I. Why Craps Needs Four People
No other casino game has the operational density of craps. A single round can involve 30+ active bets across 8-12 players, dice movement, verbal calls, and instant payout calculation. The four-person crew is required to keep the table running at industry-standard 100+ rolls per hour while maintaining payout accuracy and surveillance-grade dispute reconstruction.
The Boxman sits behind the chip rack with terminal authority on the table. Two Base Dealers stand at opposite ends — each responsible for the half of the layout in front of them, handling place bets, come/don't come bets, and odds for their side. The Stickman stands directly opposite the Boxman, holding the stick that pushes the dice to the shooter; the Stickman controls the proposition bets in the center of the layout and calls every roll verbally for surveillance and players' benefit. On high-limit tables a Floor Supervisor stands behind the Boxman, overseeing payouts and disputes; this is the same role as in blackjack and baccarat.
II. The Come-Out Roll — Phase One of Every Round
A new round begins when the previous shooter sevens out and the dice pass clockwise to the next player. The new shooter receives the dice from the Stickman and is asked to make a pass-line bet (the most common bet on the table). Once any pass-line bet is placed, the come-out roll begins.
The puck marking the point is OFF and sits in the corner of the layout. The shooter throws:
- 7 or 11 — pass-line wins 1:1, hand resolves. Same shooter rolls again with a new come-out.
- 2, 3, or 12 — 'craps.' Pass-line loses. Don't-pass wins on 2 or 3, pushes on 12 (in most casinos). Same shooter rolls again with a new come-out.
- 4, 5, 6, 8, 9, 10 — point established. The Base Dealer flips the puck to ON and places it on the point number. Phase two begins.
Pass-line winning probability on the come-out is 8/36 (7s and 11s) = 22.22%. Losing probability is 4/36 (2s, 3s, 12s) = 11.11%. The other 66.67% transitions to the point phase.
III. The Point Roll — Phase Two
Once the point is set, the shooter rolls repeatedly. There is no decision per roll except:
- Shooter rolls the point again — pass-line wins 1:1, odds bet pays true odds, round ends. Same shooter rolls another come-out.
- Shooter rolls a 7 ('seven-out') — pass-line loses, all working bets resolve, dice pass to the next shooter clockwise.
- Shooter rolls any other number — non-event for pass/don't-pass; but place, come, hardway, and proposition bets can win or lose on each roll.
The procedural complexity of phase two is that every roll resolves dozens of side bets. A roll of 6 with a 4-point established means: place-6 wins, come-bet odds on 6 win, hard-6 (if rolled 3+3) wins, big-6 wins, hop-6 (3-3) wins. Each must be paid out before the Stickman pushes the dice back for the next roll. A skilled crew can settle 12+ bets in 4-5 seconds.
IV. Pass, Don't Pass, Come, Don't Come
These four bets are the core 'line' bets — the cheapest action in the casino:
- Pass Line — bet placed before the come-out. Wins on come-out 7 or 11; loses on 2/3/12; otherwise sets the point and wins when the point repeats before a 7. House edge: 1.41%.
- Don't Pass — the reverse. Wins on come-out 2 or 3 (push on 12); loses on 7 or 11; otherwise wins if the shooter sevens out before repeating the point. House edge: 1.36%.
- Come — works exactly like a pass-line bet, but placed mid-round (after a point is established). The next roll becomes that bet's 'come-out.' Useful for compounding action without waiting for the round to end. House edge: 1.41%.
- Don't Come — the reverse of come. House edge: 1.36%.
Don't-pass and don't-come are slightly better mathematically than pass and come, but most players choose pass/come because betting with the shooter is more socially congenial. The cumulative house edge over a 1,000-roll session at $25 per bet differs by only about $13 — the pass-line tax for being on the shooter's side.
V. Free Odds — The Best Bet in the Casino

After a point is set, any player with a pass-line bet may place an additional 'odds' bet behind the line. The odds bet pays at true mathematical odds — meaning zero house edge on that specific wager. The base pass-line house edge is unchanged; but the blended edge across the combined bet drops sharply as odds multiples rise.
True odds:
- Point 4 or 10 — odds pay 2:1 (4 ways to make 7 vs 3 ways to make 4 or 10 = 2:1 against).
- Point 5 or 9 — odds pay 3:2.
- Point 6 or 8 — odds pay 6:5.
Maximum odds multiples by casino jurisdiction:
| Casino / region | Max odds | Pass + odds blended edge |
|---|---|---|
| Cruise ships / minimum venues | 1x | 0.85% |
| Atlantic City standard | 2x | 0.61% |
| Most Vegas Strip | 3-4-5x | 0.37% |
| Downtown Vegas (some) | 10x | 0.18% |
| Stratosphere historical | 100x | 0.02% |
The 3-4-5x convention means: 3x odds on point 4 or 10, 4x on 5 or 9, 5x on 6 or 8 — this calibration produces uniform odds-bet sizes (the payouts are all 6x the base bet, simplifying the payout math for the dealer).
VI. Place Bets and the Big 6 / Big 8 Trap
Place bets allow direct wagering on individual point numbers without going through the pass/come line. Payouts:
- Place 4 or 10: pays 9:5. House edge 6.67%.
