The Rules of Craps


Definitions

The following words and terms, when used in this subchapter, shall have the following meanings unless the context clearly indicates otherwise.
  • "Come Out Point" Shall mean a total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the come out roll.
  • "Come Out Roll" Shall mean the first roll of the dice at the opening of the game and the first roll of the dice after a decision with respect to a Pass Bet and Don't Pass Bet has been affected.
  • "Come Point" Shall mean a total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the next roll following placement of a Come Bet or Don't Come Bet.
  • "7 Out" Shall mean a total of 7 thrown by the shooter subsequent to his establishment of a come-out point.
  • "Roll" Shall mean the throw of the dice by the shooter.
  • "Shooter" Shall mean the player who throws the dice.
  • "Total" Shall mean the sum of the two (2) uppermost surfaces of the dice after they come to rest.
  • Permissible Wagers

    The following shall constitute the definitions of permissible wagers at the game of craps:
    1. "Pass Bet" shall mean a wager placed on the Pass Line of the layout immediately prior to the come out roll.
      1. The Pass Bet shall win if, on the come out roll:
        1. A total of 7 or 11 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is again thrown before a 7 appears.
      2. The Pass Bet shall lose if, on the come out roll:
        1. A total of 2, 3, or 12 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 subsequently appears before that total is again thrown.
      3. If a player so desires, a "Put Bet" is allowed on the pass line after a point is established. This bet shall win only when the pass line point, 4, 5, 6, 7, 9, or 10, rolls and will lose only if a 7 rolls. In all other aspects this bet is identical to a "Pass Bet."
    2. "Don't Pass Bet" shall mean a wager placed on the Don't Pass Line of the layout immediately prior to the come out roll.
      1. The Don't Pass Bet shall win if, on the come out roll:
        1. A total of 2 or 3 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 subsequently appears before that total is again thrown.
      2. The Don't Pass Bet shall lose if, on the come out roll:
        1. A total of 7 or 11 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is again thrown before a 7 appears.
      3. The Don't Pass Bet shall be void if, on the come out roll, a total of 12 is thrown.
    3. "Come Bet" shall mean a wager placed on the Come Line of the layout at any time after the come out roll.
      1. The Come Bet shall win if, on the roll immediately following placement of such bet:
        1. A total of 7 or 11 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is again thrown before a 7 appears.
      2. The Come Bet shall lose if, on the roll immediately following placement of such bet:
        1. A total of 2, 3, or 12 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 subsequently appears before that total is again thrown.
      3. If a player so desires, a "Put Bet" is allowed on any come number, (4, 5, 6, 8, 9, or 10), at any time. This bet shall win only when that specific come number upon which the bet was made, rolls, and will lose only if a 7 rolls. In all other aspects, this bet is identical to a "Come Bet."
    4. "Don't Come Bet" shall mean a wager placed on the "Don't Come" area of the layout at any time after the come out roll.
      1. The Don't Come Bet shall win if, on the roll immediately following placement of such bet:
        1. A total of 2 or 3 is thrown; or
        2. A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 subsequently appears before that total is again thrown.
      2. The Don't Come Bet shall lose if, on the roll immediately following placement of such bet:
        1. A total of 7 or 11 is thrown; or
        2. A total 4, 5, 6, 8, 9 or 10 is thrown and that total is again thrown before a 7 appears.
      3. The Don't Come Bet shall be void if, on the roll immediately following placement of such bet, a total of 12 is thrown.
    5. "Place Bet to Win" shall mean a wager that may be made at any time on any of the numbers 4, 5, 6, 8, 9 and 10. This bet shall win if the number on which the wager was placed is thrown before a 7 and shall lose if a 7 is thrown before such number.
    6. "Buy Bet" shall mean a wager on the 4, 5, 6, 8, 9 and 10 where a player will be offered true odds on these bets in return for the player paying to the casino, at the time of making the bet, a commission of 5%.
      1. "Lay Bet" shall mean a wager against the 4, 5, 6, 8, 9 and 10 where a player will be offered true odds on these bets in return for the player paying to the casino, at the time of making the bet, a commission of 5%. The 5% commission will be paid on the amount the player could win. The wager shall win if 7 rolls before the number and lose if the number rolls before 7.
    7. "Four the Hardway" shall mean a wager, that may be made at anytime, which shall win if a total of 4 is thrown the hardway (i.e., with 2 appearing on each die) before either 4 is thrown in any other way or before a 7 is thrown.
    8. "Six the Hardway" shall mean a wager, that may be made at any time, which shall win if a total of 6 is thrown the hardway (i.e., with 3 appearing on each die) before 6 is thrown in any other way or before a 7 is thrown.
    9. "Eight the Hardway" shall mean a wager, that may be made at any time, which shall win if a total of 8 is thrown the hardway (i.e., with 4 appearing on each die) before 8 is thrown in any other way or before a 7 is thrown.
    10. "Ten the Hardway" shall mean a wager, that may be made at any time, which shall win if a total of 10 is thrown the hardway (i.e., with 5 appearing on each die) before 10 is thrown in any other way or before a 7 is thrown.
    11. "Field Bet" shall mean a one (1) roll wager that may be made at any time which shall win if any one of the totals 2, 3, 4, 9, 10, 11 or 12 is thrown on the roll immediately following placement of such bet, and shall lose if a total of 5, 6, 7 or 8 is thrown on such roll.
    12. "Any Seven" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 7 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    13. "Any Craps" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 2, 3, or 12 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    14. "Craps Two" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 2 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    15. "Craps Three" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 3 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    16. "Craps Twelve" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 12 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    17. "11 in One Roll" shall mean a one (1) roll wager that may be made at any time which shall win if a total of 11 is thrown on the next roll, and shall lose if any other total is thrown.
    18. "Horn Bet" shall mean a one (1) roll wager that may be made at any time which shall win if any one of the totals 2, 3, 11 or 12 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    19. "Horn-High" bet shall mean the same as a "Horn Bet" except that 40% of the wager is placed on one (1) of the four (4) numbers with the remaining 60% placed equally on the other three (3) (20% each).
    20. "World Bet" shall mean a one (1) roll wager that may be made at any time which shall win if any one of the totals 2, 3, 11, 12 or 7 is thrown on the roll immediately following placement of such bet, and shall lose if any other total is thrown.
    21. "Big Six and Eight" are two (2) separate wagers and must be made individually. They may be made on any roll of the dice, and they win if the 6 or 8 rolls, and they lose if 7 rolls.
    22. "C & E" is a split bet with half of the bet on "eleven" and half the bet on "any craps" (see Numbers 13 and 17). It is a one-roll bet and wins if craps or eleven is thrown, and loses if any other combination of the dice is thrown.

