$5 C&E is $2.50 on each side. If craps win you have 2.50 x 8 = 20 - 5 = 15 or 3 times the bet. If eleven wins you have 2.50 x 16 = 40 minus the $5 bet = 35 or 7 x the bet (7x5=35) $25 C & E You can do $12.50 x 16 then subtract 25 Or $12.50 x 8 then subtract 25 Or 3 x the bet when craps hit = 75 7 x the bet when yo hits = 175 Say it with me. 7: A bet that a 7 will be thrown on the next roll. House edge 16.67%. 11: A bet that an 11 will be thrown on the next roll. House edge 11.11%. Craps 12: A bet that a 12 will be thrown on the next roll. House edge 13.89%. Any Craps: A bet that the next roll will be a 2, 3, or 12. House edge 11.11%. This is convenient since seven is the most common number to be rolled in a game of craps, giving you a good chance of winning the bet. This wager is found in the middle of the table, though it is not placed by a player, but rather by the stickman.
Playing a 'Hopping 7Â's' Progression
By Jerry 'Stickman'
Periodically people ask me about craps betting systems. Almost all of them rely on the premise that certain numbers are due because they havenÂ't appeared for a while. I normally tell them that in a random you cannot beat the math of the game. The house edge is the house edge. In the long term you will lose the amount of money played times the house edge.
For many that is enough, but every so often someone says they have won a lot of money on a particular system and want me to look further into it. So periodically I will devote an article to exploring some of these systems.
This article will look at a 'Hopping 7Â's' progression.
Here is the system as it was stated to me.
- Start over with each new shooter.
- Wait seven rolls before starting the progression
- When the bet hits, take the bet down along with the win.
- Start with a $3 bet. Starting with the first bet, the progression is: 3, 3, 6, 9, 15, 24, 39, etc. always adding the previous two bets together to determine the next bet in the progression.
Here is a table that shows the bet, amount invested, win amount (taking the bet down), and profit.
What we have here is a Fibonacci progression. This and the Martingale progression are well known in betting systems. In 'up as you lose' progressions, the thought is that when your number hits you will recoup your losses and garner a little profit. The Fibonacci progression is the less aggressive of the two.
Either of these progressions works as long as two things are true. The first is you must have adequate bankroll to make it through the inevitable losing streaks you will encounter. The amount you require can be very substantial. The last row in the above table represents the 17th roll without a 7. While 17 rolls without a 7 appearing may be somewhat unusual, it is not that uncommon.
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If the shooter goes 20 rolls without a 7 appearing, the bankroll required is almost $2,000.
If the shooter rolls just five more numbers without throwing a 7, the total invested is over $20,000.
And what is the shooter is extremely lucky and throws just 5 more numbers without a 7? Our hapless system player will have just over $225,000 invested.
If he should win on the 30th Mes course casino drive. roll, he will win $233,000+, so maybe he thinks it is worth it.
If our lucky shooter goes five more rolls without a 7, however, the investment skyrockets to almost $2.5 million. I donÂ't know about you, but if I had that kind of money, I wouldnÂ't risk it on a craps game.
The second consideration before using this system is something called table maximum. Virtually every craps game has a maximum bet ranging from $2,000 and up. Most of them are $10,000 or less. That means in the unusual but very possible case of someone going 25 rolls without a 7, this player is out his entire investment of over $20,000 and he cannot continue.
The math of the hop bet says that a player will lose 11.11 percent of all money wagered on a random shooter. That is what the math says. LetÂ's see what some simulations say. I ran several simulations specifying a random shooter through an excellent software program called Smart Craps from DeepNet Technologies.
The first simulation did not put any limits on the maximum bet. It assumed an unlimited bankroll and no maximum bet limit at the craps table. It was very interesting watching the running edge percentage as the simulation progressed. For the first several seconds the expectation was a little over 103%. This means that if someone were playing this system and had the same results as the simulation, they would more than double their bets!
This came to an abrupt halt after about 96,000 rounds. At this point the simulation terminated because it couldnÂ't handle the size of the bet being placed – over 2.2 billion dollars. It may have taken a while, but the long term hit at about 96,000 player rounds.
