How to play dice, gambling dice

Author: Janice Evans
Date Of Creation: 25 July 2021
Update Date: 1 July 2024
Anonim
How to Play Street Dice: Street Craps
Video: How to Play Street Dice: Street Craps

Content

A variety of dice games have long been popular in many cultures. As early as about 600 BC. in China, bones with six sides in the form of a cube were used for this purpose. Initially, it was a fortune telling tool, but soon the dice began to be used in various games, including gambling. The most popular dice game is craps, which is played both in casinos and on the streets. Other dice gambling games include gambling, the Japanese game Te-han Bakuchi, Over-Under-7, Mexico, and Close the Box.

Steps

Method 1 of 7: Craps in the Casino

  1. 1 Designate one player as a shooter. He will roll the dice, and the rest will bet on the result of the roll. All players, including the shooter, place bets against the house.
  2. 2 Pass the arrow to the bone. Stickman (a casino employee who takes the dice with a special long device) offers the shooter a set of dice, most often five dice, of which two must be selected. Street craps usually only have two dice.
    • Casino craps usually have sharp edges and neat markings so that each side weighs the same as the others.
  3. 3 Place your initial bets. The shooter must bet on the result of the first roll before rolling the dice, and the other players, making a bet, choose it from the list of possible ones. Initial rates can be as follows:
    • Pass: a rate that pays 1: 1. It is done so that the shooter throws out the winning number before the unsuccessful one. When playing on a special craps table with markings, this bet is placed on the Pass Line field. This is one of the options for the arrow bet.
    • Don’t Pass: This bet also pays 1: 1. Here the player bets that the shooter will throw an unsuccessful number to a winning one. (This is sometimes called "playing on the dark side" and is considered bad form.) When playing on a table with markings, this bet is placed on the Don’t Pass Line field. This is the second variant of the arrow bet. Some casinos also require all players to place a Pass or Don’t pass bet before the first roll.
    • Odds (or Free Odds): a bet that is placed in addition to Pass, Don’t pass or Come. It is paid instead of the corresponding bet if it wins. This bet is usually placed next to the one that it complements, or overlapped, but not completely covered. Odds in combination with Pass usually implies a small bet and a big win, and in the case of Don’t pass it is vice versa, although the casino can set a maximum Odds bet for Pass and Don’t pass.
    • Proposition: usually these are bets on a certain result, for example, the amount or a series of sums of the drawn numbers, or on a certain combination of numbers on the dice. These bets usually give you a bigger win as they are less likely to land than Pass or Don’t pass.
  4. 4 Roll the dice. The first roll is called the Come Out Roll. Its result determines which bets are paid, which are lost, and which remain in the game.
    • If there are 7 or 11 points in the Come Out Roll, Pass bets win, and Don’t pass bets lose. The next roll is the Come Out Roll for a new round.
    • If 2, 3 or 12 points are rolled, Pass bets lose. Don’t pass bets win if the roll is 2 or 3, in the case of 12 they are returned to the player without a win. (In some casinos, the bet is returned on a roll of 2 points, in others the player can choose between these two numbers).
    • If a different number falls on the first roll, the game goes to the Point Roll stage, where the drawn number will be the winning one, and the round continues. Pass and Don't pass rates are extended.
    • In casino craps, a roll is counted if the shooter threw the dice with one hand, after which they bounced off the opposite side of the table. If one of the dice flies off the table, the shooter can either choose one of the remaining dice that the stickman offered him, or ask him to return the knocked out one.(In the latter case, the boxman - the casino employee in charge of the game and the bets - will inspect the cube to make sure no one has undermined or overshadowed its edges.)
    • In street craps, instead of a table side, a curb, wall, stretched fabric can be used, or the bones are thrown without an obstacle.
  5. 5 Place bets on the roll on Point. Pass, Don't Pass, Odds and Proposition bets can be placed before the Point Roll, just as with the Come Out Roll. In addition, two more bets are possible:
    • Come: This bet wins if the shooter rolls 7 or 11 points in the first Point Roll, or if he rolls a Point earlier than 7.
    • Don’t Come: wins if the shooter rolls neither 7 nor 11 in the first Point Roll, or rolls a number that does not match Point, and then rolls 7 points before Point.
    • In addition to Come and Don’t Come, you can bet Odds, just like in the case of Pass and Don’t Pass, but only after the Point number has been determined.
  6. 6 Roll the dice to roll the Point number. The shooter throws until the result is a Point or 7 points.
    • If the shooter rolls a Point on the first throw, the Pass and Come bets win, but Don’t Pass and Don’t come lose. It is not necessary to throw a Point with the same combination as when defining it: if the Point number equal to 4 points is a combination of 1 and 3, the winning combination will be not only 1 and 3, but also 2 and 2.
    • If the shooter throws a Point after the first throw, Pass bets win, Don't Pass bets lose.
    • If the shooter rolls an 11 on the first roll, Come wins, Don’t Come loses. Pass and Don't pass rates are extended until the next time. (11 points after the first throw do not affect any of the bets in any way).
    • If the shooter rolls 7 points on the first roll, the Come and Don’t Pass bets win, but the Pass and Don’t Come bets lose.
    • If the shooter rolls a 7 after the first roll, Don’t Pass and Don’t Come wins, Pass and Come loses, and he gives up his turn to roll the dice to another player.
    • If the shooter rolls a 2, 3 or 12 on the first throw, Come bets lose. Don’t Come bets win if the result of the throw is 2 or 3, in the case of 12 they are returned to the player. (After the first roll, these numbers have no effect on any of the bets).
    • If the shooter rolls another number, it becomes the new Point number for Come and Don’t Come bets, and the original Point number remains the same for Pass and Don’t pass bets. If the Come Point falls out earlier than 7, the Come bet wins, and the Don’t Come bet loses, and vice versa. If the original Point number falls out earlier than the Come Point, the Pass bet wins, Don’t Pass loses, and Come and Don’t Come remain in the game until a new round, where a new Point number will be determined.