    Making and Removal of Wagers: Minimum Wagers

    1. Call Bets.
      Wagers must be made before the dice are thrown. "Call Bets", or the calling out of bets between the time the dice leave the shooter's hand and the time the dice come to rest, not accompanied by gaming chips on the layout, are not allowed.
    2. Placement of Bets.
      All wagers at craps shall be made by placing gaming chips on the craps layout.
    3. Removals or Reduction of Bets.
      1. 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 a Pass Bet and a Come Bet shall not be removed or reduced after a come out point or come point is established with respect to such bet.
      2. A Don't Pass Bet with a point, and a Don't Come Bet, that has moved to the number, may be removed or reduced at any time, but may not be replaced or increased after such removal or reduction until a new come out roll.

      Management may allow exception in unforeseen circumstances including, but not limited to:

      • Removal of a player from the premises
      • The last player on the game refusing to shoot
      • The dealer not moving a bet, or moving a bet to the wrong position.

    4. Inactive Bets on the Comeout Roll
      All buy and place to win bets, come odds, and hardways shall be inactive on any come out roll unless called "On" by the player and confirmed by the dealer through placement of an "On" marker button on the top of each player's wager. One wager marked with an "On" marker button shall indicate that all similar wagers for that player are "On" unless otherwise specified by such player. All other wagers shall be considered "On."
    5. Minimum and Maximum Wagers.
      The minimum wagers and the maximum wagers shall be posted on a sign at each table. A wager on a Place Bet 6 or 8 will be allowed to exceed the "table maximum" by 20% to allow proper pay (for example: Table minimum $1000 – the place bet on 6 or 8 would be allowed up to $1200). With management approval a player may be allowed to place a "Case Bet" for less then the minimum, if they possess insufficient funds to make the full wager.

    Prairie Meadows has the right to deny play to any player at any time for any reason, which it considers detrimental to the best interest of Prairie Meadows and the State of Iowa gaming industry.

    Payout Odds

    1. Winning wagers at the game of craps shall be paid off at the odds listed below:

      WAGER
      PAYOUT ODDS
      Pass Bet
      1 to 1
      Don't Pass Bet
      1 to 1
      Come Bet
      1 to 1
      Don't Come Bet
      1 to 1
      Place Bet 4 to Win
      9 to 5
      Place Bet 5 to Win
      7 to 5
      Place Bet 6 to Win
      7 to 6
      Place Bet 8 to Win
      7 to 6
      Place Bet 9 to Win
      7 to 5
      Place Bet 10 to Win
      9 to 5
      Four (4) the Hardway
      7 to 1
      Six (6) the Hardway
      9 to 1
      Eight (8) the Hardway
      9 to 1
      Ten (10) the Hardway
      7 to 1
      Field Bet
      1 to 1 on 3, 4, 9, 10, 11
      2 to 1 on 2 or 12
      Big 6 / 8
      1 to 1
      Any Seven (7)
      4 to 1
      Any Craps
      7 to 1
      Craps 2
      30 to 1
      Craps 3
      15 to 1
      Craps 12
      30 to 1
      11 in one roll
      15 to 1
      C & E
      7 to 1 if 11 rolls
      3 to 1 if 2, 3, or 12 rolls

