Chapter 2:
The Private Crap Game With the
Fellows
Fundamentals Betting In The Private Game Side
Bets Proposition Bets Rules For The Private Game
Most people begin shooting craps at home for
pennies, or maybe with the fellows for quarters, so we'll
begin here. Just in case you've never played the game at all
or are a beginner we'll start with the fundamentals of
play.
You throw a pair of dice, two cubes, bearing dots
1 to 6 inclusive. If the dots total 7 or 11 on the first roll,
you win your bet, and the throw is called a
"natural."
Should the dice add to 2, 3 or 12 on the first
roll, it's "craps" and you lose. You keep the
dice, however, and throw again.
When you, as the shooter, win, it is
called a "pass." When you lose, it is called
a "missout" or "miss."
This is not always
decided on the first roll. Instead of a
"natural" — 7, 11 — or a
"crap" — 2, 3, 12 — a 4, 5, 6, 8, 9 or 10 may
appear. Then, any such number becomes your
"point" and you try to "make the
point" by rolling it again before a 7 appears. Here,
7 is no longer lucky. Also, 2, 3, 11 and 12 have no
significance when you are trying to "make the
point."
You keep on shooting until you
"pass" by bringing up the needed
"point" or until you "miss"
by rolling a 7. If you "pass," you win the
bet, keep the dice, and proceed to make another bet.
Thus far, the game of Craps is quite simple.
What makes the game truly exciting, a do or die affair, is the
manner of the betting coupled with the fast action found not
only in a licensed gambling house — but in a private game
as well. We'll set up a private game and see how it
works.
Betting In The Private Game
This will be a friendly game. By
"friendly" we mean that you're getting together with a bunch
of the fellows to try your luck. You'll be shooting for
quarters and dollars — but even such games can become
mighty unfriendly for the novice if he bets foolishly,
disregarding the actual odds and percentages. And maybe even
your best friends, when it's to their advantage, won't
enlighten you about "sucker" betting. So both here and
throughout the book we'll talk a great deal about odds and
percentages.
Basic as it might seem, the probabilities in
dice are among the first things a skilled crap-shooter keeps
in mind when figuring percentages. Thus the following
combinations should be committed to memory even before you
pick up a pair of dice:
• There's just one way to roll a 2: 1-1
• There are two ways to roll a 3: 1-2, 2-1
• There are three ways to roll a 4: 1-3,
2-2, 3-1
• There are four ways to roll a 5: 1-4, 2-3,
3-2, 4-1
• There are five ways to roll a 6: 1-5, 2-4,
3-3, 4-2, 5-1
• There are six ways to roll a
7: 1-6, 2-5, 3-4, 4-3, 5-2, 6-1
• There are five ways to roll a 8: 2-6,
3-5, 4-4, 5-3, 6-2
• There are four ways to roll a 9:
3-6, 4-5, 5-4, 6-3
• There are three ways to roll a 10: 4-6,
5-5, 6-4
• There are two ways to roll an 11: 5-6,
6-5
• There's just one way to roll a
12: 6-6
Now let's start the private game. Six fellows
and their respective bankrolls have gathered in someone's
playroom. "High man shoots" as the saying
goes, so each player rolls the dice to determine who comes
closest to 12 in one roll. High man then becomes the "shooter"
and starts the game.
The shooter bets whatever amount he wants —
for our purposes here let's say it's a dollar — and
places that amount in the center of a circle formed by the
players. Incidentally, that circle should be formed near a
wall or some other sort of backstop — so those dice can
bank or bounce off of it before coming to rest. Because of the
skill of some crap-shooters to control even honest dice, to
"bounce 'em fella'' is a must.
Now the money or the "center
bet" is covered or "faded" by one or
more players. That is, one player may put down a dollar and
cover all of it, or two or more players may choose to take a
portion of the bet. Anyway, the money is faded and the shooter
rolls the dice.
To get the game off to a good start, we'll say
the shooter rolled a 7, a "natural," so he
wins. Remembering the probabilities in dice, there are
exactly 6 such combinations out of a possible 36. (11
would have been a "natural" too — with only two ways to
roll it). Our shooter was pretty lucky here. With two dollars
in the center, he can either "let it
ride" — bet that amount on the next roll, or
draw a portion of it and bet the remainder on the next roll.
Also, he can draw the two dollars and pass the dice to the
next player on his left. But that is rare.
Let's say that the shooter chooses to
"let it ride." He shoots again and this time
it's a 3 — "Craps." So he loses the
money but retains the dice. Out of 36 possible combinations,
there are only 2 ways to roll a 3. (Of course, 2 and 12 would
have been "Craps" as well — and there's
just one way to roll each of those numbers out of a possible
36 combinations). So our shooter wasn't too lucky this
time.
Side Bets
If the game of Craps was limited to each player
taking his turn at rolling the dice, and the other players
merely faded the shooter — it would be a simple and mild
game indeed. But the game becomes complicated and fast when
the "side bets" start. Here's where the
player needs a thorough knowledge of odds plus some ability at
quick arithmetic to avoid accepting and making foolish bets.
This is especially true in a private game where there's no
layout designating odds. (Layouts and the gambling house game
will be discussed in the next chapter — and you can be
fooled here, too).
In a private game with the fellows,
you're at the mercy of the boys you play with. They
will make the "sucker" bets for you to
accept — and unless you know better you'll accept them.
And without the proper education, you'll make a few
"goof" bets yourself which will work to their
advantage.
How wrong was the so-called student of
gambling who said " ... if the dice are honest, the imbecile
has as much chance to win at craps as the most intelligent of
men ... he just rolls the dice and luck takes over."
True, luck plays its part, but simple mathematics
plays a bigger one.
