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DICE SCHOOL DICE SCHOOL BOOK BOOK

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Page 1: Dice School Book

DICE SCHOOLDICE SCHOOL BOOKBOOK

CONTENTSCONTENTS

Page 2: Dice School Book

INTRODUCTION & GAME HISTORY

SECTION 1

General Overview of Dealer ResponsibilitiesThe Layout, Second or Left BasePass LineDon't Pass lineThe Game an OverviewPositioning of Players BetsPositioning of Pass Line Don’t Pass Line BetsBig Six and EightField BetStickperson Layout Observation and DutiesPhysical Handling of the Dice Stick

Correct Shooting of the DiceShooter Rotation and RequirementsDice Calling Techniques and Dice CallsDice callsIncidental Dice CallsDice Invalid RollsDice SecurityChanging DiceCalling the Dice - When and HowRemoving the DiceMaking Change

SECTION 2

Come Line/Come BetsCome Bets PositionsDon't Come LineDon't Come Bets PositionsContract BetsGame ProtectionStickperson Being Relieved for a BreakDealer Being RelievedSupervisor Being RelievedDealer Responsibilities on Dead Games

SECTION 3

Combinations on the DiceHow Odds WorkOdds behind the LineLay Odds/Don’t Pass Line OddsPass Line and Don’t Pass Line OddsBridging/Heeling Three Four and Five Times OddsColoring Up and Pay and TakeCome Bets with Odds“In for” and “Off for”“Off & On” Come BetsMultiple Come Bets Don’t Come Bets with OddsTotaling Bets

SECTION 4 - GAME INFORMATION

Place BetsPlace Bets PositionsBuy BetsDown with OddsAllowable WagersBooking BetsInside BetsOutside BetsBets AcrossLay BetsBuy Bets and Lay Bets PositionsLammers and ButtonsLay Bets Across

SECTION 5

The Center Action LayoutProposition BetsProposition Bets PositionsCenter Action KeysMaximum wagersLess/More than Table Minimum/Maximum WagersTake Place and Pay Dealing OrderGratuities

GLOSSARY

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INTRODUCTION & INTRODUCTION & GAME HISTORYGAME HISTORY

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Section

1

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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 Person’s position; next is right base and then left base. Supervisor is also called “Boxman”.

T

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.

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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.

T

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 ½ 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.

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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 Dealer’s perspective

Page 8: Dice School Book

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.

Don’t pass bet can not be made after the point is established, it can’t 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 roll’s 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

T

Page 9: Dice School Book

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:

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.T

POSITION OF PASS LINE AND DON’T PASS LINE BETS

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

Come out roll

7 or 11Pass line Winner

2, 3 or 12Line awayDon’ts Pay

(Bar 12)

New Shooter Same Shooter

1

1

6

5

4

32

4

32

5

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ass line and don’t 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.P

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.T

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.

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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 player’s 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.

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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.

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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:I

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 Boxman’s 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 “seven’s 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 Boxman’s 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 Don’t 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.

Page 14: Dice School Book

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:

A

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

Page 15: Dice School Book

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. T

A. Coming Out.B. Point Established.

COMING OUT, CRAPS ELEVEN (C&E’s), HIGH LOWS, YO’s (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 Don’t Pass Line bets.

TWO CRAP

A. Two crap two crap, Line away; Don’ts to pay, double in the Field.B. Two crap two crap, Come away; D.C. to pay, double in the Field (or double the bubble).C. Two crap two crap, ace’s…

Two crap two crap, ace’s snake eyes….Two crap two crap, ace’s the mamba’s mincers.Two crap two crap ace’s in your faces.Two crap two crap ace’s the raspberry ripples, (nipples) Two crap two crap, two spots or two dots…. Two crap two crap, ace’s 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-law’s eyes…

THREE CRAP

A. Three crap, three Line away, Don’ts to pay, single the Field. (or golden meadow).B. Three crap, three Come away, D.C. to pay, single in the Field (or single the dingle). C. 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 that’s no usey… Three crap, three the old one two.Three crap, three two and a one, that’s 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 two’s, the Desmond’s (Desmond Totoo)…

Four hard four, how do ducks go to water, two by two…Four hard, four two little ducks, quack, quack…

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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, it’s 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 Hardways).

