Booband – The logic of craps, as with all gambling games is a combination of knowledge, mathematical probabilities, skill and being in “The Zone.” Knowledge is understanding what the game is all about – purpose, execution and wagering probabilities.
Mathematical probabilities – The amount of money you have to play with should determine how much you place on each wager – how much you can afford to lose. Skill comes from practice – track your playing sessions. Track which wagers you finally began to understand, which wagers paid the most, etc.
The Nagapoker – the incredible gaming experience when you’re in the right place at the right time. Like anything else based on mathematical probabilities there are times when it all comes together. In Blackjack you win multiple hands in a row and progress your wager with each hand. In Craps you get on a table and the dice behave – either in your hands or in someone else’s hands. The difference is that you know enough about the game to keep collecting on your wagers.
The Logic of Craps is based on a pair of dice with one to six dots on the dice. When you look at a Craps layout there are numbers all over the place – what do those numbers mean and how do you wager on them. The numbers you deal with in the game are 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12. The most rolled numbers – based on the combination of dots on the dice – are 6, 7 and 8.
The first thing you do – your ticket into the game – is the Pass Line bet. Place your wager on the Pass Line directly in front of the space you marked. There are sections in the chip rail. Each player has a section. You want that section of the chip rail all to yourself. This is called ENTRY ONLY. Nothing else on the chip rail belongs to anyone else.
customary bets are Pass, Don’t Pass, Come, Don’t Come, Don’t Move, Place, and Placing. You may also make an Place bet, which is strictly up to you whether you bet the Pass Line or not.
THREE OF A KIND – if you have the “three of a kind” – 3 of the same number, like 3, 3, 3. If someone else makes a Pass Line bet out of thin air you can pick up some odd $4 odds. This bet can also back out of the Pass Line bet on the Come or Don’t Come layout.
FLOP– the next bet in the Flop round is a simple one. Any Craps played after this bet goes into the Flop, so any bet in the Flop should be a Place bet with the same numbers, or Place bet on a separate layout, like Buy the Zippers, Torpedo, Rose and Oak, or Liberty Bell. See the section on multi-outs for more information about the various multi-outs available.
FOUR OF A KIND – again, any four of the same number, like 4, 4, 8, 8, 10, 10. This bet is always placed face up, next to the Pass Line bet. Occasionally the casinos offer a fifth, fifth card in the form of a face card, 10, J, Q, or K. Knowledge of the cards is not enough to win or lose. You must roll the dice and click your choice on the number 5, 6, 7, 8, 9, or 10, to see how many you have.
THE FAULK – the last number in the Flop is called the Fool. If you have enough money to make a Place bet on your favourite number, click the Place bet instead. If you have enough to make a Pass Line bet instead, the backwards Pass Line bet is sometimes called the backwards Pass Line bet, JJ, or, for an unbalanced number, the opposite number, 00, 0, or 1. For example, 6 is the numeral for 6 on the dice, newspaper, and television. Place bets are all the same.
THE BUTTON – this is the fourth number in the come-out roll, also called the point. At the beginning of every Come-out roll many players bet the Field bet, also called the Come bet. This is the bet you must make even though you have a favourable roll, for example, 4, 5, 6, 7, or 8. On the come-out roll some players open fired at the Field bet, in an exaggerated version of the well known phrase, “Gimme FREE entry a free odds.”
That the player opened fired at the Field is necessary for the reason that the next roll is not certain and might not be with favorable results.