# We { can see that if U = 2, 3, 7, 11, or 12 then the round is decided on the first cast, U = V, and W if U = 7, 11 X = L if U = 2, 3, 12.

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1 How to Play Craps: Craps is a dice game that is played at most casinos. We will describe here the most common rules of the game with the intention of understanding the game well enough to analyze the probability of winning each of the different bets. There is one player who is called the shooter who rolls the dice. He bets against the house that he will win the outcome of a round of craps. There are other customers who are allowed to place bets on the outcome of rolls of the dice and of the round of the game. To play one round of craps, the shooter casts a pair of dice. a) If the roll is a 7 or 11, the shooter wins the round. b) If the roll is 2,3 or 12, the shooter loses the round. c) If the first cast is a 4,5,6,8,9 or 10 the the shooter keeps casting the dice until: 1) a 7 occurs 2) the number from the first cast occurs again In the former case the shooter loses, in the latter case the shooter wins. If the shooter had bet \$1 on the outcome of the round, the house takes the dollar if the shooter loses, and gives a dollar if the shooter wins. We may now make our description a little more mathematical and construct an experiment based on the activity of the customer during one round of the game. Note that when the shooter plays a single round of craps, he often produces a large quantity of random numbers, the most relevant ones are the three quantities: U = the result of the first cast V = the result of the cast that decides the round { W if the shooter wins X = L if the shooter loses We { can see that if U = 2, 3, 7, 11, or 12 then the round is decided on the first cast, U = V, and W if U = 7, 11 X = L if U = 2, 3, 12. If U = 4, 5, 6, 8, 9, 10 then the game proceeds according to the following flow chart. 1

2 Start of game Roll a pair of dice Is result 7 or 11? Yes Win No Is result 2, 3 or 12? Yes Lose No Yes Yes result of roll is 4, 5, 6, 8, 9 or 10 Roll again Is result 7? No Is result same as first roll? No Figure 1: A flow chart to decide what happens after the first roll. The goal here will be to create a fortune wheel such that spinning it once represents playing one round of craps. Since there are 17 possible outcomes of this game, we will represent one round of craps by a wheel with 17 regions on it. We shall build this wheel in steps. Our first step will be to produce a wheel that simulates U, the first cast of the dice. It is clear that casting a pair of dice and recording the sum is equivalent to operating the following random device. 2

3 Figure 2: A wheel representing the sum of two dice To simulate U, we can just spin the wheel just produced and record the number that stops in front of the arrow. It is clear that we can simulate U just as well by any wheel that can be obtained by rearranging the labels on the outer edge in any order we wish. In paricular, we can lump together in successive bunches all of the regions with the same type of tape. Indeed it is clear that what matters is not how each kind of tape is cut or in what order these various pieces are applied, but how much tape of each particular kind is used in building the wheel. Figure 3: A wheel representing the sum of two dice Our next task is to modify the wheel shown in figure 2 so that it not only produces U, but also V and X as well. We note that when U = 2, 3, 7, 11, or 12 that the values of V and X are completely determined already. If U is one of the remaining possibilities then there are two choices for the value of the pair (V, X). Consider the case when U = 4, then V is determined by spinning the wheel in figure 2 until either a 4 or a 7 comes up. The arcs labeled by 4 and 7 are live and all of the remaining are dead. One third of the live arc is labeled by a 4 and two thirds of the live arc is labeled by a 7 because and similarly P [U = 4 U = 4 or 7] = P [U = 4 & U = 4 or 7] P [U = 4 or 7] = 1/12 1/12 + 1/6 = 1/3 P [U = 7 U = 4 or 7] = P [U = 7 & U = 4 or 7] P [U = 4 or 7] = 1/6 1/12 + 1/6 = 2/3. In other words, when U = 4, V can just as well be determined by spinning the healthy wheel shown in figure 3 below. 3

4 Figure 3: A wheel representing the remainder of a round once it is determined that U = 4. Similarly, when U = 5, V is either 5 or 7. Crippling the wheel so that only these two numbers come up means that V can be determined by spinning the healthy wheel shown in figure 4 below. Figure 4: A wheel representing the remainder of a round once it is determined that U = 5. The lengths of the arcs on the healthy wheels are computed from the conditional probabilities P [U = 5 U = 5 or 7] and P [U = 7 U = 5 or 7] which are easily calculated as 2/5 and 3/5 respectively. And when U = 6 we can get V by spinning the wheel below where the lengths of the arcs labeled 6 and 7 are determined from P [U = 6 U = 6 or 7] and P [U = 7 U = 6 or 7]. Figure 5: A wheel representing the remainder of a round once it is determined that U = 6. 4

