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Craps is the well known casino game of dice, it is developed from Hazard, a game from the 14th century, that was once popular between high-stakes patrons in English gambling houses. The name "Craps" comes from the nickname "Crabs", which is a roll of 1-1 in Hazard. The modern game of Craps was developed by black Mississippi riverboat gamblers in the 19th century, borrowing heavily from the rules of Hazard. Craps is fast, exciting and immensely popular, and the game has long been a favorite target of anti-gambling forces. Craps undoubtedly is responsible for many fortunes changing hands at dice tables in glitzy casinos, back rooms and alleys. It may even be guilty of something a little more serious: the Great Chicago Fire of 1871. Popular history names Mrs. O'Leary's cow as the culprit, having kicked over a lantern in the barn, sparking the conflagration which destroyed much of Chicago. A Chicago businessman named Louis Cohn claimed, years later, to have knocked over the lantern himself during an especially exciting game of Craps, then laid the blame on the heifer. He was particularly remorseful, he said, because "I was winning." At first glance, Craps can be intimidating. There are numerous bets that can be made, and some of the terminology seems complicated, but the small amount of effort it takes to learn the game is well worth it. Many casino patrons consider Craps to be the game. Nothing in a casino generates as much excitement as a hot roll at the Craps tables. The game of craps has a long, colorful history and is still going strong.

the first roll of the dice in a betting round is called the "come out" roll. Pass bets win when the come out roll is 7 or 11, while pass bets lose when the come out roll is 2, 3, or 12. Don't bets lose when the come out roll is 7 or 11, and don't bets win when the come out roll is 2 or 3. Don't bets tie when the come out roll is 12 (2 in some casinos; the "bar" roll on the layout indicates which roll is treated as a tie)

You win after the first roll if the shooter rolls a seven before making his point. you lose if the shooter successfully make his point. For example, if the shooter's "Come Out" roll is an eight, the shooter continues to roll until an eight or seven is rolled. A roll of eight loses, a roll of seven wins. All intervening rolls are irrelevant to the "don't pass line" bet.Once either the seven or point has been rolled, the next roll becomes the new "Come Out" roll.

Don't Pass Line Bet - The reverse of the Pass Line bet. You are betting that the first role of the dice will not add up to 7 or 11. A 2 or 3 wins. A 12 causes a "Push" or "Standoff" where no one wins. If a "Point" is established, you are betting that the shooter will not "Make" or role his or her "Point" again before rolling a 7. Come Bets - This bet is made after the "Point" has been established and is exactly like the "Pass Line" bet. You win if the "Shooter" roles a "Natural" 7 or 11 and lose on 2, 3, or 11, called "Craps." You place your wager in the area marked "Come" on the craps table. Your wager remains here unless a "Point" number is rolled. The dealer then moves your wager to the number that was rolled on the table. This same number must be rolled again before a 7 comes for you to win.

 


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