242 9700 $50 -$1000 1000 1000 1200 400 400 250 100 200 400 250 500 300 300 400 500 5450 5500 5300 6500 4400 3400 3200 3050 3100 4100 485 9700 $100 -$2000 2000 2000 2400 800 800 500 200 400 800 500 1000 600 600 800 1000 10900 11000 10600 13000 8800 6800 6400 6100 6200 8200 970 19400

Please note that no payout can exceed 3 times the table's maximum and that the three unit system for the points of 5,9,6,8 works at all times even though the odds or the lay might exceed the table's maximum. Another easy way to learn the maximum for proposition bets is to consider 10%-20%-30%-40% of the Pass Line maximum: Maximum for crap 2 and crap 12 is 10% of the table maximum Maximum for crap 3 and 11 is 20% of the table maximum Maximum for the Hard 6 and Hard 8 is 30% of the table maximum Maximum for the Hard 4 and Had 10 is 40% of the table maximum.

LESS THAN TABLE MINIMUM WAGER

f a player has less than the minimum wager, bring it to the player's immediate attention or do so as soon as possible. If it is noticed after a winning roll, pay the amount of the bet wagered and notify the player of the table minimum as posted on the table. Losing wagers below table minimum will be taken.

MORE THAN TABLE MAXIMUM WAGER

f a player bets over the table maximum and it is not noticed until a winning roll, inform the player of the table limit and pay ONLY to the table maximum. Make certain that the Boxperson is aware of the situation in case of an argument from the player. If a bet over the table limit loses, the overage MUST be returned to the player. If it appears that a stack of chips may be over the table limit and there is no time to count it down, announce: "Plays to the Table Maximum." Make certain that the Boxperson is aware of the bet.

TAKE, PLACE AND PAY - DEALING ORDER

ll dealers will be governed by the following procedures specifying the order in which work for any given roll of the dice will be done: Take all losing bets before paying winning bets.

EXCEPTIONS

Place bets are paid after Come bets have been positioned and paid. Dont Come bets are positioned right after behind numbers are taken before any line or field is settled. On a Seven Out the pay / take order is as follows. 1. 2. 3. 4. 5. 6. 7. 8. Take dont Come bets Take Pass Line bets, with Big Six and Eight. Take Field bets. Pay Dont Pass Line bets Pay Last Come bets and hand off. Pay positioned Dont Come bets Take Place bets. Take positioned Come bets. Six or Eight - down behind the number, move Don't Come and place it behind the number, take the Field, pay Big 6 or 8, , move in Come bets, pay the Place bets, lay and take odds on Don't Come and Come bets. Five - down behind the number, move Don't Come and place it behind the number, take the Field, move in Come bets, pay the Place bets and Buy bets, take and lay the odds. 4 or 9 - move in the Don't Come, pay the Field and Come bets, pay the Place bets and Buy bets, take and lay the odds.

EXAMPLES:

Two or three - take the Come, pay the Dont Come and the Field. Twelve - take the Come, pay double in the Field. Seven out - take the Don't Come, Pass Line, Big 6 and 8 on the way around, take the Field and place the dirty chips into box numbers (loosing area), pay the Don't Pass, pay last Come bets and hand them off, and then pay the bets behind the numbers. If the loosing place bets are too close to winning no action bets, push away the loosing place bets first before start paying winning bets behind. Then turn the puck OFF and take down all losing Place and Buy bets. Proposition bets are paid only after the base Dealer has completed all other work on their end and all losing Proposition bets have been removed. Proposition bets are first paid at the end to which the dice are rolling. Pass line bets will be paid from the base to the stick position, pay the odds first and then the flat bet for each individual wager. The same applies for Dont pass winning bets. Winning bets behind the numbers will be paid from outside towards Boxman and then collected the other way from the box where also the original bet will be collected. Before placing the payout with original bet in front of the player (and heal it), the Dont come area will be touched. Always pay one player at a time. Place bets, Buy bets and Come bets will be paid from Stickperson to base. All payoffs are to be prepared in the Come area of the table before being passed off to the player. On a seven winner the Base Dealer will save the non-working odds from come bets inside the numbers. The Dealer will save the odds of one player at a time, starting from outside towards the box, where each odds bet will be brought into come separately and not being mixed with the odds from another number. When all odds of one player are placed in come area, then it will be collected and handed out to the player. This is important for easier correction of any mistake made by collecting wrong odds!