Method 2 of 7: Street Craps

  1. 1 Designate one player as a shooter. He will roll the dice. Before the first throw, the shooter must place a bet.
    • Street craps do not require an obstacle to throw or a restraining surface, although players can use a wall or curb as an obstruction and restrict the throwing surface with a tightly stretched cloth.
  2. 2 Have the rest of the players bet against the shooter. They can bet any amount within the shooter's bet or cover it. If no one has covered the shooter's bet, he must collect the remainder.
    • Players can also place side bets on whether the shooter throws a winning number or a specific combination of numbers.
  3. 3 Roll the dice on the Come Out Roll. The results are almost the same as in casino craps.
    • If the Come Out Roll rolls 7 or 11 points, the shooter wins the money of the rest of the players. He can bet again and roll the dice for another Come Out Roll, or he can give up the shooter's place to the player on the left.
    • If the Come Out Roll rolls 2, 3 or 12, the shooter loses the bet. He again has a choice - to make another bet or pass the dice further.
    • If another number appears in the Come Out Roll, it turns into a Point. The rest of the players can place additional bets on whether the shooter can roll the Point again.
  4. 4 Roll the dice to the Point Roll. The results are almost the same as in casino craps.
    • If the shooter rolls out a Point number, he wins and again can either bet on the next round, or pass the dice further.
    • Having thrown 7 points, the shooter loses all the money at stake and must pass the dice to the next player.
    • If a different number falls out, the shooter rolls the dice again until he rolls a Point or 7 points. Here, unlike casino craps, there is no Come Point.

Method 3 of 7: Hazard

  1. 1 Assign a cashier. In Hazard, the player who throws the dice is called the banker, not the shooter.
  2. 2 Have the banker select a number between 5 and 9. This number is called Maine. On a roll of the dice, it determines which numbers win and which lose.
    • In some versions of the azar, for example, in the French version, the main is assigned by a preliminary roll of the dice.
    • Most bankers choose the number 7 as the main, as it has a higher chance of falling on a roll of two dice (one chance in six). This turns the game into craps.
  3. 3 Place your bets on the result of the throw. The banker places bets against other players individually, a group of players or a bank. At this stage, bets are placed on whether the banker will fold the named main or another winning number.
  4. 4 Roll the dice. The result of the first roll determines which bets win, which lose, and which remain in the game.
    • If the banker folds the main, he wins (this is called a nickname).
    • If the banker rolls 2 or 3 points, he loses.
    • If the banker assigned the main number 5 or 9, and rolls 11 or 12, he loses.
    • If the main is 6 or 8 points and the banker rolls 12, he wins.
    • By calling 6 or 8 as main, and throwing out 11, the banker loses.
    • By nominating main as 7 and rolling as 11, the banker wins.
    • If the main is 7 and the banker rolls 12, he loses.
    • If the banker loses at this stage, he has the opportunity to appoint a new main, place a bet and roll the dice, if this happened not for the third time. After three consecutive losses, the next player becomes the banker.
    • If the banker throws out a number that does not coincide with the main, but is not included in the list of losers, this number is assigned the value "chana". In the future, to win, the banker needs to throw out the vat.
  5. 5 Place bets on the result of the chane toss. The ATM machine and other players can raise their initial bets depending on whether the chane comes up earlier than the main. Thus, these bets will win if the banker rolls the vat to the main.
  6. 6 Throw the chane. Depending on the result of the throw, the banker wins, loses or rolls the dice again.
    • If the banker throws out the chane number, he wins.
    • If the main comes out at this stage, the banker loses. If this is his third loss in a row, the dice go to the player on the left.
    • If the banker rolls any other number, he makes a new roll until a vat or a main rolls out.

