SewiousWood • Fictional-credit simulation

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. After a point is established, repeating that point wins the Pass Line. A 7 before the point repeats loses it.

Pass, Come, and odds

Pass Line: follows the come-out and point sequence above. Come: is available after a table point is established; on its first roll, 7 or 11 wins, 2, 3, or 12 loses, and 4, 5, 6, 8, 9, or 10 travels to that number. Pass Odds and Come Odds: use true odds after the related point exists.

Place, Buy, and Lay

Place: is available on 4, 5, 6, 8, 9, and 10. Buy: uses true-odds gross winnings on those numbers and subtracts a 5% commission from the wager when the Buy wins. Lay: bets against one of those six numbers; 7 wins before the selected number, using inverse true odds, and a winning Lay subtracts a 5% commission from the gross potential win.

Field, Hardways, and ATS

Field: is a one-roll wager. In this simulator, 3, 4, 9, 10, and 11 pay even money, 2 pays double, and 12 pays triple. Hardways: stay active while working until the matching pair wins, the same total rolls the easy way, or a working 7 removes the wager. ATS: tracks the displayed Small, Tall, and All collections until they complete or a 7 ends the bonus cycle.

Working/off controls determine whether eligible number wagers participate in the current roll. Don't Pass and Don't Come are not implemented. For the alternative ruleset, read the Crapless Craps rules and the 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. Casino rules and payouts can vary; these pages describe the rules used by this simulator.