GRATUITIES

Gratuities cannot be parlayed, both the bet and the winnings must be taken down and dropped with announcement: e.g. Ten and down, Dealers money. Dealers bets follow the same path as players bets and are off or working, but the player can change it. Dont forget to thank for any gratuities even the one which was lost!

GLOSSERY

ACE: ACES: ACE-DEUCE: "ANY BACKSIDE: BACK-UP: BANKROLL: BAR ON THE FIRST ROLL:

A single die showing one spot up. Craps two - one die showing one spot up and the other showing another one spot up. Three Craps - one die showing "one" and the other "two". The "Any Craps" bet. Don't Pass bets or Dont Come bets against numbers repeating before a "seven" is thrown; also called the "back-line" or even the Dark side. To take odds on a bet. House money used to make payoffs and change. It is kept in the back center portion of the table. A bar on one of the Craps numbers, the two-sixes (6/6), if the number barred appears on the first roll / come out roll, it is a stand-off for the back line bettors and the money rides for a decision on a later roll.

BET THE DICE TO WIN: BONES: BOX: BOX-CARS: BOX NUMBER:

To bet that the shooter will pass to bet right. Dice. The non-betting portion of the layout, in front of the bankroll: The "drop box" into which all paper currency, fill, credit slips, etc., are deposited. Crap Twelve (6/6). A betting space on a craps layout (closest to the dealer) where each of the possible point numbers (4, 5, 6, 8, 9, or 10) appear within a square or box. Players may bet each or all of these numbers at any time (place bets, buy bets, lay bets). An employee authorized to supervise a craps game. A small round chip used to keep track of buy bets (with a buy button), lay bets (with a lay button), off and on place bets or hard ways that may be called on or off during the course of the game (also called Lammer). An alternative to placing a bet, where a player pays 5% vigorish on the amount wagered. The craps stick used by the Stickperson to retrieve the dice after the throw, and to push them back to the shooter. A one hundred ($100.00) dollar bill. A split bet covering both Any Craps and Eleven, mostly called "Craps-Eleven".

BOXPERSON or BOXMAN: BUTTON:

BUY-BET: CANE: C-NOTE: C-E:

CAP: CALL-BET:

When a dealer makes a payoff from a place bet by adding the top of the bet to the original bet. Cup is stepped out on the place bet away from the Base Dealer. A wager made verbally, where the name of the bet, how much is the bet and from whom is the bet must be stated. HOPPING BETS or bets which can not be placed on the layout will not be accepted (NO CALL BETS sign on the layout next to the Pass Line). The probability or possibility that a person has when making a bet. A token, which is commonly used for betting purposes on the layout of the games instead of money (bills, notes). When the dice are making more misses than passes. Any roll on which the Pass-Line point may be established (4, 5, 6, 8, 9 or 10). A bet on the Come Line or inside the number. A bet, which may not be removed or reduced once a point has been established for it. (Come and Pass Line bets are contract bets.) The number (2), (3) and (12). (1) The game. (2) The dice. Four dealers assigned to a single craps game where one Dealer is on the break. This is not practiced in NCL because of the starting time differences and one table present on the most of the ships. The two spots on a die. Perfect cube numbered from one to six, top and bottom will add up to seven. The container on the game which holds dice which are not in play, but which are available for use. Gaming chips from losing wagers, which have not been returned to the bankroll. Don't Pass bets and Dont Come bets. A removable locked cashbox located under a craps table. The money paid by the players for chips is dropped into the slot in the table top. To make a point (4, 6, 8 or 10) in any way but the Hardway. An advantage. A space on the layout containing a group of numbers (2, 3, 4, 9, 10, 11 and 12). A bet that one of the group of numbers on the field will appear on the next roll. The original Pass, Come, Don't Pass or Don't Come