    2. Horn Bets A horn bet shall be paid as if it were 4 separate wagers, i.e., one (1) unit times the odds of the number that rolled minus the 3 losing wagers.
    3. Horn High Bets
      1. A horn high bet shall be accepted in units and increments of 5, with 4 equal units being wagered on 2, 3, 11 and 12 and an additional unit on the player's choice of 2, 3, 11 or 12.
      2. A horn high bet shall be paid as if it were 4 separate wagers; i.e., one(1) unit times the odds of the number that rolled minus the 3 losing wagers.
        EXCEPTION: If the number rolled is that number which has the additional betting unit, the bet shall be paid as two (2) units times the odds of the number that rolled minus the 3 losing wagers.
    4. World Bets
      1. A world bet shall be accepted in units and increments of 5, with equal units being wagered on 2, 3, 11, 12 and any 7.
      2. A world bet shall be paid as if it were 5 separate wagers; i.e., one (1)unit times the odds of the number that rolled, minus the 4 losing wagers.

    True Odds on Place Bets (Buy & Lay Bets)

    1. Do Come Buy Bets
      On 4, 5, 6, 8, 9 and 10, a player will have the option of receiving true odds on these bets in return for the player paying to the casino, at the time of making the bet, 5% of the amount the player wagers on such bet. Payoffs for winning wagers on these bets shall conform to the odds listed below:

      BETS
      ODDS
      4 to Win
      2 to 1
      5 to Win
      3 to 2
      6 to Win
      6 to 5
      8 to Win
      6 to 5
      9 to Win
      3 to 2
      10 to Win
      2 to 1

    2. Don't Come Buy Bets or Lay Bets
      On 4, 5, 6, 8, 9 and 10, a player shall receive true odds on these bets in return for the player paying to the casino, at the time of making the bet, 5% of the amount the player could win on such bet.
    3. Payoffs for winning wagers on these bets shall conform to the odds listed below:

      BETS
      ODDS
      4 to Lose
      1 to 2
      5 to Lose
      2 to 3
      6 to Lose
      5 to 6
      8 to Lose
      5 to 6
      9 to Lose
      2 to 3
      10 to Lose
      1 to 2

    4. Any time buy or lay bets do not have an outcome, and are returned to the player,they will be accompanied by the 5% commission.

    Taking and Laying Odds

    1. Whenever a player makes a Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, he shall have the right to make an additional wager in support of the Pass Bet up to posted table limits. If, in such circumstances, the pass Bet wins, the original amount of the Pass Bet shall be paid at odds of 1 to 1 and the supplemental amount shall be paid at odds of 2 to 1 if the come out point was 4 or 10, 3 to 2 if the come out point was 5 or 9, and 6 to 5 if the come out point was 6 or 8.
    2. Whenever a player makes a Don't Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, he shall have the right to make an additional wager in support of the Don't Pass Bet up to posted table limits. If, in such circumstances, the Don't Pass Bet wins, the original amount of the Don't Pass Bet shall be paid at odds of 1 to 1 and the supplemental amount shall be paid at odds of 1 to 2 if the come out point was 4 or 10, 2 to 3 if the come out point was 5 or 9, and 5 to 6 if the come out point was 6 or 8.
    3. Whenever a player makes a Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown, he shall have the right to make an additional wager in support of the Come Bet up to posted table limits. If, in such circumstances the Come Bet wins, the original amount of the Come Bet shall be paid at odds of 1 to 1 and the supplemental amount shall be paid at odds of 2 to 1 if the come point was 4 or 10, 3 to 2 if the come point was 5 or 9, and 6 to 5 if the come point was 6 or 8.
    4. Whenever a player makes a Don't Come Bet and a total of 4, 5, 6, 8, 9 or 10, he shall have the right to make an additional wager in support of the Don't Come Bet up to posted table limits. If, in such circumstances the Don't Come Bet wins, the original amount of the Don't Come Bet shall be paid at odds of 1 to 1 and the supplemental amount shall be paid at odds of 1 to 2 if the Don't Come point was 4 or 10, 2 to 3 if the Don't Come point was 5 or 9, and 5 to 6 if the Don't Come point was 6 to 8.