Method 4 of 7: Te Han Bakuchi

  1. 1 Place two cubes in a cup. In Japan, where the game was born, nomad players sat on tatami mats and used a bamboo cup or bowl.
  2. 2 Shake the bones in the cup, then place it on the floor with the bottom up so that the bones are not visible. Traditionally, the bone-shaking dealer kneels slightly on his heels with the tops of his feet flat on the floor (in a seiza pose), and is stripped to the waist to avoid being accused of cheating, so you can see that he is not hiding in his sleeves. or pants extra cubes.
  3. 3 Place your bets, an odd or even number has dropped on the dice. Players can place bets both against each other and against the house.
    • When placing a bet on "Te", the player bets on an even number (2, 4, 6, 8, 10 or 12).
    • When placing a bet on "Khan", the player bets on an odd number (3, 5, 7, 9 or 11).
    • If bets are placed against each other, usually the same number of players bet on Te and Khan.
  4. 4 Remove the cup to see the result. The losers pay the winners, the casino takes a percentage of the winnings, if the dealer is an employee of the gambling house.
    • This game is often played these days by the yakuza (members of the Japanese mafia). She can often be seen in films about the yakuza and samurai.It is also known as a mini-game in the Ryu ga Gotoku video game series.

Method 5 of 7: Over-Under Seven

  1. 1 Place your bets on the result of the throw. There are only three types of bets possible:
    • The number will be less than seven. Paid 1: 1.
    • The number will be more than seven. Paid 1: 1.
    • The number will be seven. Usually it is paid 4: 1, although in some casinos it is only 3: 1. (Although 7 is the number most often rolled on two dice, the odds are 5: 1).
  2. 2 Roll the dice. Most often, wooden bones are used, which the dealer throws into a special chute.
  3. 3 Pay the winners and collect the money from the losers according to the result of the roll.
    • Instead of a groove, the bones can be thrown into a cup and hidden, as in Te-khan bakuti.

Method 6 of 7: Mexico

  1. 1 Have the players agree to bet a certain amount throughout the game, like in poker or craps. At the end of each round, the loser will give the set part of this amount to the bank.
  2. 2 Determine the initial order of your throws. Each player rolls a die; the one with the most points starts the game, the next player will be the one on the left. The player with the lowest number of points rolls pays to the pot.
    • It is recommended to play on a table or other surface where there are bumpers so that the bones do not fall off the table and can push off the obstacle.
  3. 3 Have the players take turns rolling the dice up to three times. The leading player of the round by the number of his throws determines how many throws others can make - perhaps fewer, but not more. The results are lined up according to the following system:
    • A roll of 2-1 reads "21". (The largest number is tens, and the smallest number is ones.) It is called "Mexico", in honor of which the game got its name.
    • Takes rolls line up from 6-6, or 66, to 1-1, or 11.
    • Other mixed throws are judged first by the highest number, or tens, and then by the lowest, or units. Therefore, 3-1, or 31, will be at the very bottom.
    • The results of the throws are not cumulative. If the player rolls 34 on the first roll and 31 on the second, 65 fails.
    • If the leading player rolls Mexico on one of his throws, the dice immediately go to the next player, who rolls them up to three times (determining how many rolls the others can make). If he rolls Mexico, the next player rolls the dice, and so on.
    • The Mexico throw doubles the loser's bet. Players must decide in advance whether and how the rates will increase at the expense of Mexico. However, if the non-top player rolls a 2-1, it does not count as Mexico and the bets do not go up.
    • If two or more players have the lowest score, they play the Mexico round against each other to determine the loser.
  4. 4 The loser of the round pays to the pot. If he thereby loses the bet, then he leaves the game.
  5. 5 Pass the dice to the next player. The game continues in the same way - the loser pays to the pot and leaves the game if he loses his bet. The last person with the money to bet wins the pot.

