There are two dice gambling games that you can play.
The 6-sided dice were found in China around 600 B.C., and are popular in many cultures.Games of chance were one of the first games in which dice were used.Hazard, Under-Over 7, Mexico, and Shut the Box are some gambling games that use a pair of dice.
Step 1: Pick a shooter.
The person is the one who will roll the dice for himself or herself and the other players to make bets on the outcome of the roll.The players are playing against the house when they make bets.
Step 2: The shooter needs to hand the dice.
The person who retrieves the dice using a long, curved stick is called a stickman.The two dice needed are provided in street craps.Each face of casino craps dice is marked so that it weighs the same as the other faces.
Step 3: Place the initial bets
The shooter is required to bet on the outcome of the first roll before rolling the dice, while other players can bet as they please, provided they make their initial bets when the betting round starts.Pass is an even money bet that a winning number will be rolled before a losing number.When playing at a marked craps table, a pass bet is placed on the Pass Line.The shooter has a required bet.Don't Pass is an even money bet that a wrong number will be rolled before a right number.Some consider playing the dark side to be in bad taste.The Don't Pass line is used when playing at a marked craps table.The shooter has a required bet.The other players are required to make a pass or not pass bet before the first roll in some casinos.This is a bet that can be used for a pass, don't pass or come bet.It is paid at the actual odds of rolling a roll instead of the house's usual odds.This bet is usually placed next to or overlaps the bet it is replacing instead of directly on top of it.The casino can set a maximum of what multiple of a pass or don't pass bet can be made, but it usually involves making a larger bet to win.These are bets on a specific roll outcome, such as a range of totals, or a combination of face values on the two dice.They are less likely to come up than the pass or don't pass values.
Step 4: The dice are to be rolled.
The first roll is called a come-out roll.Which bets are paid, lost, or held over for subsequent rolls is determined by the outcome of this roll.Pass bets win if the come-out roll is 7 or 11.The roll becomes a come-out roll for a new round of play.Pass bets lose if the come-out roll is 2, 3, or 12.Don't pass bets if the roll is a 2 or 3, while they are returned to the player "pushed" without winning money.Some casinos allow the player to choose which of the two numbers is the push number, while others don't.If the first roll is anything other than one of these results, the number rolled becomes a point that will win if rolled, and the round continues.Pass and don't pass bets are carried over.In casino craps, the shooter is required to roll both dice with one hand and have them hit the far wall of the table for the roll to count.If a dice flies out of the table, the shooter can either ask the stickman for a new dice or pick one from the unchosen ones.The person who manages the table and its bets will inspect the die to make sure it has not been loaded.In street craps, players can either use a backstop such as a curb, wall or chair-edge, or stretch a blanket to hold the dice.
Step 5: Bets are placed for the attempt to make a point.
Pass, don't pass, odds, and service bets can be made prior to each roll where the shooter attempts to make the point the same as before the come-out roll.Come is a bet that the shooter will make a 7 or 11 on the first roll or make the point before the 7.Don't bet that the shooter will not make a 7 or 11 on the first point roll or that they will roll a number other than the point.The pass and don't pass bets are the same as the odds bets.These bets can't be placed until there is a come-out point.
Step 6: To try and make the point.
The shooter rolls until the point is made or a 7 is rolled.Pass and come bets win if the shooter makes the point on the first roll.If a point of 4 is established by rolling a 1 and 3, the shooter doesn't have to make the point with the same combination.Pass bets win if the shooter makes the point after the first roll.Come bets win if the shooter rolls an 11 on the first roll.Pass and don't pass are carried over to the next roll.Rolling an 11 after the first point roll has no effect on the outcome.Don't pass bets win if the shooter rolls a 7 on the first point roll.Pass bets and don't lose them.Pass and come bets lose if the shooter rolls a 7 on any point roll after the first.A new shooter is chosen as the shooter ends.Bets lose if the shooter rolls a 2, 3, or 12 on the first roll.Don't bet if the roll is a 2, 3 or 12.Rolling any of these numbers after the first point roll has no effect on the outcome.The come point is established as the new point for the come and don't come bets if the shooter rolls anything else on the first point roll.The come bet wins if the come point number is rolled before a 7.The come bet loses if a 7 is rolled before the come point.Pass bets win, don't pass bets lose, and come and not come bets carry over if the come point is rolled before a new round of play starts.
Step 7: Designate a person who shoots.