Next I put some limits on maximum bet size. I started with 1.1 billion dollars. If the simulation hit the limit, it would restart the progression; that is, wait for seven rolls without a 7, then begin betting the progression. After 10 million rounds, the expectation was 59 percent for the house! During the 10 million rounds the $1.1 billion limit was reached 7 times. This was much worse than what the math would indicate, but with such a large limit, the long term had most likely not yet been reached.
Three more simulations were run with limits of $10,000, $3,000 and $2,000. The results more closely matched the mathematical expectations.
As you can see, all of these fell much closer to the calculated expectations.
So what does this show? You may be lucky and win for a period of time. You may even win for a long period of time. You could also be very unlucky and lose very big for a while. Eventually, however the math will catch up with you.
In the long run, you cannot beat the math of the game with random shooters. You will lose the house edge of your bets times the amount bet. Accept the fact and bet the low house edge bets. Your bankroll will thank you.
May all your wins be swift and large and all your losses slow and tiny.
Jerry 'Stickman' is an expert in craps, blackjack and video poker and advantage slot machine play. He is a regular contributor to top gaming magazines. The 'Stickman' is also a certified instructor for Golden Touch Craps and Golden Touch Blackjack. For more information visit www.goldentouchcraps.com or www.goldentouchblackjack.com or call 1-886-738-3423. You can contact Jerry 'Stickman' at stickmanGTC@aol.com
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The following is a glossary of terms used in the dice game craps. Besides the terms listed here, there are many common and uncommon craps slang terms.[1][2][3]
A[edit]
- ace deuce
- A roll of 3
B[edit]
- Big Red
- The number 7 or a bet for any 7 to appear
- bones
- A slang term for the dice
- box numbers
- The place numbers (4,5,6,8,9,10)
- boxcars
- A roll of or bet on 12
C[edit]
- center field
- Nine, often called Center Field Nine
- change only
- when a player buys into a game specifically with cash, the 'only' means no bets are being placed at the time of the buy in. Can also be used when a player colours in. (Dealers will say this out loud so that a player can't take a shot and say he wanted a bet on X.)
- Cheque change
- Breaking down a chip into smaller denomination chips.
- colour up
- The process of changing denominations of chips to larger denominations
- cold dice
- also known as a cold table; an expression used when players are not hitting the established point and sevening out
- come out
- 1. The initial roll of the shooter
- 2. To roll the dice when no point has been established[4]
- crap out
- To roll a 2, 3, or 12 on the come out roll. A player betting on the Pass line or Come loses on crap out, but the roll does not lose when a point is established. Don't Pass and Don't Come wins if a 2 or 3 craps is rolled on come out, but ties (pushes) if a 12 is rolled on come out. The shooter may continue rolling after crapping out.
- craps
- the numbers 2, 3, and/or 12
D[edit]
Nutrasweet
- double pitch
- In dice control, when the dice stay on axis which rarely occurs (less than 5% of the rolls), but one turns two faces more than the other. If players set the dice with the same face, such as a hard ways or 3V set, the roll may likely result in a seven.
- down
- To remove or reduce a bet, players often say 'take it down'
E[edit]
- easy way
- Rolling an even number with any combination other than doubles. Applies to 4, 6, 8, and 10 only.
- even money
- Any bet that pays out at 1:1.
F[edit]
- fever five
- A roll of 5, also called five fever
- free odds
- Simply known as odds, is the odds which can be taken or laid behind the Pass/Come or Don't Pass/Don't Come. These are paid at true odds.
- flea
- A player who bets at or near table minimum, normally for extended periods of time; very annoying.
G[edit]
- garden
- Slang for the field bet
- George
- A good tipper
H[edit]
- hard way
- Rolling a 4, 6, 8, 10 with a pair of the same number
- hi-lo
- a single roll bet for 2 or 12
- hi-lo-yo
- a single roll bet for 2, 11, or 12
- high
- A bet on or roll of 12, also see boxcars
- hop
- A single roll bet for a specific combination of dice to come out. Pays 15:1 for easy ways and 30:1 for hard ways
- horn
- A divided bet on the 2, 3, 11, 12
- horn high
- A horn bet with addition units going to a specific number. For example 'horn high ace deuce' would generally mean a 5 unit bet with 2 units going on the 3.