- Place 5 or 9: pays 7:5. House edge 4.00%.
- Place 6 or 8: pays 7:6. House edge 1.52%.
Place 6 and place 8 are reasonable bets; place 4 and 10 are tourist traps. The worst trap on the table is the Big 6 / Big 8 bet — the large box in the corner of the layout. It looks identical to a place 6/8 but pays only 1:1, giving a house edge of 9.09%. There is never a reason to take this bet; experienced craps players regard it as a marker of tourist status.
VII. Hardways, Hops, and Center-Layout Propositions
The center of the layout — the Stickman's territory — holds the proposition bets. All are bad bets, but they are procedurally important because they generate the casino's profit on a game whose pass-line edge is too thin to sustain a table.
- Hard 4 (2-2) — pays 7:1. House edge 11.11%.
- Hard 6 (3-3) — pays 9:1. House edge 9.09%.
- Hard 8 (4-4) — pays 9:1. House edge 9.09%.
- Hard 10 (5-5) — pays 7:1. House edge 11.11%.
- Any 7 — pays 4:1. House edge 16.67% — the worst standard bet on the table.
- Any Craps (2, 3, or 12) — pays 7:1. House edge 11.11%.
- Yo (11) — pays 15:1. House edge 11.11%.
- 2 or 12 — pays 30:1. House edge 13.89%.
- Hop bets (specific dice combinations) — pays 15:1 (easy hops) or 30:1 (hard hops). House edge 11.11% or 13.89%.
The Stickman aggressively encourages props because they are highest-margin. The mathematically optimal craps player ignores everything in the center.
VIII. Working, Off, and the Lammer
Most multi-roll bets are 'working' by default — they win or lose on every roll until resolved. The exceptions are:
- Place bets are OFF on come-out rolls by default. A 7 on come-out is not a seven-out (it's a pass-line winner) but place bettors don't want to lose their 6 and 8 to it. To override, tell the dealer 'working on come-out' — the dealer places a lammer (a small lighted button) on the chips indicating they are active.
- Buy bets are working by default; lay bets are off by default. The exact opposite of place bets.
- Hardways and props are working by default. Hardways can be turned off on come-out.
The procedural call must be made before the roll. Once dice are in motion ('dice are out'), no working/off declaration takes effect for that roll.
IX. Fire Bet and All-Tall-Small Bonus Bets
Most modern craps tables offer two bonus bets that are essentially long-shot lottery tickets:
- Fire Bet — wins if a single shooter establishes and makes 4, 5, or 6 different points. Pays 24:1 / 249:1 / 999:1 depending on count. House edge: 20.76% to 24.86% depending on pay table. Hit frequency on the 6-point version: roughly 1 in 6,156.
- All-Tall-Small — three separate bets. 'Small' wins if 2, 3, 4, 5, 6 are all rolled before a 7. 'Tall' wins on 8, 9, 10, 11, 12. 'All' wins on every number 2-12 except 7 before a 7. House edge: 7.76% to 7.94%.
These are entertainment bets — small wager, occasional huge payout, large expected loss. They are procedurally settled by the Stickman who tracks rolled numbers on a small placard at the center of the table.
X. The Dice Toss — Protocol and Discipline

Every shooter must conform to a fixed toss protocol enforced by the Stickman and Boxman:
- One hand only. Pick up the dice with one hand. Using both hands is grounds for the Boxman to inspect and replace the dice, on suspicion of switching.
- Above the table edge at all times. Dice cannot be brought below the rail. The shooter must keep them visible to surveillance.
- Hit the back wall. The opposite end of the table has a padded wall covered in pyramidal foam to randomise bounce. A toss that fails to reach the wall may be called 'no roll' at the Boxman's discretion.
- No 'gentle' tosses. The toss must visibly bounce. A drop or slide can be ruled a no-roll.
- Dice off-table inspection. If a die leaves the table, it must be retrieved and inspected by the Boxman before being returned to play. Suspect dice are replaced from a sealed set.
- Dice setting allowed within limits. A shooter may arrange the dice in a chosen orientation (e.g. 'all sevens' set) before throwing, but cannot delay the game; the Stickman will signal the throw must be made within ~8-10 seconds.
Compliance is enforced by the Boxman with floor-supervisor backup. Repeat violations may result in the shooter being skipped in the rotation.
XI. FAQ · Sources · Responsibility
Who are the four people running the craps table?
What's the difference between a come-out roll and a point roll?
What are free odds and why do they matter?
What does it mean for a bet to be 'working' or 'off'?
What is the dice-toss protocol?
Are dice-control techniques real, and do casinos allow them?
Sources
- Edward O. Thorp (1984), The Mathematics of Gambling, Lyle Stuart
- Michael Shackleford ("Wizard of Odds"), Craps Bets and House Edges, wizardofodds.com
- Nevada Gaming Control Board, Regulation 5.110 and Minimum Internal Control Standards for Craps
- UNLV Center for Gaming Research, Craps Free-Odds Multiples on the Las Vegas Strip 2024
- Pinnacle Sports, Craps Free Odds and the Expected Value of Maximum Odds Play