Keeping this in mind, let's get back to our
private game and making and accepting "side
bets." Our shooter puts a dollar in the center, is
faded, and rolls again. This time a 6 comes up which is the
shooter's "point" — and to win, he has
to roll another 6 before a 7 comes up. Otherwise, he loses the
money and the dice as well.
Other "points" could have been
the numbers 4, 5, 8, 9 or 10 with the same procedure applying.
Once a "point" is established, 7 ceases to be a lucky
number. And the initial significance of 2, 3 and 12
as Craps and of 11 as a natural is dropped until the point is
made or 7 is thrown. If the shooter makes his 6, he wins and a
new sequence is started with 7 and 11 once again
"naturals" and 2, 3 and 12 once again
"craps."
With the shooter after his
"point" the side bets take over. Will the
shooter make it? Or won't he?
In our private game, we'll say that a player
bets one dollar "even money" that the shooter
won't make his "6" point. This is a good bet for the fellow
placing the bet — but a bad bet for the shooter if he
accepts it. For regardless of how you want to bet, or what
bets you want to accept — these are the correct odds on
"point bets":
2 to 1 Against making 4
as a point
3 to 2 Against making 5
as a point
6 to 5 Against making 6
as a point
6 to 5 Against making 8
as a point
3 to 2 Against making 9
as a point
2 to 1 Against making 10
as a point
As shown above, the odds are 6 to 5
against the shooter on a "6" point. Why? Because there are
five ways to roll a 6 against six ways to roll a 7. Thus, no
intelligent shooter accepts an "even money" bet on this point.
The odds are against him, so he should get 6 to 5 odds if
another player wants to bet that he won't make his
point.
Beginners, Beware

The game of craps is more than taking your turn
with the dice and fading the shooter. It can be dynamite for
the novice when the side bets start. Here's where knowledge of
odds and some ability at quick arithmetic is needed to avoid
accepting and making foolish bets.
Despite the fact that most players like to roll
the dice and set the pace of the betting,
mathematically, the odds are always against the man
with the dice. Therefore, the players in the know
make a practice of betting against the shooter — which is
called a "wrong" bet.
But there are those who like
"right" bets — betting along with the
shooter that he will win. They reason that some shooters are
"lucky" and that the dice themselves get
"hot" after a time. There's no science to
such reasoning, but it does happen. Still, don't bet too much
on it.
Side bets are good for the private crap
game — if kept to the level described above. They do
offer more action for one thing. They enable players to bet
along with the shooter as well as against him. And they allow
players to bet among themselves if the shooter doesn't care to
take their bets. In other words, no one need miss the action
while waiting for his turn with the dice.
Proposition Bets
There are many other forms of "side
bets" offered in the private crap game. Most of them
can be termed "proposition bets" and they are
tried by the more experienced to trap the novice. Many of the
"two roll" and "three roll"
bets fall into this category. Without going into details here,
we'll say simply — ignore them. They're as dangerous as
crooked dice and freak shots, sometimes more so. A quick
example will show you why:
A sharpie will say, "I'll bet that the shooter
won't throw anything under a 6 in two rolls (or anything over
an 8 in two rolls)." Do some simple arithmetic on the chances
of these "wrong" bets and you'll find that
the combinations (2, 3, 4, 5 in one case and the 9, 10, 11, 12
in the other) give some very favorable odds to the guy who
makes such a proposition. We'll talk more about this subject
in Chapter V where we discuss the "sharpie"
and how he operates.
Rules For The Private Crap Game
The informal, private crap game normally is just
that — informal. Other than the recognized fundamentals
of play, the majority set the rules as to stakes, betting
limits and the like. And these come in all shapes and
sizes.
There are "ultra no limit"
games with stakes and betting methods open to what the traffic
will bear. And there are "ultra private"
games for the professional gambler, the celebrity or the
hoodlum, or anyone with enough money to wager. These are the
games you hear about with fortunes being won or lost on one
throw of the dice. It happens time and time again.
But we're talking about the "friendly
private" game. It's your night out with the boys and
you have ten or twenty with which to shoot a little dice. So
the following rules might better be termed "safety
rules" since they're for the protection of all honest
crapshooters.
1) Make sure that you're shooting craps with
"real" friends.
That nice young guy in the office who's the
first to buy a round might be a hellcat when he's shooting a
dollar in a crap game.
2) Determine the stakes of the game
before you start. And if they're too high for your
pocketbook — you're in the wrong game.
3) Get your dice from a legitimate game
store. Watch out for the fellow who just happens to
have a new pair in his pocket. We'll talk about crooked dice
later.
4) Know your odds and percentages and
bet accordingly. Of course, you'll play hunches at
times — but don't overdo it.
5) Stick to the conventional side bets which
make the game interesting and fast enough. Ignore
freak proposition bets, or even bar them from your private
game.
6) Make it a definite rule that the
shooter has to shake the dice and bounce 'em off the wall or
some other backstop. This is a must in all crap
games.
7) Decide when the term "No
Dice" is to apply. The fairest way is to class all
such rolls as "cocked dice," "hidden dice,"
dice that fall off the table, etc. as "No
Dice" — meaning the roll does not count.
8) Being human, you won't want to quit if you're
winning — but know when to quit if you're losing. Better
yet, set a time limit — everybody quits at a certain
hour.
9) Don't allow borrowing in your private crap
game. Some players consider it "bad luck" to
loan their winnings to another player during the game. But
more important, when you borrow it's too easy to lose much
more than you can afford. So "no borrowing"
is an added protection.
10) A word about "luck" vs.
"dice sense." All of us have periods of
seemingly good luck and we play it for what it's worth. But
it's an unpredictable thing. More predictable is the knowledge
of odds and percentages. And the fellow who employs that
knowledge with each cast of the dice and with each bet —
is the winner in the long run.


|