B. Six, no field six, down behind, in behind, Comes to, pay the Place.C. Six hard six, two trees, a small forest…

Six hard six it’s 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 Don’ts, pay the Line, Comes down saving the Odds, pay bets behind, working bets have action.

B. Seven out seven out, Don’t come and Pass-Line in, Don’ts 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 ain’t 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 you’ve gota go…their 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 that’s 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.

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C. Eight hard hard eight, a square pair…name... And…name… …Eight hard the boxed pair... Eight easy, eight the garden gate…Eight easy eight, a star and a stripe. That’s 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, she’s 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 Don’ts, pay the line, Field roll, ADVERTISE.

B. YO (leven) Eleven eleven yo, Don’ts (don’t come) away, Field and Come winner.C. YO leven eleven yo field and come, both get some…

YO leven yo leveen, the dancing queen, she’s got the best legs I’ve ever seen…YO leven eleven yo, sixty-five’s your jive.

TWELVE CRAP

A. Twelve crap twelve, lines away, Don’ts a stand off, double in the Field, (ADVERTISE).B. Twelve crap twelve, come away, Field roll, Don’t Come stand off.C. Twelve crap twelve, double the bubble, the Comes in trouble, bar the Don’ts…

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 donkey’s 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 don’t want dealers to talk only when the dice have landed, but to have a constant D

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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 it’s that simple”, “Add a dot, to cop the lot”,” Pick up a spot, you’ll 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: - “It’s a waiter’s 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 it’s 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: - T “Roll them over rover the bottoms got e’m”.” The flip side’s the right side…show 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: -W“No roll, in the wood its no good”.“ No roll there in the cedar I couldn’t read her”.“ No roll, to high to cry”.“ No roll too tall to call ”.“ No roll no roll Look around there on the ground”.“ Don’t throw them in, just hand them in”.“ Choose two from four there’s one on the floor”.“ Take any two, they’re all red and spotty just like my botty”.“ Gentle not mental shooter it’s a game not a war”“ Keep them on the table if you’re 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 you’re first thought when the dice land, but are to be used only when they are appropriate.

T

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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".I

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 Stickperson’s 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 shooter’s 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.

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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:W

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. When one or both dice have left clear sight of the Stickperson, both dice must be checked by the Boxperson before further use.

B. 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.

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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. At such times, the Stickperson should alert the Boxperson of the situation by calling out, "Same dice requested".

B. 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:T 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 Stickperson’s 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:I

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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 Boxperson’s 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!

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.

A. When the currency is for change only, the Dealer should state so. For example: "Change only, $20.00”.

B. 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."

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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 color’s 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 player’s 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.

Section

2

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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.

T

NOTE:

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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.

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.I

1 2 3

4

6

5

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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.

DON’T COME BETS POSITIONS

on’t 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.

D

1

4

2

5

16

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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.

P

The opposite is true for the “DON’T PASS LINE” and “THE DON’T 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.I

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 Stickperson’s 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.

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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.

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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 relief’s of who owns any place bets, come bets, etc.

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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.

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Section

3

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COMBINATIONS ON THE DICE

ROLL WAYS SHOWN ON DICE COMBINATIONS2 1 1 13 1 2 2 1 24 1 3 2 2 3 1 35 1 4 2 3 3 2 4 1 46 1 5 2 4 3 3 4 2 5 1 57 1 6 2 5 3 4 4 3 5 2 6 1 68 2 6 3 5 4 4 5 3 6 2 59 3 6 4 5 5 4 6 3 4

10 4 6 5 5 6 4 311 5 6 6 5 212 6 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 15 before a 7 is 6 to 4 = 3 to 26 before a 7 is 6 to 5 8 before a 7 is 6 to 59 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 DON’T PASS LINE and DON’T 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 1To roll a 3 or 11 the true odds are 18 to 1 the house pays 15 to 1

ODDS BEHIND THE LINE

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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. 2 to 1 if the point is four (4) or ten (10)

B. 3 to 2 if the point is five (5) or nine (9)

C. 6 to 5 if the point is six (6) or eight (8)

LAY ODDS / DON’T 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. Lay 2 to win 1 if the point is four (4) or ten (l0).

