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How the Numbers Are Made
Number Ways to Make Combinations
2 one 1:1
3 two 2:1, 1:2
4 three 3:1, 2:2, 1:3
5 four 4:1, 3:2, 2:3, 1:4
6 five 5:1, 4:2, 3:3, 2:4, 1:5
7 six 6:1, 5:2, 4:3, 3:4, 2:5, 1:6
8 five 6:2, 5:3, 4:4, 3:5, 2:6
9 four 6:3, 5:4, 4:5, 3:6
10 three 6:4, 5:5, 4:6
11 two 6:5, 5:6
12 one 6:6
The table game begins when the stickman pushes five dice to the new shooter for the Come Out roll. In the video version, you put in the number of coins that you want to bet. The machine automatically credits these coins to you and you can bet one, two or more (usually up to ten) on the bets you select. Just as in regular craps, the video-craps player can bet on more than one result.
In the video-craps game, you do not have to follow the procedure for the table-game which would be to place a bet on either the Pass Line or the Don't Pass Line, for the Come-Out roll. You can start the game with any bet just by pressing the ROLL THE DICE button. However, since the Pass Line or Don't Pass bets with a house edge of only 1.4 percent are two of the best bets in video craps (the others being the Come and Don't Come), either of these would be the bets to make initially. In machine language, any of the four bets mentioned would make the video-craps machine a 98.6 percent payback machine. Not bad at all!
If the first roll is a seven or 11, the Pass Line wins even money. Those on the Don't Pass Line lose their bets. However, if the shooter-in-the-machine rolls a two or three on the Come Out roll, the Don't Pass wins even money, and the Pass loses. Should the shooter-in-the-machine roll a 12, the Pass loses but the Don't Pass pushes (no decision).
The shooter-in-the-machine will keep rolling Come Out rolls until it rolls a four, five, six, eight, nine, or 10. (Remember that you must press the ROLL button for a decision to be rendered.) These are called point numbers. Let us say the shooter-in-the-machine rolls a six. That now becomes the point and the machine will indicate either by lighting up the point number or, more likely, by entering the point (in this case a six) in a box labeled POINT NUMBER. For Pass Line bettors, the shooter-in-the-machine must roll another six before it rolls a seven in order to win. For Don't Pass bettors, the shooter-in-the-machine must roll the seven before a six for them to win.
Although in the long term mathematics of craps, the Don't Pass bettor has a slight edge over the Pass bettor, in reality this edge is so slight that it is essentially irrelevant. However, what is not irrelevant is the disparity of opportunity on or after a Come Out roll.
On the Come Out roll, the Pass Line bettor is in the driver's seat. That's because he wins on a seven or 11, and loses on a two, three or 12. Now, there are six ways to make a seven and two ways to make an 11, which gives the Pass Line bettor eight chances in 36 rolls for a win. However, there are four ways he can lose because the combined totals of two, three, and 12 can be made in four different ways. Thus, overall, the Pass Line shooter has a two to one advantage on the Come Out roll.
On the other hand, the Don't Pass bettor is at his most vulnerable on the Come Out because he theoretically loses eight times for every 36 rolls, but only wins three times on the two and three (remember, the Don't Pass bettor pushes on the 12—that's the casino's edge for this type of bet). Thus, the Don't Pass bettor faces odds of 8 to 3 against him on the Come Out.
Once the shooter-in-the-machine establishes a point, however, the nature of the game shifts dramatically in favor of the Don't Pass bettor. That's because the seven now becomes the standard for success or failure. The Pass Bettor must buck the odds against him, while the Don't Pass bettor has the odds heavily in his favor.
The following chart shows the relationship of every point number to the seven. Since most bettors are right bettors, that is they bet with the shooter-in-the-machine and against the seven, the chart is structured against the Pass Bettor. For example, the point number of four is made three ways in relation to the seven's six ways. The seven will come up six times for every three times of the four. Thus, the odds are two to one against the four. However, the Don't Pass bettor has odds of two to one in his favor!
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Crazy Crapper Bets
Crapper Bet True Odds Casino Odds Casino Edge
Hard 4 or 10 8 to 1 7 to 1 11.111%
Hard 6 or 8 10 to 1 9 to 1 9.090%
11 or 3 17 to 1 15 to 1 11.111%
12 or 2 35 to 1 30 to 1 1 3.890%
Any 7 5 to 1 4 to 1 16.667%
Any Craps 8 to 1 7 to 1 < 11.111%
Big 6 or Big 8 6 to 5 1 to 1 9.090%
Field Bet 19 to 1 7 1 to 1 (2 to 1 on 2,12)5.263%
You can see from the above list that many craps bets are crappy, to put it in plain gamblese. What's worse, some casinos, knowing the stupidity of the players, have increased their margin of thievery on some of the above bets by playing games with the English language. Thus, in Las Vegas many casinos will pay 30 for 1 on the one roll 12 or 2 bet instead of 30 to 1. What this means is the player receives 30 units back for his bet should he win but included in this 30 units is his original one unit bet! On the 30 to 1 proposition, you receive 31 units back— your 30 unit win plus your one unit bet. This simply makes the proposition have a greater percentage in favor of the house—a whopping 16.667 percent! Still more robber-baronly, some of the Mississippi riverboats pay off at 29 for one—a hideous 19.44 percent in favor of the plantation..ah, I mean, the house. You will find the same shenanigans existing on the video-craps machines.
Now, what does an edge of, say, 19.44 percent actually mean? Bluntly, for every $1,000 you bet on that proposition, you will lose $194.40 in the long run. Not a very attractive proposition is it? So watch for the "for" when you bet and remember that this "for" always includes the original bet in its payout.
However, many video-craps games give the players a break when it comes to the Field bet, which is a bet that the next roll will be one of the following numbers: 2,3,4,9,10,11,12. The usual payout is even money if any one of the numbers hit and two to one if the 2 or 12 is hit. This effectively gives the house an edge of 5.26 percent. In video-craps it is not unusual to see the 12 (or 2) being paid off at three to one. This cuts the house edge on the field to 2.56 percent. Considering the very high vigorish on the average slot machine and even most video-poker machines, this is not such a bad bet. If you were to play the Field exclusively you would be playing a machine that returned 97.44 percent of all money put in it. Not a bad machine. However, there is a much better way to play video craps than even this enhanced Field bet.
Side bets aside, in reality, craps is a simple game—as it must be to lure all the fish who play it. It is largely a mathematically-oriented game completely based on a given number's probability of appearance in 36 rolls and/or its relationship to the probability of the seven appearing. Unless there is something wrong with the machine, the video version of the game is based purely on probability theory based on a random number generator—in our case, the shooter-in-the-machine! The following chart gives the numbers that can be made from two dice, each numbered one through six; how many ways these numbers are made, and the combinations that compose them. Remember that there are six sides to each die and thus 36 possible combinations that can be made from two dice.
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