Craps Rules: How to Play Traditional Craps
Traditional Craps begins with a come-out roll. A 7 or 11 wins a Pass Line wager; 2, 3, or 12 loses it; and 4, 5, 6, 8, 9, or 10 establishes the point. Once a point is established, rolling that point wins Pass before a 7 ends the decision as a loss.
Core wagers
Pass Line: follows the come-out and point sequence above. Come: wins on 7 or 11, loses on 2, 3, or 12, and travels to a point number on other totals. Pass Odds and Come Odds: use true-odds relationships after the relevant point is established or traveled.
Place: is available on 4, 5, 6, 8, 9, and 10. Buy: uses true odds on those same numbers with the implemented win-only Buy commission. Lay: is available on those six numbers and pays the inverse true-odds relationship with the displayed Lay commission on potential win.
Other displayed wagers
The Field uses the displayed standard Craps multipliers. Hardways resolve on the matching pair before a seven or an easy combination, and ATS tracks the displayed All Tall, All Small, and Make 'Em All totals. Working/off controls determine whether eligible wagers participate in the current roll.
This guide describes the implemented SewiousCraps mode. It does not offer Don't Pass or Don't Come. For the alternative ruleset, read the Crapless Craps rules and mode comparison, or enter traditional Craps through Adult Access.
SewiousCrapless uses fictional credits only. There are no deposits, cash-outs, real-money wagers, or prizes of real-world value.