B. Lay 3 to win 2 if the point is five (5) or nine (9).

C. 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 Don’t 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 DON’T 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. Don’t 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

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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.

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.

THREE FOUR AND FIVE TIMES ODDS

Line or Come bet

Point 6 & 8 ( 5x Odds )

Payout on 6 & 8

Point 5 & 9 ( 4x Odds )

Payout on 5 & 9

Point 4 & 10 ( 3x Odds )

Payout on 4 & 10

5 25 30 20 30 15 3010 50 60 40 60 30 60

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15 75 90 60 90 45 9020 100 120 80 120 60 12025 125 150 100 150 75 15030 150 180 120 180 90 18035 175 210 140 210 105 21040 200 240 160 240 120 24045 225 270 180 270 135 27050 250 300 200 300 150 30055 275 330 220 330 165 33060 300 360 240 360 180 36065 325 390 260 390 195 39070 350 420 280 420 210 42075 375 450 300 450 225 450

100 500 600 400 600 300 600125 625 750 500 750 375 750150 750 900 600 900 450 900250 1250 1500 1000 1500 750 1500300 1500 1800 1200 1800 900 1800400 2000 2400 1600 2400 1200 2400500 2500 3000 2000 3000 1500 3000600 3000 3600 2400 3600 1800 3600700 3500 4200 2800 4200 2100 4200800 4000 4800 3200 4800 2400 4800900 4500 5400 3600 5400 2700 54001000 5000 6000 4000 6000 3000 60001500 7500 9000 6000 9000 4500 90002000 10000 12000 8000 12000 6000 12000

1. Odds are determined against points 4 and 10 by multiplying the flat bet by three (3).

2. Odds are determined against points 5 and 9 by multiplying the flat bet by four (4).

3. 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 Don’t 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.

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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 Player’s 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. T

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.

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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”.

DON’T 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. T

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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.

T

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.

Section

4

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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

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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."

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

PLACE BETS POSITIONS

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.

T

Picture below shows correct positions 1, 3, 4, and 6 on the right base.

1 3

46

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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. 2 to 1 if the number was four (4) or ten (10).

B. 3 to 2 if the number was five (5) or nine (9).

C. 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: Player throws in $100 to buy the 4 & 10; the Dealer will request $5 from the player.

Example #2: 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 80 – 95 vig = $440 - 55 vig = $2 100 - 115 vig = $560 - 75 vig = $3

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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

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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 wasn’t 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.

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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 ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS26 ACROSS 5 5 6 POINT 5 5

127 ACROSS 5 POINT 6 6 5 532 ACROSS 5 5 6 6 5 552 ACROSS 10 10 12 POINT 10 10

254 ACROSS 10 POINT 12 12 10 1064 ACROSS 10 10 12 12 10 1078 ACROSS 15 15 18 POINT 15 15

381 ACROSS 15 POINT 18 18 15 1596 ACROSS 15 15 18 18 15 15

   BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS104 ACROSS 20 20 24 POINT 20 20

4

108 ACROSS 20 POINT 24 24 20 20128 ACROSS 20 20 24 24 20 20106 ACROSS 20 20 24 POINT 20 20110 ACROSS 20 POINT 24 24 20 20109 ACROSS POINT 20 24 24 20 20130 ACROSS 20 20 24 24 20 20

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS130 ACROSS 25 25 30 POINT 25 25

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5

135 ACROSS 25 POINT 30 30 25 25160 ACROSS 25 25 30 30 25 25132 ACROSS 25 25 30 POINT 25 25137 ACROSS 25 POINT 30 30 25 25136 ACROSS POINT 25 30 30 25 25162 ACROSS 25 25 30 30 25 25

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS260 ACROSS 50 50 60 POINT 50 50

10270 ACROSS 50 POINT 60 60 50 50320 ACROSS 50 50 60 60 50 50265 ACROSS 50 50 60 POINT 50 50275 ACROSS 50 POINT 60 60 50 50272 ACROSS POINT 50 60 60 50 50325 ACROSS 50 50 60 60 50 50