5 The wheels needed for the cases when U = 8, 9, 10 can be obtained by changing 4, 5, and 6 in the wheels above into 10, 9 and 8 respecitvely. We are now ready to construct our desired fortune wheel. We need now only reproduce along each side of the arc in figure 2 a replica of the wheel that is used to obtain V. In other words along the arc labeled by 4 in figure 2 we reproduce the wheel of figure 3, along the arc labeled by 5 we the wheel of figure 4, etc. This produces the wheel in figure 6 below. Figure 6: A wheel representing a single round of craps We can read from this wheel the probability of winning a single round of craps. The shooter wins when the wheel points to a region that is labeled by a W in the outer ring, and loses when it points to a L in the outer region. To find the probability that the shooter wins means that we should add up the lengths of the arcs that are labeled with a = =.4929 What this tells us is that the shooter wins this game suprisingly often. As in any casino game the odds favor the house, but the probability that the house wins a single game is just slightly over 50%. In most other casino games the house is favored much more. The expected value of a bet will be sort of a weighted average that roughly measures how much money the bettor will expect to win or lose on average if the bet is played many times. In a casio game of a customer betting against the house, the expected value will almost always be negative since the house can only afford to host games if it is making money on average. For some games the expected value of a bet favors the house only slightly, for other games the house is very strongly favored. Say that the customer loses \$A on a game if he loses, and wins \$B if the outcome of the game is in his favor. If the probability of winning the game is P W IN and the probability of losing the 5

6 game is P LOSE then the expected value of the game is A P W IN B P LOSE A \$1 bet on the come line of the table will pay off \$1 if the shooter wins. The expected value of the outcome this bet will be simply = That means that on average the player will lose 1.4 cents per dollar that is bet. More betting: At the end of this section we described a number of other bets that are made at the craps table. The probability of winning those games may also be read off of this wheel with little difficulty. A customer may place an any seven bet that the next roll will be a 7. For this bet we look at the inner part of the wheel only and see that the probability that the next roll is a seven is 1/6. The customer will win this bet only one in six times. The payoff for an any seven bet is four times the bet made, so the payoff for a \$1 dollar bet will be \$4. The expected value of this bet is = Which means that on average the bettor will lose 16 cents for every dollar bet. This bet is much more advantageous to the house than the come line bet where the expected value was still in favor of the house but value is less than one-tenth of the any seven bet. Figure 7: a craps betting table Betting Terminology: any craps a bet that the next roll will be 2, 3, or 12. This bet pays 7:1 and has a house edge of 11.1%. 6

7 3-way craps a bet made in units of 3 with one unit on 2, one unit on 3, and one unit on 12. This is a horn bet without the bet on 11. any seven a bet that the next roll will be 7. This bet pays 4:1 and has a house edge of 16.7%. big 6 a bet that a 6 will be rolled before a 7 comes up. This bet pays even money, and has a house edge of 9.1%. A place bet on 6 pays 7:6 but is identical otherwise. The place bet is preferred, having a house edge of 1.5% big 8 a bet that an 8 will be rolled before a 7 comes up. This bet pays even money, and has a house edge of 9.1%. A place bet on 8 pays 7:6 but is identical otherwise. The place bet is preferred, having a house edge of 1.5% buy bet giving the house a 5% commission in order to be paid correct odds for a place bet. The buy bets on 4 and 10 allow the player to reduce the house edge from 6.67% to 4% on these bets. Some casinos collect the commission only on winning bets, while others collect it at the time the bet is made. come bet A virtual pass line bet; a bet made after the come out roll but in other respects exactly like a pass line bet. come out roll 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). dice pass The dice are said to pass when the shooter rolls a 7 or 11 on the come-out roll. The dice don t pass when the shooter rolls a 2, 3, or 12 on the come-out. If the come-out roll is a 4, 5, 6, 8, 9, or 10, this roll sets the point, and the shooter continues to roll until the point is rolled again or a 7 is rolled (see seven out ). If the shooter rolls the point before rolling a seven, the dice pass. If the shooter sevens out, the dice don t pass and the shooter loses control of the dice. NOTE: in this context, pass does NOT mean that the dice to given to the next player. Control of the dice 7

