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Lake Charles Craps requires landscape orientation for table play.
Action Required
You must place a Pass Line or Don't Pass bet before the Come-Out roll.
Table Configuration
Craps Rules & Table Guide
1. Starting Your Turn (Mandatory First Step)
You cannot shoot the dice without an active wager on the line. When the Table Puck is set to OFF, you must first place a bet on either the Pass Line or Don't Pass Bar by selecting a chip and tapping the layout. The Roll button will remain disabled until this mandatory wager is placed.
2. The Come-Out Roll Phase
The initial roll of a round is the Come-Out Roll (Puck is OFF):
• Natural Win (7 or 11): Pass Line wins immediately (1:1 payout). Don't Pass loses. Shooter rolls again.
• Craps Loss (2, 3, or 12): Pass Line loses immediately. Don't Pass wins (1:1) on 2 and 3, and pushes (ties) on 12. Turn ends and passes to the next player.
• Point Established (4, 5, 6, 8, 9, or 10): The rolled total becomes the active Point. The Puck turns to ON and moves to that number.
3. The Point Phase & Seven Out
Once a Point is established, the shooter continues rolling:
• Hitting the Point: Rolling the established Point number before a 7 pays 1:1 on the Pass Line. The round resets to the Come-Out phase, and the shooter keeps the dice.
• Seven Out: Rolling a 7 before repeating the Point loses the Pass Line, Place Bets, Come bets and Hardways. Don't Pass and Don't Come win (1:1). The round ends and the dice pass to Cletus.
4. Come & Don't Come Bets
A Come bet is a Pass Line bet started on any roll. On the next roll it wins on 7 or 11, loses on 2, 3 or 12, and on any other number it travels to that number's box (marked C) and wins 1:1 if that number rolls again before a 7.
Don't Come is the reverse: it loses on 7 or 11, wins on 2 or 3, pushes on 12, and otherwise travels (marked DC), winning 1:1 if a 7 rolls before its number.
Come bets stay working on the Come-Out roll, so a 7 there pays a travelled Don't Come and loses a travelled Come.
5. Multi-Roll Place Bets
Place Bets are made directly on point numbers (4, 5, 6, 8, 9, 10). They win whenever that number rolls before a 7:
• 4 or 10: Pays 9 to 5.
• 5 or 9: Pays 7 to 5.
• 6 or 8: Pays 7 to 6.
6. Single-Roll Field Bet
The Field is a single-roll wager decided on the very next roll:
• 3, 4, 9, 10, 11: Pays even money (1:1).
• 2 (Aces): Pays double (2:1).
• 12 (Midnight): Pays triple (3:1).
• 5, 6, 7, 8: Loses.
7. Proposition & Hardway Bets
• Hardways (4, 6, 8, 10): Wins only if rolled as exact pairs (2-2, 3-3, 4-4, 5-5) before an easy roll of that total or a 7. Hard 6/8 pay 9:1; Hard 4/10 pay 7:1.
• Any Seven: One-roll bet paying 4:1.
• Any Craps (2, 3, 12): One-roll bet paying 7:1.
• Aces (2) / Midnight (12): One-roll bets paying 30:1.
• Ace-Deuce (3) / Yo (11): One-roll bets paying 15:1.
• Horn: One-roll bet split across 2, 3, 11 and 12; pays 6.75:1 on 2 or 12 and 3:1 on 3 or 11.
• C&E (Craps & Eleven): One-roll bet paying 3:1 on any craps and 7:1 on eleven.
8. The Oracle
An advisor, not a boss. Press 🔮 Oracle whenever you can place bets. The decision stays yours.
• It lists every bet available right now, ranked by how much of each dollar the bet keeps over the long run (the house edge), with the chance the bet wins and what it pays. Bets you already have down are marked "yours."
• Below the list it sums up your bets on the table: total at risk, what they are expected to return, and each bet's chance of winning, losing or staying up on the very next roll.
• Exact odds, not a simulation: every craps bet has fixed odds from the 36 ways two dice can land, so no play-outs are needed. A Pass Line bet placed after a point is set is rated at its real (worse) odds.
• In craps no bet is a winner over time; the Oracle shows which ones cost least.