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INSIDE BETS

Players will call the bets in the following way:

Sixteen the insides (or in’s)

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS390 ACROSS 75 75 90 POINT 75 75

15

405 ACROSS 75 POINT 90 90 75 75480 ACROSS 75 75 90 90 75 75397 ACROSS 75 75 90 POINT 75 75412 ACROSS 75 POINT 90 90 75 75408 ACROSS POINT 75 90 90 75 75487 ACROSS 75 75 90 90 75 75

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS520 ACROSS 100 100 120 POINT 100 100

20

540 ACROSS 100 POINT 120 120 100 100640 ACROSS 100 100 120 120 100 100530 ACROSS 100 100 120 POINT 100 100550 ACROSS 100 POINT 120 120 100 100545 ACROSS POINT 100 120 120 100 100650 ACROSS 100 100 120 120 100 100

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS650 ACROSS 125 125 150 POINT 125 125

25

675 ACROSS 125 POINT 150 150 125 125800 ACROSS 125 125 150 150 125 125662 ACROSS 125 125 150 POINT 125 125687 ACROSS 125 POINT 150 150 125 125681 ACROSS POINT 125 150 150 125 125812 ACROSS 125 125 150 150 125 125

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS780 ACROSS 150 150 180 POINT 150 150

30

810 ACROSS 150 POINT 180 180 150 150960 ACROSS 150 150 180 180 150 150795 ACROSS 150 150 180 POINT 150 150825 ACROSS 150 POINT 180 180 150 150817 ACROSS POINT 150 180 180 150 150975 ACROSS 150 150 180 180 150 150

BET ACROSS TEN NINE EIGHT SIX FIVE FOUR UNITS1300 ACROSS 250 250 300 POINT 250 250

50

1350 ACROSS 250 POINT 300 300 250 2501600 ACROSS 250 250 300 300 250 2501325 ACROSS 250 250 300 POINT 250 2501375 ACROSS 250 POINT 300 300 250 2501362 ACROSS POINT 250 300 300 250 2501625 ACROSS 250 250 300 300 250 250

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Twenty five each the insides (30 on the 6 or 8) Minimum the insides One hundred and ten the insides including the point.

OUTSIDE BETS

Players will call the bets in the following way:

Forty five the outsides (or the out’s).

BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS16 INSIDES   5 6 POINT 5  

117 INSIDES   POINT 6 6 5  22 INSIDES   5 6 6 5  

BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS32 INSIDES   10 12 POINT 10  

234 INSIDES   POINT 12 12 10  44 INSIDES   10 12 12 10  

BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS48 INSIDES   15 18 POINT 15  

351 INSIDES   POINT 18 18 15  66 INSIDES   15 18 18 15  

BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS64 INSIDES   20 24 POINT 20  

468 INSIDES   POINT 24 24 20  88 INSIDES   20 24 24 20  

BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS80 INSIDES   25 30 POINT 25  

585 INSIDES   POINT 30 30 25  110 INSIDES   25 30 30 25  BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS160 INSIDES   50 60 POINT 50  

10170 INSIDES   POINT 60 60 50  220 INSIDES   50 60 60 50  BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS240 INSIDES   75 90 POINT 75  

15255 INSIDES   POINT 90 90 75  330 INSIDES   75 90 90 75  BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS320 INSIDES   100 120 POINT 100  

20340 INSIDES   POINT 120 120 100  440 INSIDES   100 120 120 100  BET INSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS800 INSIDES   250 300 POINT 250  

50850 INSIDES   POINT 300 300 250  1100 INSIDES   250 300 300 250  

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Sixty the outsides including the point. Twenty five the outsides buying the four and ten; or 102 the outs.