- hot dice
- also known as a hot table; an expression used when players are hitting the established points or rolling for long durations without seven outs
I[edit]
- inside numbers
- betting on the 5, 6, 8, 9
L[edit]
- lay
- To bet on a seven to come before a specific point number. Lays are paid at true odds with commission taken.
- lay odds
- To give odds behind a Don't Pass or Don't Come. Betting against the shooter
- Little Joe
- Point 4
- low
- a single roll bet for a 2
M[edit]
- mechanic
- A shooter who allegedly implements dice control
N[edit]
- natural
- Rolling a 7 or 11 on the come out roll
- Nina
- Rolling or betting on a 9
O[edit]
- Off
- 1. The come out roll; when no point has been established
- 2. To have a bet on the table but not in play. The bet can not be won from or lost when it is Off.
- On
- 1. When a point has been established
- 2. A bet that is in play (working).
- outside numbers
- betting on the 4, 5, 9, 10
Any Seven Bet In Craps
P[edit]
- parley
- To parley a bet is to take all the winnings from the previous bet (or up to maximum allowed for bet if winnings exceed maximum) and add it to the next bet.
- press
- To double a bet, players generally say 'press it' when doubling a bet, players can also press an additional one or more units and can increase the bet less than the original bet by saying 'press X units'
- push
- a tie
S[edit]
- same bet
- To keep the previous winning bet as is. If a player says same bet it does not mean to double the bet, that is referred to as 'pressing it'
- seven out
- A roll of 7 when the point is On. All bets on Pass, Pass Odds, Come, Come Odds, Place bets, Buy bets, hard ways and any single roll bets not for a seven loses. All bets on Don't Pass, Don't Pass Odds, Don't Come, Don't Come Odds, Lay bets and any single roll bets for a seven wins.
- snake eyes
- A roll of 2
- stroker
- A player who makes bets overly complicated and/or gives dealers unnecessary additional work
T[edit]
- take odds
- To bet odds behind a Pass or Come. Betting with the shooter[5]
- take down
- See down
- true odds
- The real odds for payout where house edge is 0%
W[edit]
- working
- A bet which is in play and can be won or lost.
- whirl
- A five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet. The combine odds are 26:5 on the 2, 12, 11:5 on the 3, 11, and a push on the 7.
- world
- See whirl
- wrong way bettor
- When a person is betting against the shooter on the Don't Pass Line.
The following is a glossary of terms used in the dice game craps. Besides the terms listed here, there are many common and uncommon craps slang terms.[1][2][3]
A[edit]
- ace deuce
- A roll of 3
B[edit]
- Big Red
- The number 7 or a bet for any 7 to appear
- bones
- A slang term for the dice
- box numbers
- The place numbers (4,5,6,8,9,10)
- boxcars
- A roll of or bet on 12
C[edit]
- center field
- Nine, often called Center Field Nine
- change only
- when a player buys into a game specifically with cash, the 'only' means no bets are being placed at the time of the buy in. Can also be used when a player colours in. (Dealers will say this out loud so that a player can't take a shot and say he wanted a bet on X.)
- Cheque change
- Breaking down a chip into smaller denomination chips.
- colour up
- The process of changing denominations of chips to larger denominations
- cold dice
- also known as a cold table; an expression used when players are not hitting the established point and sevening out
- come out
- 1. The initial roll of the shooter
- 2. To roll the dice when no point has been established[4]
- crap out
- To roll a 2, 3, or 12 on the come out roll. A player betting on the Pass line or Come loses on crap out, but the roll does not lose when a point is established. Don't Pass and Don't Come wins if a 2 or 3 craps is rolled on come out, but ties (pushes) if a 12 is rolled on come out. The shooter may continue rolling after crapping out.
- craps
- the numbers 2, 3, and/or 12
D[edit]
Nutrasweet
- double pitch
- In dice control, when the dice stay on axis which rarely occurs (less than 5% of the rolls), but one turns two faces more than the other. If players set the dice with the same face, such as a hard ways or 3V set, the roll may likely result in a seven.
- down
- To remove or reduce a bet, players often say 'take it down'
E[edit]
- easy way
- Rolling an even number with any combination other than doubles. Applies to 4, 6, 8, and 10 only.
- even money
- Any bet that pays out at 1:1.
