Craps is a casino dice game built around the result of two six-sided dice. Players wager on the shooter, the person currently rolling, or on specific dice results.
The main game revolves around the Pass Line, the Come-Out Roll, and the Point. Many side bets exist, but most favor the casino more heavily.
Before play begins, Franz should establish:
Minimum and maximum wagers
Legal casino table or underground game
Whether side bets are available
Current shooter
Table limits and special house rules
Craps is primarily a game of chance. Skill affects wager selection, bankroll discipline, cheating, and reading the table rather than the dice result itself.
At the beginning of a round, the shooter makes a Come-Out Roll by rolling 2d6.
For a Pass Line wager:
A total of 7 or 11 wins immediately.
A total of 2, 3, or 12 loses immediately. This is called craps.
A total of 4, 5, 6, 8, 9, or 10 establishes the Point.
Once a Point is established, the shooter continues rolling.
If the Point is rolled again before a 7, the Pass Line wins.
If a 7 is rolled before the Point, the Pass Line loses. This is called a seven-out.
Any other result continues the round.
After a seven-out, the dice pass to the next shooter.
A Don’t Pass wager generally works in reverse:
A Come-Out Roll of 2 or 3 wins.
A Come-Out Roll of 7 or 11 loses.
A roll of 12 is usually a push.
After a Point is established, Don’t Pass wins if 7 appears before the Point.
Common craps wagers include:
BetResultCommon PayoutPass LineShooter wins the main round1-to-1Don’t PassShooter loses after a Point1-to-1Field2, 3, 4, 9, 10, 11, or 12 on next rollUsually 1-to-1Any 77 on next roll4-to-1Any Craps2, 3, or 12 on next roll7-to-1Hard 4 or 10Matching pair before an easy result or 77-to-1Hard 6 or 8Matching pair before an easy result or 79-to-1Exact 2 or 12Exact result on next roll30-to-1Exact 3 or 11Exact result on next roll15-to-1
House rules may vary, especially for Field bets and underground tables.
A Come Bet functions like a new Pass Line wager placed after a Point already exists.
7 or 11 wins immediately.
2, 3, or 12 loses.
Any other Point number becomes that wager’s personal Point.
The wager then wins if its Point appears before 7.
After a Point is established, a player with a Pass Line or Come Bet may place an additional Odds Bet.
Odds wagers pay according to the true probability of the Point:
Point 4 or 10: 2-to-1
Point 5 or 9: 3-to-2
Point 6 or 8: 6-to-5
Casinos usually limit how much may be placed as Odds.
Franz should state the total wager and possible payout before resolving it.
A character may use Intelligence to understand probabilities and identify poor wagers.
Suggested checks:
DC 10: Understand Pass Line and Don’t Pass
DC 12: Recognize high-house-advantage side bets
DC 15: Calculate several active bets under pressure
DC 18: Detect unusual payout rules or a deliberately confusing table
Success may reveal the safest legal option or identify an unfavorable wager. It does not affect the dice.
Craps tables are energetic and crowded. Players may shout, celebrate, criticize wagers, or pressure the shooter. Relevant social checks may involve:
Charisma (Performance) to command the table’s attention
Charisma (Persuasion) to attract side wagers
Wisdom (Insight) to notice nervous dealers or coordinated players
Wisdom (Perception) to detect altered dice or illegal chip movement
Possible cheating methods include:
Loaded dice
Switched dice
Controlled or sliding throws
Dealer collusion
Late wagers
Moving chips after the result
Counterfeit chips
Incorrect payouts
Distracting casino staff
Dice must normally strike the far wall of a legal table. Deliberately sliding the dice rather than throwing them may invalidate the roll and attract attention.
Resolve physical cheating with Dexterity (Sleight of Hand), technical checks, or Deception opposed by dealer and security Perception or Insight.
A successful check may fool nearby observers without defeating surveillance review.
Street dice games are faster, less regulated, and more dependent on local rules.
A common street version uses a shooter rolling 2d6 while others wager for or against them. The organizer or banker holds the money and confirms results.
Before rolling, Franz should establish:
Who controls the game
Which results win or lose
Whether the organizer takes a fee
Maximum wager
Whether credit is permitted
How disputes are settled
Underground variations may include:
One-roll wagers
Elimination tournaments
Gang-controlled tables
Private games using property or favors
Rigged dice
Intentionally confusing rules
Violence or faction pressure surrounding unpaid bets
Street games may lack formal surveillance but include many witnesses. A player caught cheating may face immediate social or physical consequences instead of casino procedures.
Disputes may concern:
Whether dice left the playing area
Whether a wager was placed in time
Which player owns a chip or cash stack
Whether the dice were switched
Whether the banker paid correctly
Whether the game was secretly fixed
Franz should not assume every underground game is rigged. Many organizers depend on a reputation for paying legitimate winners.
For full play, roll 2d6 for every throw and track the current Point and active wagers.
For a quick scene, resolve a short session with three stages:
Opening Rolls: Intelligence to choose sensible wagers.
Table Pressure: Insight, Perception, or a social skill to manage the crowd or spot trouble.
Final Roll: Resolve with an actual 2d6 roll tied to the active wager.
Winning two stages produces a modest profit. Losing two causes a loss. Side bets and reckless play increase both possible winnings and losses.
Franz should always state the current Point, active wager, amount risked, winning results, and losing results before the dice are rolled.