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS15 OUTS 5 POINT     5 5

115 OUTS POINT 5     5 520 OUTS 5 5     5 5

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS30 OUTS 10 POINT     10 10

230 OUTS POINT 10     10 1040 OUTS 10 10     10 10

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS45 OUTS 15 POINT     15 15

345 OUTS POINT 15     15 1560 OUTS 15 15     15 15

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS60 OUTS 20 POINT     20 20

460 OUTS POINT 20     20 2080 OUTS 20 20     20 20

OUTSIDES BUYING THE FOUR AND TEN

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS62 OUTS 20 POINT     20 20

462 OUTS POINT 20     20 2084 OUTS 20 20     20 20

BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS77 OUTS 25 POINT     25 25

576 OUTS POINT 25     25 25102 OUTS 25 25     25 25BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS155 OUTS 50 POINT     50 50

10152 OUTS POINT 50     50 50205 OUTS 50 50     50 50BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS232 OUTS 75 POINT     75 75

15228 OUTS POINT 75     75 75307 OUTS 75 75     75 75BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS310 OUTS 100 POINT     100 100

20305 OUTS POINT 100     100 100410 OUTS 100 100     100 100BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS387 OUTS 125 POINT     125 125

25381 OUTS POINT 125     125 125512 OUTS 125 125     125 125BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS

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775 OUTS 250 POINT     250 250

50762 OUTS POINT 250     250 2501025 OUTS 250 250     250 250BET OUTSIDES TEN NINE EIGHT SIX FIVE FOUR UNITS1550 OUTS 500 POINT     500 500

1001525 OUTS POINT 500     500 5002050 OUTS 500 500     500 500

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. Lay 2 to win 1 if the number is four (4) or ten (10).

B. Lay 3 to win 2 if the number is five 5) or nine (9).

C. 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

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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.

B

Lay bets are placed in the don’t come box behind the number and as space is limited the Dealer must be aware of who’s 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 player’s type of action:

ON 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 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 Buy Lammers are used when players are "buying" the numbers.

LAY Lay Lammers are used when players are "laying" the numbers.

LAY BETS ACROSS

  Total Four Five Six Eight Nine Ten Units to win TaxBet 194 40 30 24 24 30 40

4 6To Win 120 20 20 20 20 20 20  Total Four Five Six Eight Nine Ten Units to win TaxBet 242 50 38 30 30 38 50

5 8To Win 150 25 25 25 25 25 25  Total Four Five Six Eight Nine Ten Units to win TaxBet 291 60 45 36 36 45 60

6 9To Win 180 30 30 30 30 30 30

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  Total Four Five Six Eight Nine Ten Units to win TaxBet 339 70 53 42 42 53 70

7 11To Win 210 35 35 35 35 35 35  Total Four Five Six Eight Nine Ten Units to win TaxBet 388 80 60 48 48 60 80

8 12To Win 240 40 40 40 40 40 40  Total Four Five Six Eight Nine Ten Units to win TaxBet 436 90 68 54 54 68 90

9 14To Win 270 45 45 45 45 45 45  Total Four Five Six Eight Nine Ten Units to win TaxBet 485 100 75 60 60 75 100

10 15To Win 300 50 50 50 50 50 50  Total Four Five Six Eight Nine Ten Units to win TaxBet 727 150 113 90 90 113 150

15 23To Win 450 75 75 75 75 75 75  Total Four Five Six Eight Nine Ten Units to win TaxBet 970 200 150 120 120 150 200

20 30To Win 600 100 100 100 100 100 100  Total Four Five Six Eight Nine Ten Units to win TaxBet 2425 500 375 300 300 375 500

50 75To Win 1500 250 250 250 250 250 250  Total Four Five Six Eight Nine Ten Units to win TaxBet 4850 1000 750 600 600 750 1000

100 150To Win 3000 500 500 500 500 500 500  Total Four Five Six Eight Nine Ten Units to win TaxBet 19400 4000 3000 2400 2400 3000 4000

400 600To Win 12000 2000 2000 2000 2000 2000 2000

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.

A

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 tax10 X 100 = 1000 minus the tax @ $30 = $970

Same formula to win $25 on each number

25 X 3 = 75 move the decimal point = $7.510 X 25 = 250 minus the tax @ $7.5 = $242

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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.

Section

5

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THE CENTER ACTION LAYOUT

A view from the Stickperson’s 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.