CHANCE: CHECK (CHEQUE) OR CHIP: COLD: COME-OUT ROLL: COME BET: CONTRACT BET: CRAP: CRAPS: CRAPS TEAM:

DEUCE: DIE: DICE BOWL: DIRTY MONEY: DON'T BETS: DROP BOX: EASY WAY: EDGE: FIELD: FIELD BETS: FLAT BET

PAYOFF: FRONT LINE: FRONT SIDE: HAND: HANDLE: HARD WAY: HAWKING: HOP BETS: LAMMER: LAY BET: LAYOUT: LET IT RIDE: LIMIT: LINE: LITTLE JOE: LOCK UP: MARKER: MISSOUT: NATURAL: OFF:

bet to which odds may be attached. It is paid even money. The Pass line. Pass line. The sequence of individual throws of the dice beginning with the shooter's first come-out roll and terminating with a "seven-out". All money that repeatedly changes hands at the casino tables, before it is actually won or lost. To make a number (4, 6, 8 or 10) in two equal numbers on the dice. When a Base Dealers are following the dice to opposite sides of the table when they should be watching their own end of the table. This is NOT PERMITTED. Player is betting on the next combination of the dice (e.g. four (4) will be rolled 1 and 3). This is a one roll bet and we DO NOT accept these at the table. A plastic chip used to indicate the working and not working bets, as well as Buy bets and Lay bets. Betting against a number being rolled. A diagram with designated spaces for different casino bets (craps layout). The players place their chips on the spaces to signify the bets they are making. To leave the original bet and the money won on playing surface and wager it again. The maximum amount that may be wagered against the house on any single bet. The Pass Line. The nickname for four (4) to be rolled as 3 and 1 in Craps (Little Joe was 3 and 1 tall). Put into the bankroll. For example losing bets are "locked up", which is taken and placed in the bankroll. Any document verifying that credit has been extended by the casino to a customer. A losing decision for the shooter obtained on the come out when a Craps is thrown and after the come out when a seven is thrown before the point number. When 7 or 11 is thrown on the come out roll. Indicating that a bet is not working or not in action for a specified throw of the dice. The bet can not win neither loses and will remain on the place until called on or returned to the player if requested. A bet that is decided on the next qualified roll of the dice.

ONE ROLL BET:

OVERLAY:

This bet is made on the Don't Pass when there is an existing Don't Pass bet with maximum odds. A player may then overlay the point. This is the same as buying behind the point on the Don't Pass line (lay bet). A plastic device used to place currency in the drop box also called PLUNGER. Let it ride. To leave the original bet and the winnings of that bet on the table and wager them again. To illegally make a wager on a number after that number has been declared a winner. To illegally remove a part, or all of a wager. The number that must be repeated before a seven is thrown in order for a Pass Line bet to win. To increase a bet by an equal amount to the original bet. Also, to increase a bet, usually a place bet, by any amount. Are the center bets, HARDWAYS and ONE ROLL bets; which is Craps (2, 3 or 12), Eleven, Any Seven, Horn Bets, Horn Highs, and Any Craps. The flat rounded plastic marker used to indicate established point if showing ON side and or indicate Come out roll when is showing OFF side. A box to hold chips or checks, where the bankroll is kept. A throw of the dice by the shooter. A total of seven (7) thrown by the shooter after his/her establishment of a point. A total of seven (7) thrown by the shooter prior to his/her establishment of a point. The player who throws the dice. An unlimited bet, or wager, or part of a wager forgotten by the player. The throw of two aces. A management employee authorized to supervise gaming tables within the casino. Take; take odds - Pass Line/Lay, lay odds Don't Pass. A gratuity. To combine the payoffs for both the flat and odds portions of a bet into a single unit. The tax the casino charges on wagers, mostly on the Buy bets and Lay bets on the Craps table. Terminology used for eleven (11).

PADDLE: PARLAY: PAST POST: PINCH: POINT: PRESS: PROPOSITION BETS: PUCK: RACK: ROLL: SEVEN OUT: SEVEN WINNER: SHOOTER: SLEEPER: SNAKE EYES: SUPERVISOR: TAKE/LAY: TOKE, TIP: TOTALING: VIGORISH, VIG:

YO/E.O:

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