F[edit]
- fever five
- A roll of 5, also called five fever
- free odds
- Simply known as odds, is the odds which can be taken or laid behind the Pass/Come or Don't Pass/Don't Come. These are paid at true odds.
- flea
- A player who bets at or near table minimum, normally for extended periods of time; very annoying.
G[edit]
- garden
- Slang for the field bet
- George
- A good tipper
H[edit]
- hard way
- Rolling a 4, 6, 8, 10 with a pair of the same number
- hi-lo
- a single roll bet for 2 or 12
- hi-lo-yo
- a single roll bet for 2, 11, or 12
- high
- A bet on or roll of 12, also see boxcars
- hop
- A single roll bet for a specific combination of dice to come out. Pays 15:1 for easy ways and 30:1 for hard ways
- horn
- A divided bet on the 2, 3, 11, 12
- horn high
- A horn bet with addition units going to a specific number. For example 'horn high ace deuce' would generally mean a 5 unit bet with 2 units going on the 3.
- hot dice
- also known as a hot table; an expression used when players are hitting the established points or rolling for long durations without seven outs
I[edit]
- inside numbers
- betting on the 5, 6, 8, 9
L[edit]
- lay
- To bet on a seven to come before a specific point number. Lays are paid at true odds with commission taken.
- lay odds
- To give odds behind a Don't Pass or Don't Come. Betting against the shooter
- Little Joe
- Point 4
- low
- a single roll bet for a 2
M[edit]
- mechanic
- A shooter who allegedly implements dice control
N[edit]
- natural
- Rolling a 7 or 11 on the come out roll
- Nina
- Rolling or betting on a 9
O[edit]
- Off
- 1. The come out roll; when no point has been established
- 2. To have a bet on the table but not in play. The bet can not be won from or lost when it is Off.
- On
- 1. When a point has been established
- 2. A bet that is in play (working).
- outside numbers
- betting on the 4, 5, 9, 10
Any Seven Bet In Craps
P[edit]
- parley
- To parley a bet is to take all the winnings from the previous bet (or up to maximum allowed for bet if winnings exceed maximum) and add it to the next bet.
- press
- To double a bet, players generally say 'press it' when doubling a bet, players can also press an additional one or more units and can increase the bet less than the original bet by saying 'press X units'
- push
- a tie
S[edit]
- same bet
- To keep the previous winning bet as is. If a player says same bet it does not mean to double the bet, that is referred to as 'pressing it'
- seven out
- A roll of 7 when the point is On. All bets on Pass, Pass Odds, Come, Come Odds, Place bets, Buy bets, hard ways and any single roll bets not for a seven loses. All bets on Don't Pass, Don't Pass Odds, Don't Come, Don't Come Odds, Lay bets and any single roll bets for a seven wins.
- snake eyes
- A roll of 2
- stroker
- A player who makes bets overly complicated and/or gives dealers unnecessary additional work
T[edit]
- take odds
- To bet odds behind a Pass or Come. Betting with the shooter[5]
- take down
- See down
- true odds
- The real odds for payout where house edge is 0%
W[edit]
- working
- A bet which is in play and can be won or lost.
- whirl
- A five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet. The combine odds are 26:5 on the 2, 12, 11:5 on the 3, 11, and a push on the 7.
- world
- See whirl
- wrong way bettor
- When a person is betting against the shooter on the Don't Pass Line.
Any Seven Bet In Craps
Y[edit]
Any Seven Bet In Craps
- yo
- A roll or bet on 11 (6-5, 5-6), short for Yo-leven
References[edit]
- ^'Craps Lingo'. readybetgo.com. Retrieved 2016-03-03.
- ^'Craps Etiquette and Lingo Casino Gambling Game Rules and Strategy Guide'. VegasTripping.com. Retrieved 2016-03-03.
- ^Jack Botermans (2008). The Book of Games: Strategy, Tactics & History. Sterling. pp. 545–. ISBN978-1-4027-4221-7.
- ^Craps A Smart Shooters Guide. Cardoza Publishing. pp. 24–. ISBN978-1-58042-576-6.
- ^R. D. Ellison (2001). Gamble to Win: Craps. Lyle Stuart, Kensington Publishing Corporation. pp. 42–. ISBN978-0-8184-0621-8.