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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 Stickperson’s 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. Hardways 4 or 10 7 to 1

B. Hardways 6 or 8 9 to 1

o ONE ROLL BETS:

A. "Any seven" 4 to 1

B. "Any craps" 7 to 1

C. "Craps – 2 30 to 1

D. "Craps – 3 15 to 1

E. "Craps – 12 30 to 1

F. "Eleven" 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.

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PROPOSITION BETS POSITIONS

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

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.

654

3 2 1

Tip

6 5 4

321

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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. It’s a split bet where ½ of the bet goes on ANY CRAP and ½ 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.

tipTip1

tippp1

6572

12

tip1

7681

H1

W000

57hh1

1

891

461

E31

C41

351

91

21

32

C2

E2

2

4HW42H2

B1

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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.

HIGH–LOW bet. ½ of the bet is for TWELVE and ½ is for TWO. Minimum is twice as the proposition minimum and it can be of any amount.

ET bet where ½ of the bet goes to ELEVEN and ½ goes to TWELVE. Minimum is twice as the proposition minimum and it can be of any amount.

HIGH–LOW–YO bet covers CRAP TWELVE, CRAP TWO and ELEVEN. Same rules apply as for THREE WAY CRAP.

SEVEN–ELEVEN ½ of the bet goes for ANY SEVEN and ½ 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.

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.

7

92

5W2W5262

72

82

B92

7

12

22

12

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TERMINOLOGY DICE ROLL FORMULA ALTERNATE FORMULA

HORN BET 3 OR 11 3 X BET This is the only bet where you will12 OR 2 7 X BET MINUS 1/4 of the original bet have to minus anything

    HORN HI ACES 2 11 X BET + AMOUNT ON THE NUMBER To find the amount on the number   3 2 X BET + AMOUNT ON THE NUMBER divide the bet by five. Remember that   11 2 X BET + AMOUNT ON THE NUMBER on the horn hi bets, there is double the  12 5 X BET + AMOUNT ON THE NUMBER amount on the number which is high.    HORN HI TWELVE 12 11 X BET + AMOUNT ON THE NUMBER  3 2 X BET + AMOUNT ON THE NUMBER  11 2 X BET + AMOUNT ON THE NUMBER    2 5 X BET + AMOUNT ON THE NUMBER      HORN HI YO 11 5 X BET + AMOUNT ON THE NUMBER    12 5 X BET + AMOUNT ON THE NUMBER    2 5 X BET + AMOUNT ON THE NUMBER    3 2 X BET + AMOUNT ON THE NUMBER      HORN HIGH 3 5 X BET + AMOUNT ON THE NUMBER   ACE/DEUCE 12 5 X BET + AMOUNT ON THE NUMBER    2 5 X BET + AMOUNT ON THE NUMBER    11 2 X BET + AMOUNT ON THE NUMBER      WORLD OR WHIRL 12 5 X BET + AMOUNT ON THE NUMBER   HORN + SEVEN 2 5 X BET + AMOUNT ON THE NUMBER    11 2 X BET + AMOUNT ON THE NUMBER    3 2 X BET + AMOUNT ON THE NUMBER    7 PUSH  

1

6

4

13 32 216 6

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    7/11 SPLIT 11 7 X THE BET On any split bet the formula will be  7 BLACKJACK ON THE BET the same, so on any split with an  eleven an the eleven is rolled ANY CRAP/ 7 SPLIT ANY CRAP 3 X THE BET the formula will be 7x the bet.  7 BLACKJACK ON THE BET      ET OR 11/12 11 7 X THE BET   SPLIT 12 DOUBLE THE BET X BY 7 ADD HALF BLACKJACK ON THE BET X 10  THE ORIGINAL BET MINUS HALF THE ORIGINAL BET    HI LOW 12 DOUBLE THE BET X BY 7 ADD HALF BLACKJACK ON THE BET X 10  2 THE ORIGINAL BET MINUS HALF THE ORIGINAL BET    C - E ANY CRAP 3 X THE BET   ANY CRAP ELEVEN 11 7 X THE BET      THREE WAY CRAPS 12 9 X BET + AMOUNT ON NUMBER    11 4 X BET + AMOUNT ON NUMBER    3 4 X BET + AMOUNT ON NUMBER  