8 is transferred only when the shooter sevens out or when the shooter has completed a game and no longer wishes to roll the dice. don t come bet A virtual don t pass bet ; a bet made after the come out roll but in other respects exactly like a don t pass bet. don t pass bet a bet that the dice will not pass. This bet can be placed only immediately before a come out roll. One result (either the 2 or the 12, depending on the casino) will result in a push. House edge on these bets is 1.40%. A don t pass bet can be taken down, but not increased, after the come-out roll. double odds an odds bet that is about twice as large as the original pass/come bet. higher odds, such as 5X or even 10X odds. Some casinos offer field bet a bet that the next roll will be 2, 3, 4, 9, 10, 11, or 12. This bet pays even money for 3, 4, 9, 10, and 11, and usually pays 2:1 for 2 or 12. Some casinos pay 3:1 for either the 2 or 12 (but not both), and some casinos may make the 5 instead of the 9 a field roll. hard way a bet on 4, 6, 8, or 10 that wins only if the dice show the same face; e.g., hard 8 occurs when each die shows a four. hop bet a bet that the next roll will result in one particular combination of the dice, such as 2-2 (called a hopping hardway ) or , 3-3, 4-4, and 5-5 are paid the same as a one-roll 2; other hop bets are paid the same as a one-roll 11. horn bet a bet that the next roll will be 2, 3, 11, or 12, made in multiples of 4, with one unit on each of the numbers. horn high bet a bet made in multiples of 5 with one unit on 3 of the horn numbers, and two units on the high number; e.g., \$5 horn high eleven: \$1 each on 2, 3, 12, and \$2 on the 11. 8

9 lay bet a bet that a particular number (4,5,6,8,9, or 10) will NOT be rolled before a 7 comes up. The casino takes 5% of the winnings on these bets. The 5% commission is usually taken up front, but some casinos take the commission after the bet wins. lay odds after a point has been established, the don t pass bettor can place an additional odds bet that will win if the original don t pass bet wins. The odds bet is paid at the correct odds for the point, and is a fair bet with no house edge. This also applies to a don t come bet. Making this bets is referred to laying the odds for your don t bet. line bet a bet on the pass line or the don t pass line is called a line bet. These bets are placed at the beginning of the game, before the come out roll. The shooter is required to make a line bet in order to shoot the dice. odds off odds bets that are not working. Odds bets can be called off by the player at any time, but are left on the felt until the bet is resolved. Also, come odds bets are usually off during the come out roll, unless the bettor asks to have the odds bets working. Come odd bets that are off will be returned to the player if the line bet loses on the come out roll. Don t come odds generally work on the come-out roll. pass bet a bet that the dice will pass, also known as a pass line bet. This bet is generally placed immediately before a come out roll, although you can make or increase this bet at any time. House edge on this bets is 1.41%. place bet (to win) a bet that a particular number (4, 5, 6, 8, 9, or 10) will be rolled before a 7 comes up. These bets are paid at slightly less than correct odds, giving the house an edge of 1.52% on 6/8, 4% on 5/9, and 6.67% on 4/10. place bet (to lose) a bet that a 7 will be rolled before the number you are placing (4,5,6,8,9, or 10) comes up. The casino requires you to lay slightly more than the correct odds, giving the house an edge of 3.03% on 4/10, 2.5% on 5/9, and 1.82% on 6/8. point if a 4, 5, 6, 8, 9, or 10 is rolled on the come out roll, then this number becomes the point. The shooter must roll the point again, before rolling a seven, in order for the dice to pass. A come 9

10 point is just the number that is serving as a point for a come bet. put bet 1. A bet made on the pass line after the come out roll. This is allowed in Las Vegas and at Turning Stone, but not in Atlantic City and not at Foxwoods. This is not recommended, as 45% of your pass line wins are made on the come-out roll. 2. A bet made directly onto a come point number. E.g., Put \$5 and \$10 odds on the six. Not recommended for the same reasons given in 1. right bettor a player who bets that the dice will pass. seven out when the shooter rolls seven after a point has been established. Control of the dice is transferred to the next shooter. Another term for this is miss out. You will sometimes hear players call this something else, but we can t print those things here. This is often incorrectly called crap out. shooter the player who is rolling the dice. The shooter must place a line bet ( pass or don t pass ) in order to be eligible to roll the dice. Of course, the shooter can place other bets in addition to the required line bet. Most shooters (and players) tend to play the pass line. Note that shooters who make don t pass bets are not betting against themselves, they are simply betting that the dice will not pass. single odds an odds bet that is about as large as the original pass/come bet. Some casinos allow double odds, or even larger odds bets. take odds after a point has been established, the pass/come bettor can place an additional odds bet that will win if the original pass/come bet wins. The odds bet is paid at the correct odds for the point, and is a fair bet with no house edge. two ways a phrase appended to a hardway or proposition bet to indicate that the player is betting one chip for the dealers along with his own bet. A \$2 bet two ways is \$1 for the player and \$1 for the dealers; a \$6 bet two ways is \$5 for the player and \$1 for the dealers; a \$10 bet two ways is \$5 for the player and \$5 for the dealers. E.g., Hard 6, two ways or Two-way hard 6. working 10