    Dice: Retention/Selection

    1. A set of five (5) dice shall be present at the craps table during gaming at craps. Control of the dice shall be the responsibility of the dealers at the table who shall retain all dice, except those in active play, in a dice bowl at the table.
    2. At the commencement of play, the dealer shall offer the set of dice to the player immediately to the left of the casino supervisor at the table. If such player rejects the dice, the dealer shall offer the dice to each of the other players in turn, clockwise around the table, until one (1) of the players accept the dice.
    3. The first player to accept the dice when offered shall become the shooter who shall select and retain two (2) of the dice offered. The remaining dice of the set shall be returned to the dice bowl.
    4. In the event a die or dice go off the table, an immediate effort shall be made to retrieve the die or dice. If a missing die or dice is found, the supervisor will inspect the die or dice for damage, alteration, or irregularities before placing the die or dice back into play. The shooter, at the time of the die or dice becoming lost, shall be allowed to finish the hand with remaining dice of the original set. If a missing die or dice are unable to be found, a new set of dice shall be taken from inventory, and placed on the table. The remaining dice of the set previously in use shall be removed from the table, bagged, a discrepancy form filled out, and held for Security. Security and Surveillance will be notified of the time, color, and number on the die or dice.

    Throw Of The Dice

    Upon selection of the dice, the shooter shall make a Pass Bet or Don't Pass Bet after which he shall throw the two (2) selected dice so that they leave his hand simultaneously and in a manner calculated to cause them to strike the end of the table farthest from him in a random manner. Management may at its discretion allow exceptions with regards to whether or not the shooter must have a Pass Bet or Don't Pass when necessary.

    Invalid Roll Of The Dice

    1. A roll of the dice shall be invalid whenever either or both of the dice go off the table.
    2. The dealer or supervisor, at Prairie Meadows discretion, shall have the authority to invalidate a roll of the dice by calling "No Roll" for any of the following reason:
      1. The dice do not leave the shooter's hand simultaneously
      2. Either or both of the dice fail to strike an end of the table
      3. Either or both of the dice come to rest on the chips constituting the craps bank of chips in front of the casino supervisor
      4. Either or both of the dice come to rest in the dice bowl or on one(1) of the rails surrounding the table
      5. If dice land stacked, one (1) on top of the other.
      6. If a die is cocked against two objects
      7. If either die leave the table
      8. The use of a cheating, crooked or fixed device or technique in the roll of the dice including, but not limited to:
        1. "Sliding" the dice.
        2. "Spinning" the dice.
      9. For any other reason the dealer or supervisor considers the throw to be improper.
    3. The call of "No Roll" by the dealer or supervisor shall, whenever possible, be made before both dice come to rest.
    4. A throw of the dice which results in the dice coming into contact with any chips on the table, other than the craps bank of chips located in front of the casino supervisor, shall not be a cause for a call of "No Roll."
    5. The casino supervisor shall have the authority to overrule the dealer, if, in his judgment, an error has been made by the dealer and the resulting call of the dice is not in compliance with subsections 1, 2, 3 and 4 of this section.
    6. The Pit Manager shall have the authority to overrule the dealer and/or casino supervisor, if, in his judgment, the resulting call of the dice is not in compliance with subsections 1, 2, 3 and 4 of this section.
    7. The shift manager shall have the authority to overrule the dealer or Pit Manager, when, in his judgment, the resulting call of the dice is not in compliance with subsections 1, 2, 3 and 4 of this section.

    Point Thrown – Settlement of Wagers

    1. When the dice come to rest from a valid throw, the stickman shall at once call out the sum of the numbers on the high or uppermost sides of the two (2) dice. Only one (1) face on each die shall be considered skyward. In the event either or both of the dice do not land flat on the table (i.e., one (1) edge of the die is resting cocked on a stack of chips) the side directly opposite the side that is resting on the chips or other object shall be considered uppermost and skyward. If more than one (1) side of a die is resting on a stack of chips or other object, (i.e., is suspended or wedged) the roll shall be void and the dice shall be re-thrown. In the event of a dispute as to which face is uppermost, the casino supervisor shall have discretion to determine which face is uppermost or to order the throw be void and the dice be re-thrown.
    2. After calling the throw, the stickman shall collect the dice and bring them to the center of the table between himself and the casino supervisor. All wagers decided by that throw shall then be settled, after which the stickman shall pass the dice to the shooter for the next throw.

    Continuation of Shooter As such/Selection of New Shooter

    1. It shall be the option of the shooter, after any roll, either to pass the dice or remain the shooter except that:
      1. The shooter shall pass the dice upon throwing a loser 7; and,
      2. The casino supervisor may order the shooter to pass the dice if the shooter unreasonably delays the game, repeatedly makes invalid rolls, displays inappropriate behavior, or violates the regulations.
    2. Whenever a voluntary or compulsory relinquishment of the dice occurs by the shooter, the dealer shall offer the complete set of five (5) dice to the player immediately to the left of the previous shooter and, if he does not accept, to each of the other players in turn clockwise around the table. The first player to accept the dice when offered shall become the new shooter who shall select and retain two of the dice offered.