CENTER ACTION KEYS

MAXIMUM WAGERS

$5 -$300 $10 -$500 $25 -$1000 $50 -$1000 $100 -$2000Pass / field / come 300 500 1000 1000 2000Place bets 4,5,9,10 300 500 1000 1000 2000

Place bets 6 & 8 360 600 1200 1200 2400Any Crap 120 200 400 400 800

C & E 120 200 400 400 800Any on top of C & E 75 125 250 250 500

2 or 12 30 50 100 100 2003 or 11 60 100 200 200 400

Horn Bet 120 200 400 400 800Horn High 2 or 12 75 125 250 250 500Horn High 3 or 11 150 250 500 500 1000

3 Way Crap 90 150 300 300 600Hard 6 or 8 90 150 300 300 600Hard 4 or 10 120 200 400 400 800

World or Whirl 150 250 500 500 1000Max across Point 4 & 10 1635 2725 5450 5450 10900Max across Point 5 & 9 1650 2750 5500 5500 11000Max across Point 6 & 8 1590 2650 5300 5300 10600Max across including 1950 3250 6500 6500 13000

Max inside Point 4 & 10 1320 2200 4400 4400 8800Max inside Point 5 & 9 1020 1700 3400 3400 6800Max inside Point 6 & 8 960 1600 3200 3200 6400

Max Outside Point 4 & 10 915 1525 3050 3050 6100Max Outside Point 5 & 9 930 1550 3100 3100 6200

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Max Outside Point 6 & 8 1230 2050 4100 4100 8200

Minimum Lay bet Across 194 194 242 485 970Maximum Lay bet Across 2910 4850 9700 9700 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.I

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.

I

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:A Take all losing bets before paying winning bets.

EXCEPTIONS

Place bets are paid after Come bets have been positioned and paid.

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Don’t 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. Take don’t Come bets2. Take Pass Line bets, with Big Six and Eight.3. Take Field bets.4. Pay Don’t Pass Line bets5. Pay Last Come bets and hand off.6. Pay positioned Don’t Come bets7. Take Place bets.8. Take positioned Come bets.

EXAMPLES: 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.

Two or three - take the Come, pay the Don’t 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 Don’t 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 Don’t 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

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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, Dealer’s money”.

Dealer’s bets follow the same path as player’s bets and are off or working, but the player can change it.

Don’t forget to thank for any gratuities even the one which was lost!

GLOSSERYGLOSSERY

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ACE: A single die showing one spot up.

ACES: Craps two - one die showing one spot up and the other showing another one spot up.

ACE-DEUCE: Three Craps - one die showing "one" and the other "two".

"ANY” The "Any Craps" bet.

BACKSIDE: Don't Pass bets or Don’t Come bets against numbers repeating before a "seven" is thrown; also called the "back-line" or even the “Dark side”.

BACK-UP: To take odds on a bet.

BANKROLL: House money used to make payoffs and change. It is kept in the back center portion of the table.

BAR ON THE A bar on one of the Craps numbers, the two-sixesFIRST ROLL: (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 DICETO WIN: To bet that the shooter will pass to bet right.

BONES: Dice.

BOX: 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.

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BOX-CARS: Crap Twelve (6/6).

BOX NUMBER: 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).

BOXPERSON or BOXMAN: An employee authorized to supervise a craps game.

BUTTON: 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).

BUY-BET: An alternative to placing a bet, where a player pays 5% vigorish on the amount wagered.

CANE: The craps stick used by the Stickperson to retrieve the dice after the throw, and to push them back to the shooter.

C-NOTE: A one hundred ($100.00) dollar bill.

C-E: A split bet covering both Any Craps and Eleven, mostly called "Craps-Eleven".

CAP: 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.

CALL-BET: 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).

CHANCE: The probability or possibility that a person has when making a bet.

CHECK (CHEQUE) A token, which is commonly used for betting purposes on the layout of the gamesOR CHIP: instead of money (bills, notes).

COLD: When the dice are making more misses than passes.

COME-OUT ROLL: Any roll on which the Pass-Line point may be established (4, 5, 6, 8, 9 or 10).