11 bets that are live (i.e., can be resolved with the next roll) are said to be working. Generally, place bets, buy/lay bets, and come odds bets do not work on the come-out unless you tell the dealers to make them work. All other bets (e.g., hardways) work unless you call them off (i.e., tell the dealers you do not want them to work ). world bet a bet that the next roll will be 2, 3, 7, 11, or 12, made in multiples of 5, with one unit on each of the numbers. wrong bettor a player who bets that the dice will not pass. EXERCISE: The table shown on the next page lists a number of common craps bets and their description. For each bet, calculate the probability of winning, the probability of losing, and the house advantage (= the negative of the expected value of the bet expressed as a percentage of the original bet). 11

12 Name of bet Description Payoff odds P(Win) P(Lose) House advantage Pass Bet 2,3,12 - lose 7,11 - win 4,5,6,8,9,10 this is the point shooter rolls again until point 1: % or 7 comes up, if point is first, then win. if 7 is first, then lose Don t Pass Bet 2,3 - win, 12 - roll again 7,11 - lose 4,5,6,8,9,10 this is the point shooter rolls again until point 1:1 or 7 comes up, if point is first, then lose. if 7 is first, then win Field Bet next roll is 2:1 for 2 or 12 2,3,4,9,10,11,12 - win 1:1 otherwise 5,6,7,8 - lose Field Bet next roll is 2:1 for 2 (some casinos) 2,3,4,9,10,11,12 - win 3:1 for 12 5,6,7,8 - lose 1:1 otherwise Any craps next roll is 2, 3, 12- win 7:1 4,5,6,7,8,9,10,11 - lose Any 7 next roll is 7- win 4:1 2,3,4,5,6,8,9,10,11,12 - lose Big 6 if a 6 is rolled before a 7- win 1:1 if a 7 is rolled before a 6 - lose Big 8 if a 8 is rolled before a 7- win 1:1 if a 7 is rolled before a 8 - lose 4 Hardway if is rolled before a 7 or a, 7:1 then win; otherwise lose 10 Hardway if is rolled before a 7 or a - win 7:1 otherwise lose 6 Hardway if is rolled before a 7 or a or, 9:1 then win; otherwise lose 8 Hardway if is rolled before a 7 or a or, 9:1 then win; otherwise lose 12

13 Name of bet Description Payoff odds P(Win) P(Lose) House advantage next roll is 2 win 30:1 otherwise lose next roll is 3 win 15:1 otherwise lose next roll is 12 win 30:1 otherwise lose next roll is 11 win 15:1 otherwise lose world bet next roll is 2, 3, 7, 11, 12 26:5 for 2 or 12 otherwise lose; equiv to \$1 bet on 11:5 for 3 or 11 each of 2, 12, 3, 11, any 7 0:5 for 7 horn bet next roll is 2, 3, 11, 12 27:4 for 2 or 12 otherwise lose; equivalent to 12:4 for 3 or 11 \$1 bet on each of 2, 3, 11, 12 take odds the point is rolled before 7 win when point is 7 before the point loses 6:5 6 or 8 (on existing pass bet only) take odds the point is rolled before 7 win when point is 7 before the point loses 3:2 5 or 9 (on existing pass bet only) take odds the point is rolled before 7 win when point is 7 before the point loses 2:1 4 or 10 (on existing pass bet only) lay odds the point is rolled before 7 lose when point is 7 before the point wins 5:6 6 or 8 (on existing pass bet only) lay odds the point is rolled before 7 lose when point is 7 before the point wins 2:3 5 or 9 (on existing pass bet only) lay odds the point is rolled before 7 lose when point is 7 before the point wins 1:2 4 or 10 (on existing pass bet only) place 6 if 6 is rolled before an 7, 7:6 then win; if 7 is before 6, then lose. place 5 if 5 is rolled before an 7, 7:5 then win; if 7 is before 5, then lose. place 4 if 4 is rolled before an 7, 9:5 then win; if 7 is before 4, then lose. place 6 to lose if 6 is rolled before an 7, 4:5 then win; if 7 is before 6, then lose. place 5 to lose if 5 is rolled before an 7, 5:8 then win; if 7 is before 5, then lose. place 4 to lose if 4 is rolled before an 7, 5:11 then win; if 7 is before 4, then13lose.

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