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09. Craps and Dice Game Rules

Craps Overview

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.

Main Craps Rules

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 Bets and Payouts

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.

Come Bets

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.

Odds Bets

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.

Skill, Table Behavior, and Cheating

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 and Underground Games

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.

Using Craps During Play

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:

  1. Opening Rolls: Intelligence to choose sensible wagers.

  2. Table Pressure: Insight, Perception, or a social skill to manage the crowd or spot trouble.

  3. 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.