The person will roll a pair of dice.The shooter must place a bet before rolling.A wall or curb is not required for street craps, although players can roll the dice in a blanket or use a wall as a backstop.
Step 8: The other players should have a stake in the game.
The other players can bet up to the amount of the shooter's bet.The portion not faded must be withdrawn by the shooter if they do not fade the entire bet.Side bets can be made as to whether the shooter will roll a winning number or whether a certain combination will appear on the roll.
Step 9: The dice need to be rolled for the come-out roll.
Similar to bank craps, the outcomes are similar.The shooter wins money if the come-out roll is 7 or 11.The shooter can bet again and make another come-out roll, or retire by passing the dice to the player to his or her left.The shooter loses the bet if the come-out roll is 2, 3, or 12.The shooter can either pass the dice to a new player or bet again.The number becomes the point if the come-out roll is anything else.The other players may make more bets as to whether the shooter will make the point or not.
Step 10: The dice can be rolled for a point-making roll.
The outcomes are the same as bank craps.If the shooter makes the point, they win and can either bet or pass the dice.The shooter has to pass the dice to the next player if they roll a 7.The shooter rolls until he makes a point or quits.There isn't a come point in bank craps.
Step 11: Designate a person to be a caster.
The player who rolls the dice is called a caster in Hazard.
Step 12: The caster can give a number from 5 to 9.
The main number determines which numbers win and which lose when the dice are rolled.The main is determined by a preliminary roll of the dice in some versions of Hazard.Because 7 is the number most likely to be rolled on two dice (1 chance in every 6 rolls), most casters chose this number as their main, thus leading to the game of craps.
Step 13: Bets on the outcome.
The caster bets against the other players individually or as a group.The caster will roll the called main or a number that also wins if the main is called.
Step 14: The dice are rolled.
The outcome of the first roll affects whether a bet is carried over to the next roll or not.The caster wins if he rolled the main.The caster loses if he rolled a 2 or 3.The caster throws out an 11 or 12 if he called a main of 5 or 9.The caster nicks if he called a main of 6 or 8 but rolled a 12.The caster throws out if he called a main of 6 or 8 but rolled an 11.The caster nicks if he called a main of 7, but rolled an 11.The caster throws out if he called a main of 7, but rolled a 12.The caster has an opportunity to call a new main, bet, and roll if he throws out at this stage, but only if the player to the left takes over as caster.If the caster rolled a number other than the main called, but not one of the losing numbers, that number becomes the chance of winning.
Step 15: You can bet on the outcome of the chance roll.
The caster and other players can raise their original bets if the chance number is rolled before the main.According to the likelihood of rolling the chance number, bets are given odds.
Step 16: The chance is to roll.
Whether the caster wins, loses, or rolls again is determined by the outcome of the roll.The caster wins if he rolls the chance number.The caster loses if he rolls the main at this stage.If the caster loses for the third time in a row, he passes the dice to the next player.The caster will roll either the chance or main if they roll any other number.
Step 17: Two dice are in a cup.
In Japan, where the game originated, the cup or bowl is made of bamboo.
Step 18: Roll the dice in the cup, then put it on the floor mouth down.
Traditionally, the dealer rolling the dice sits in a kneeling position with buttocks touching heels and tops of feet flat against the floor and is shirtless to prevent any accusation of cheating by concealing extra dice in sleeves or pants.
Step 19: The total of the dice is an odd number.
Players can bet against each other.The sum of the dice will be an even number if players bet on it.The sum of the dice will be an odd number if players bet onHan.The same number of players will bet against each other.
Step 20: The outcome can be revealed if the cup is removed.
If the dealer is employed by a gambling house, the house takes a percentage of the winnings.The game is played by members of the Japanese Mafia and is featured in many movies.It is a minigame in the Yakuza series of video games.
Step 21: Place bets on how the dice roll will turn out.
A money bet that the total will be under 7 is the only one taken.The total will be over 7.The total will be 7.Some casinos pay less than 3 to 1.Although 7 is the most likely number to be rolled on two dice, the actual odds are 5 to 1 against it being rolled.
Step 22: The dice must be rolled.
The dice are rolled down a chute by the dealer.
Step 23: According to the outcome of the dice roll, pay winners and take money from them.
Instead of rolling the dice down a chute, they may be rolled in a cup and concealed.
Step 24: Each player should wager a total amount over the course of the game.
It's similar to "cashing in" in poker or craps.Each time a player loses, he or she will put a portion of the money into the pot.
