Difference between revisions of "Craps"
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− | The game of CRAPS begins with the come-out roll. Each roll consists of the total of two dice. In WildRP the dice roll is currently automated but we're looking at ways to improve the dice including allowing players to throw them. | + | The game of CRAPS begins with the come-out roll. Each roll consists of the total of two dice. |
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+ | In WildRP the dice roll is currently automated but we're looking at ways to improve the dice including allowing players to throw them. | ||
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+ | Each player is assigned a Player # and each Player # has corresponding positions on the table for their bets. Chip objects will spawn in game for all players but chips on the UI are only for the current player. | ||
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+ | [[File:wildrp_craps_wiki.png|caption]] | ||
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<h3>PASS LINE</h3> | <h3>PASS LINE</h3> | ||
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<h3>HARDWAYS:</h3> | <h3>HARDWAYS:</h3> | ||
− | The bet on a hardway number wins if it’s thrown hard (sum of pairs: 1-1, 3-3, 4-4…) before it’s rolled easy and a 7 is thrown. Payoffs: Hard 4 and 10, | + | The bet on a hardway number wins if it’s thrown hard (sum of pairs: 1-1, 3-3, 4-4…) before it’s rolled easy and a 7 is thrown. Payoffs: Hard 4 and 10, 7:1; Hard 6 and 8, 9:1. You can remove your bet at any time. |
<h3>HORN BET</h3> | <h3>HORN BET</h3> |
Latest revision as of 14:00, 23 April 2021
The game of CRAPS begins with the come-out roll. Each roll consists of the total of two dice.
In WildRP the dice roll is currently automated but we're looking at ways to improve the dice including allowing players to throw them.
Each player is assigned a Player # and each Player # has corresponding positions on the table for their bets. Chip objects will spawn in game for all players but chips on the UI are only for the current player.
PASS LINE
On the come-out roll: 7 or 11 wins; 2,3 or 12 (Craps) loses. Any other number will be the point. To win, the point must be repeated before 7 rolls. If 7 rolls before the point the PASS LINE loses. A PASS LINE wager is a contract bet; it cannot be reduced or removed, once the point is established, until it wins.
DON'T PASS LINE
The DON'T PASS LINE is the opposite of the PASS LINE. On the come-out roll: 7 or 11 loses; 2, or 3 wins and 12 is a push (tie). Any other number becomes the point. If a 7 rolls before the point the DON'T PASS wins. If the point is repeated, prior to a 7, the wager loses. DON'T PASS wagers, once the point is established, may be reduced or removed, but may not be placed or increased.
COME BETS
COME bets are similar to the PASS LINE bets. They may be made on any roll subsequent to the come-out roll. The COME rules are the same as the PASS LINE rules. The only difference is that the wager is placed inside the box that corresponds to the number that was rolled. COME bets work on the come-out roll; odds are off.
DON'T COME BETS
DON'T COME rules are the same as DON'T PASS rules. The DON'T COME may be bet on any roll subsequent to the come-out roll. The wager is moved to the corresponding box behind the number rolled. DON'T COME bets, and the odds, work on the come-out roll.
PLACE BETS
PLACE BETS are a wager that a specified number (4, 5, 6, 8, 9, 10) will roll before a 7 rolls. The payoff is: 7 to 6 on the 6 and 8, 7 to 5 on the 5 and 9, 9 to 5 on the 4 and 10. To make a PLACE BET: Tell the dealer which number, or numbers, are desired, and how much is to be wagered. Set the bet on the apron in front of you and the dealer will place it in the appropriate spot. PLACE BETS stay up until a 7-out rolls, or the player specifies that they be taken down or off. PLACE BETS are off on the come-out roll.
FIELD BETS
FIELD BETS are a one-roll bet that may be made at any time. Two (2) and 12 pay double, 3, 4, 9, 10, 11 pay even money. Any other number loses.
ODDS
This wager is made as an addition to the PASS or DON'T PASS, COME or DON'T COME bets. DON'T PASS ODDS and PASS LINE ODDS are set directly behind or offset on top of the original bet. These wagers are paid according to the true odds of the dice:
POINT OR NUMBER | COME AND PASS ODDS | DON'T COME DON'T PASS LINE ODDS |
4 AND 10 PAY | 2 TO 1 | 1 TO 2 |
5 AND 9 PAY | 3 TO 2 | 2 TO 3 |
6 AND 8 PAY | 6 TO 5 | 5 TO 6 |
• On the DON'T PASS you must "lay" the odds; bet more to win less.
• You may bet odds on your original wager, based on modern 3x4x5 odds. This means that the table will permit 3 times your pass line bet as odds on the 4 and 10; four times the bet on the 5 and 9 and 5 times the bet on the 6 and 8. This is automatically limited for you on the betting screen. We know this wasn't a thing back in 1899 but to make it easier on our players (especially those new to craps).
• We may add the ability to turn on/off your odds in a future update but due to additional code needed to implement this system the cost vs who will actually use this feature means it's very low on our list.
FIRE BET
There are no fire bets in WildRP craps.
PROPOSITION BETS
These bets can be made at any time and, except for the hardways, they are all one roll bets:
HARDWAYS:
The bet on a hardway number wins if it’s thrown hard (sum of pairs: 1-1, 3-3, 4-4…) before it’s rolled easy and a 7 is thrown. Payoffs: Hard 4 and 10, 7:1; Hard 6 and 8, 9:1. You can remove your bet at any time.
HORN BET
A HORN BET is a wager on 2, 3, 11, and 12 (may be bet individually). Two (2) and 12 pay 30 to 1; 3 and 11 pay 15 to 1.
WORLD BET
There is no world bet in WildRP craps.
ANY CRAPS
ANY CRAPS is a wager that includes 2, 3 and 12. The payoff is 7 to 1.
ELEVEN
ELEVEN rolls pays 15 to 1.
CRAPS/11 SPLIT
ANY CRAPS rolls: pays 3 times the bet. ELEVEN rolls: pays 7 times the bet.
HOP BETS
There are no hop bets in WildRP craps.