COME BET: A bet on the Come Line or inside the number.

CONTRACT BET: 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.)

CRAP: The number (2), (3) and (12).

CRAPS: (1) The game.(2) The dice.

CRAPS TEAM: 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 tablepresent on the most of the ships.

DEUCE: The two spots on a die.

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DIE: Perfect cube numbered from one to six, top and bottom will add up to seven.

DICE BOWL: The container on the game which holds dice which are not in play, but which are available for use.

DIRTY MONEY: Gaming chips from losing wagers, which have not been returned to the bankroll.

DON'T BETS: Don't Pass bets and Don’t Come bets.

DROP BOX: 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.

EASY WAY: To make a point (4, 6, 8 or 10) in any way but the Hardway.

EDGE: An advantage.

FIELD: A space on the layout containing a group of numbers (2, 3, 4, 9, 10, 11 and 12).

FIELD BETS: A bet that one of the group of numbers on the field will appear on the next roll.

FLAT BET The original Pass, Come, Don't Pass or Don't Come

PAYOFF: bet to which odds may be attached. It is paid even money.

FRONT LINE: The Pass line.

FRONT SIDE: Pass line.

HAND: The sequence of individual throws of the dice beginning with the shooter's first come-out roll and terminating with a "seven-out".

HANDLE: All money that repeatedly changes hands at the casino tables, before it is actually won or lost.

HARD WAY: To make a number (4, 6, 8 or 10) in two equal numbers on the dice.

HAWKING: 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.

HOP BETS: 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.

LAMMER: A plastic chip used to indicate the working and not working bets, as well as Buy bets and Lay bets.

LAY BET: Betting against a number being rolled.

LAYOUT: 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.

LET IT RIDE: To leave the original bet and the money won on playing surface and wager it again.

LIMIT: The maximum amount that may be wagered against the house on any single bet.

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LINE: The Pass Line.

LITTLE JOE: The nickname for four (4) to be rolled as 3 and 1 in Craps (Little Joe was 3’ and 1” tall).

LOCK UP: Put into the bankroll. For example losing bets are "locked up", which is taken and placed in the bankroll.

MARKER: Any document verifying that credit has been extended by the casino to a customer.

MISSOUT: 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.

NATURAL: When 7 or 11 is thrown on the come out roll.

OFF: 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.

ONE ROLL BET: A bet that is decided on the next qualified roll of the dice.

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).

PADDLE: A plastic device used to place currency in the drop box also called PLUNGER.

PARLAY: Let it ride. To leave the original bet and the winnings of that bet on the table and wager them again.

PAST POST: To illegally make a wager on a number after that number has been declared a winner.

PINCH: To illegally remove a part, or all of a wager.

POINT: The number that must be repeated before a “seven” is thrown in order for a Pass Line bet to win.

PRESS: To increase a bet by an equal amount to the original bet. Also, to increase a bet, usually a place bet, by any amount.

PROPOSITION Are the center bets, HARDWAYS and ONE ROLL bets; which is Craps (2, 3 orBETS: 12), Eleven, Any Seven, Horn Bets, Horn Highs, and Any Craps.

PUCK: 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.

RACK: A box to hold chips or checks, where the bankroll is kept.

ROLL: A throw of the dice by the shooter.

SEVEN OUT: A total of seven (7) thrown by the shooter after his/her establishment of a point.

SEVEN WINNER: A total of seven (7) thrown by the shooter prior to his/her establishment of a point.

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SHOOTER: The player who throws the dice.

SLEEPER: An unlimited bet, or wager, or part of a wager forgotten by the player.

SNAKE EYES: The throw of two aces.

SUPERVISOR: A management employee authorized to supervise gaming tables within the casino.

TAKE/LAY: Take; take odds - Pass Line/Lay, lay odds Don't Pass.

TOKE, TIP: A gratuity.

TOTALING: To combine the payoffs for both the flat and odds portions of a bet into a single unit.

VIGORISH, VIG: The tax the casino charges on wagers, mostly on the Buy bets and Lay bets on the Craps table.

YO/E.O: Terminology used for eleven (11).