Step 25: Determine the initial rolling order.
Whoever rolls the highest starts with play passing to the left.The player with the lowest roll pays into the pot.If you want to keep the dice from rolling off the table, you should have a table with a backstop.
Step 26: Roll two dice up to three times.
The leader for the round decides how many times the other players can roll the dice.The other players may roll less than the lead player.The results are ranked according to how high or low they are.The game takes its name from Mexico.A roll of doubles, ranked from 6 to 66, to 1 to 11, and then to 11 by the lower face value.The lowest possible roll is 3-1.Roll values are not cumulative, if a player rolls 34 on the first roll and 31 the second, they aren't added to make 65.If the lead roller rolls Mexico in any of his or her allotted rolls, the dice immediately pass to the next player, who may make up to three rolls if he or she chooses not to make all three.The next player gets the dice if that player rolls Mexico.The stakes for the losing player are doubled by the leader's roll of Mexico.If additional rolls of Mexico are added during a round, players should decide what method to use.The stakes are not increased if a player other than the lead player rolls the first 2 combination.If two or more players tie for the lowest score, they play a round of Mexico to see who is the loser.
Step 27: The loser must pay into the pot.
The loser is eliminated from the game if they lose their stake in the pot.
Step 28: The dice will be passed to the next player.
The person with the lowest roll pays into the pot and is eliminated if their stake is wiped out.The winner of the pot is the last player with stake money.
Step 29: The players must be gathered.
Shut the Box is a game show that can be played with two to four players for money.When playing for stakes, each player kicks a certain amount of money into a pot, which the winner will collect when the game is over.
Step 30: Open the box and look at the tiles.
There are numbered tiles on the box in Shut the Box.The tiles are open at the beginning of the game.The "Full House" box has tiles numbered from 1 to 12.The 300 form of Shut the Box has a second box with tiles numbered from 13 to 24.Some of the tiles may be closed before the game starts.The odd numbers are closed in Even Stevens.Only the odd numbers are open in Against All Odds.The numbers 1, 2, and 3 are closed in 3 Down Extreme.The box is passed around the players until one rolls a 7 to close it, in Lucky Number 7.
Step 31: Determine who is starting.
The highest roll going first can be done by having the players roll one or both dice.
Step 32: Each player must roll the dice.
If the 7, 8, or 9 tiles remain open, the player must roll both dice.The player can choose to roll one or both dice on each turn once the tiles are closed.If a player rolls doubles, they get an extra turn.On the game show High Rollers, an insurance marker was given to the player if he or she had a legal play with the value rolled.In other versions of the game, a player has to roll the dice until the sum of all the tiles open is 6 or less.
Step 33: The total of the dice can be used to determine which tiles close.
The value on the dice may be closed if the face values add to it.The closing of the 7 tile only is legal if the roll value was 7.The tiles will be closed if the individual die values are 1 and 6.The tiles will be closed if the individual die values are 2 and 5.The tiles will be closed if the individual die values are 3 and 4.The tiles are closing.Only one tile can be closed on each turn if the game is played in a Thai style.If a value of 7 was rolled as a 3 - 4 combination, the player could shut the 3, 4, or the 7 tile, but not any other combinations.The player loses the game if a certain tile is not closed on the first turn.A first roll of 4 means an automatic loss in the game "2 To Go."A first roll of 2 means an automatic loss in the game "3 To Go."
Step 34: Continue rolling until there is no more tiles left.
When a player rolls a number that cannot legally close any of the tiles, his turn is over.If the 2 and 3 tiles are still open, the player scores 5 and adds the values of the open tiles to determine his or her score.The variation is known as the Golf.The number of tiles still open is the player's score in the Missionary variation of Shut the Box.The player gets 2 for two tiles that are still open.In the Digital version of the game, the player's score is a number made using the digits still displayed after making a roll that can't shut boxes.The player's score would be 23 if the 2 and 3 tiles were not open.
Step 35: The box needs to be passed to the next player.
The tiles are re-opened, and the next player tries to shut them down by rolling the dice.All players have a chance to try to shut the box.The pot is won by the player with the lowest score.If a player closes all the tiles on the box, that player will win the game and get double the stake from the other players.The game can be played in rounds, using the Golf scoring variation, where each player's score for a round is added to his previous score.After a round is over, the player with the lowest score wins.When a player reaches a total score of 45 or greater, they are eliminated from the game.The Unlucky Number 7 version of the game ends if a player rolls a 7.