Craps looks complex, but the mobile flow is simple: start with Pass/Don’t Pass, then add a zero-house-edge Odds bet after a point is set. This guide gives rules, payouts and a low-risk plan for GCC players.
Craps in 60 seconds — rules
- Come-out roll: Roll 7/11 = Pass wins; 2/3/12 = Pass loses; other totals (4,5,6,8,9,10) set the point.
- Point cycle: Keep rolling; hit the point again to win Pass. A 7 before the point loses (seven-out).
- Don’t Pass: The opposite side (7 wins on point cycle; 12 pushes on come-out on many tables).
Core bets & typical payouts
Bet | When | Payout | Notes |
---|---|---|---|
Pass Line | Come-out & point | 1:1 | Best starter bet |
Don’t Pass | Come-out & point | 1:1 (12 = push) | Lower variance alternative |
Odds (on Pass) | After point set | True odds | No house edge; table limits x1–x5+ |
Come / Don’t Come | After come-out | 1:1 | Same logic as Pass/Don’t Pass |
Place 6/8 | Point cycle | 7:6 | Decent value if you avoid hardways/props |
Avoid prop bets (Any 7, Yo 11, Hardways) — flashy but high house edge.
Low-risk mobile plan (GCC)
- Open with Pass Line; when a point is set, add Odds up to table max you’re comfortable with.
- Alternatively use Don’t Pass for steadier variance; stick to flat bets + Odds.
- Short sessions: set stop-loss & time cap, avoid props.
FAQ
Why are Odds bets special?
They pay true odds with zero house edge; attach them to Pass/Don’t Pass after a point is set.
Pass or Don’t Pass?
Both are solid; Don’t Pass can feel “against the table” but has slightly steadier variance.
What about Place bets?
6/8 at 7:6 can be fine; avoid high-edge props while learning.