Method 7 of 7: Close the box

  1. 1 Collect players. The game "Close the Box", also known as "Bottom Down the Hatches", "Canoga", "Big Players" (hence the name of the game show), "Clackers" or "Zoltan's Box", involves two to four players if the game is for money. Although you can play alone.
    • If bets are placed, each player gives a certain amount of money to the bank, which at the end of the game is taken by the winner.
  2. 2 Open all the boards. The box for this game is equipped with boards with numbers from 1 to 9, which must be in the open position at the beginning of the game.
    • In another configuration, the box contains tablets with numbers from 1 to 12. A variation of this type of game is "300", where the second box with numbers from 13 to 24 is used.
    • You can start the game with several closed boards.In the "Even" option, only even numbers are open, in the "Odd" option, only the odd ones are open, in the "From three to the end" numbers 1, 2 and 3 are closed, and in the "Lucky 7" only the seventh tablet is open, and the box is transmitted from one player to the other until one of them rolls 7 points to close it.
  3. 3 Determine who will start the game. To do this, you can roll one or two dice - the one with the most points starts.
  4. 4 Have the players take turns rolling the dice. Depending on the chosen variant of the game, the player rolls both dice while boards 7, 8 and 9 are open. When they are all covered, you can choose to roll both dice or one.
    • In some variations, if a player rolls a double, he makes another roll. Such an option could be seen in the show "Big Players", where the participant was insured if he still managed to close the plate with a double.
    • In other variations, the player must roll both dice until the total of the open boards is 6 or less (1, 2, 3; 1 and 5; 2 and 4 or 6).
  5. 5 Which boards need to be closed depends on the dropped number. The boards are closed, the numbers on which are equal to the result of the throw. If there are 7 points, all options from the list are suitable:
    • Close board only 7.
    • Close tablets 1 and 6, regardless of whether exactly 1 and 6 fell on the bones or not.
    • Close planks 2 and 5, regardless of whether 2 and 5 fell on the bones or not.
    • Close planks 3 and 4, regardless of whether 3 and 4 fell on the bones or not.
    • Close boards 1, 2 and 4.
    • In the Thai version, you can close only one tablet at a time - either one of the numbers on the dice, or their sum. If 7 points fell out in a combination of 3 and 4, you can close either 3, or 4, or 7 and nothing else.
    • In other variants of the game, it is required to close a certain board in the first move in order not to lose. In "Two", you must first close the board 2, and the number 4, dropped out in the first throw, means an automatic loss. In "Troika", first of all, they close the board 3; the number 2 in the first roll leads to an automatic loss.
  6. 6 Continue throwing the dice as long as you can close the boards. When a player rolls a number with which none of the remaining boards can be closed, he ends the game. To count the points, he needs to add up the values ​​of the open boards. If these are boards 2 and 5, the player gets 5 points. (This option is called "Golf").
    • In the "Missionary" variant, the points are equal to the number of open boards. If these are boards 2 and 5, the player scores 2 points.
    • In Say What You See, also known as Digital, points are made up of numbers on open boards. If these are boards 2 and 3, the player receives not 5 points, but 23 points.
  7. 7 Pass the box and dice to the next player. The boards open again and the next player tries to cover them by rolling the dice as long as possible. This process is repeated until all participants try to close the box. The player with the fewest points wins the pot.
    • If the player manages to close all the boards in the box, he automatically wins and receives double bets from the rest.
    • It is possible to split the game into rounds (the "Competition" option) using the counting method from the "Golf" option. The points for each round will be added to the previous total of points. When someone scores 100 points, the player with the lowest score wins. You can also play as a knockout - then a player who scores 45 points or more leaves the game.
    • In the "Failed Seven" option, the game ends when a 7 is rolled.

Useful Tips

  • Any of these games can be adapted for multi-sided dice used in role-playing games, such as dice with ten faces. In this case, the rules must be changed so that they correspond to more or less the possible result of the throw. Let's say the number 7 is everywhere replaced by the average value that can be rolled on two such dice (11 on two decahedral).
  • The dice games are believed to be the origin of some idioms in the English language. For example, "laying odds" ("betting") may have come from the odds bet in craps, and "at sixes and sevens" - from the phrase "bet on six and seven", which can come from the game of gambling in Chaucer's "Canterbury Tales".

You will need

  • Two dice (for all games)
  • Table with sides (with special markings for casino craps or without markings for "Mexico")
  • Cup or bowl (for "Te-khan bakuti" or "More or less seven")
  • Chute (for "Greater-less than seven")
  • A box with nine boards numbered 1 through 9, or a board with numbers written on it and a marker to cross them out (for "Close the box")