Craps has more betting options than almost any other table game, and that complexity puts a lot of players off. The Genesis Gaming version earns its place in a casino games section precisely because the in-game rules panel documents every bet clearly, making the free play demo a genuinely useful place to learn the table before risking real money.
Chip values run from 1 to 500, and the felt covers Pass Line, Don’t Pass, Come, Don’t Come, Place, Buy, Lay, Field, Hardways, and a full suite of one-roll proposition bets.
A round of craps moves through two phases. The Come-out roll starts each new round. If the shooter rolls a 7 or 11 on the Come-out, Pass Line bets win immediately. If the shooter rolls 2, 3, or 12, Pass Line bets lose. Any other result (4, 5, 6, 8, 9, or 10) establishes the Point, and the puck flips from OFF to ON above that number. Once the Point is set, the round continues until the shooter either rolls the Point again (Pass Line wins) or rolls a 7 (Pass Line loses). Most of the other bets on the table follow variations of this same logic.
Also called the Front Line, this is the most common starting bet and must be placed before the Come-out roll. On the Come-out it wins on 7 or 11, loses on 2, 3, or 12. Once a Point is established, it wins if the Point is rolled before a 7, and loses if a 7 comes first. Once the Point is established, the Pass Line bet cannot be removed.
Also called the Back Line, this is the opposite of the Pass Line and is also placed before the Come-out. It wins on 2 or 3, loses on 7 or 11, and ties (pushes) on 12. After the Point is established, it wins if a 7 is rolled before the Point, and loses if the Point is rolled before a 7. Like the Pass Line, this bet cannot be removed once the Point is set.
Available only after the Point is established and only if a Pass Line bet is already placed. This is a supplementary bet on the Point at straight (true) odds with no house edge built in, making it the best bet on the table mathematically. It wins if the Point is rolled before a 7, loses if a 7 comes first. This bet can be removed at any time.
The counterpart to Pass Odds, available after the Point is established if a Don’t Pass bet is in place. A supplementary bet against the Point at straight odds. It wins if a 7 is rolled before the Point, loses if the Point is rolled first. This bet can be removed at any time.
Available only after the Point has been established. The Come bet follows the same rules as the Pass Line but uses the next roll as its own Come-out. If that roll is 7 or 11, the Come bet wins immediately. If it is 2, 3, or 12, it loses. Any other number becomes the Come Point, and the bet moves to that number’s box at the top of the felt. It then wins if that Come Point is rolled before a 7, and loses if 7 comes first.
The opposite of the Come bet, available after the Point is established. Its own Come-out roll wins on 2 or 3, loses on 7 or 11, and pushes on 12. Any other number becomes the Don’t Come Point, and the bet moves to the corresponding box. It then wins if a 7 is rolled before that number, and loses if the number comes first.
Placed after the Come Point is established, and only if a Come bet is active. A supplementary bet on the Come Point at straight odds. Wins if the Come Point is rolled before a 7, loses if a 7 comes first. This bet is not active on the Come-out roll and can be removed at any time.
Placed after the Don’t Come Point is established, and only if a Don’t Come bet is active. A supplementary bet against the Don’t Come Point at straight odds. Wins if a 7 is rolled before the Don’t Come Point, loses if the Don’t Come Point is rolled first. This bet is active on the Come-out roll and can be removed.
Available after the Point is established. You choose a specific number from 4, 5, 6, 8, 9, or 10 and bet that it will be rolled before a 7. Multiple Place to Win bets on different numbers can be active simultaneously. This bet is not active on the Come-out roll and can be removed.
The opposite of Place to Win. You bet that a 7 will be rolled before your chosen number from 4, 5, 6, 8, 9, or 10. Unlike Place to Win, this bet is active on the Come-out roll and can be removed.
Available after the Point is established. Similar to Place to Win but pays at true odds for the chosen number. A commission of 5% of the wager is deducted from your balance when the bet is placed. If the bet is removed after one or more rolls, that commission is not returned. The Buy Number bet is not active on the Come-out roll and can be removed.
The opposite of the Buy Number. You bet that a 7 will be rolled before a specific number from 4, 5, 6, 8, 9, or 10. A commission of 5% of the potential winnings is deducted when the bet is placed, and is not returned if the bet is removed. The Lay bet is active on the Come-out roll and can be removed.
Two separate bets that can be placed at any time, on 6 or 8 respectively. Each wins if the chosen number is rolled before a 7, and loses on a 7. These bets are removable.
Bets on 4, 6, 8, or 10 being rolled as a matching pair before either a 7 or an easy combination of the same total. For example, Hard 4 requires a 2-2 before a 7 or a 3-1. Hard 6 requires a 3-3 before a 7 or any other combination totalling 6. Available at any time.
A one-roll bet that the next roll will produce 2, 3, 4, 9, 10, 11, or 12. It loses on 5, 6, 7, or 8. On this table, 2 pays double and 12 pays triple. The field covers seven of the eleven possible totals but the losing numbers (5, 6, 7, 8) are the most probable outcomes.
A one-roll bet that the next roll will be a 7. Pays 4 to 1. Loses on all other totals. The 7 is the most likely single outcome on two dice, but the 4 to 1 payout still carries a high house edge.
A one-roll bet that the next roll will be 2, 3, or 12. Pays 7 to 1. Loses on any other result. Craps (C) is an alternate placement for the same bet.
One-roll bets on a specific craps number with a specific dice combination. Craps-2 bets on a 1-1 (pays 7 to 1), Craps-3 bets on a 2-1 (pays 9 to 1), and Craps-12 bets on a 6-6 (pays 9 to 1 on this table, shown as 30 to 1 for the 5-6 combination on the Any 11 bet). Each wins only on its exact number and loses on everything else.
A one-roll bet that the next roll will be 11, produced by a 5-6 combination. Pays 15 to 1. Loses on all other outcomes.