crap out dice game

crap out dice game

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One of the noisiest and busiest tables in a Casino would be the Craps table. This is where you would usually see a group of people and dealers crowding in one tiny table and cheering each other as the dice thrower aims and throws the dices against the table. This is also the most fun and interactive tables you can find in any Casino out there today. In an online Casino where you can bet Bitcoin and win it, it is not as crowded as you would only be playing against the computer. Though I may be just randomly placing chips on an online Casino Craps Table (since I like to play with luck) which you shouldn’t be doing that yourself. Knowing the rules of the game is really important as knowing what you are able to win with one single roll of the dice. Interesting fact: Many craps players also engage in leverage trading

So how do you play Craps?

To place a bet, you just need to click on any bet areas on the table. To increase that bet, click on the already placed chips on the table. In order to decrease the bets placed, click on any chip value, hold down the Shift key and click on the bets. This again would depend on the website you are playing at.

To begin, you as the shooter should choose from a variety of bet chips that you can choose from. Usually, online casinos would have chips ranging from 1, 2, 5, 10, 100, up to 500 depending on which website you want to play at. Each Craps game has two phases, which is the “Come Out” and “Point”. To start a round, you, the shooter, needs to make one or more come out rolls. A come out roll is 2, 3 or 12 which is called “Craps” which ends the round with all your bets placed in the “Pass Line” bets. On the other hand, if you would throw the dice and a 7 or 11 come out, this is called a “Natural” which is a win for all bets placed in the “Pass Line.” The game doesn’t end here; this is where the ON Button is flipped on meaning that this signifies the turn of the second round.

This is just the tip of what you are able to learn about Craps, you can read more about how to play craps down to the tee through this link provided.

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Casino Craps (or Bank Craps), a dice game, is one of the most exciting casino games. It is common to hear yelling and shouting at a craps table. It is played on a purpose-built table and two dice are used. The dice are made after very strict standards and are routinely inspected for any damage. As a matter of course, the dice are replaced with new ones after about eight hours of use, and casinos have implemented rules in the way a player handles them.

To begin, the Shooter (one of the players) must bet at least the table minimum on either the Pass Line or the Don't Pass Line (sometimes called 'win' or 'right' bets and 'don’t win' or 'wrong' bets). The shooter is presented with multiple dice (normally five) by the Stickman, and must choose two to roll with. The remaining dice are returned to the Stickman's Bowl and are not used.

The shooter must handle the dice with one hand only when throwing and the dice must hit the walls on the opposite end of the table. In the event that one or both dice are thrown off the table, they must be inspected (usually by the stickman) before putting them back into play.

The craps table can accommodate up to about 20 players, who each get a round of throws or at 'shooting' the dice. If you don't want to throw the dice, you can bet on the thrower. Several types of bets can be made on the table action. The casino crew consist of a Stickman, Boxman and two Dealers.

The game is played in rounds, with the right to roll the dice by each player moving clockwise around the craps table at the end of each round. A player may choose not to roll but can continue to bet.

Each round has two phases: Come Out and Point. To start a round, the shooter makes one or more Come Out rolls. A Come Out roll of 2, 3 or 12 (called Craps, the shooter is said to 'crap out') ends the round with players losing their Pass Line bets. A Come Out roll of 7 or 11 (a Natural) results in a win for Pass Line bets. The shooter continues to make Come Out rolls until he rolls 4, 5, 6, 8, 9, or 10, which number becomes the Point. The dealer then moves an On button to the point number signifying the second phase of the round. If the shooter rolls the point number, the result is a win for bets on the Pass Line. If the shooter rolls a seven (a Seven-out), the pass line loses and the round ends.

The first roll of the dice in a betting round is the Come Out roll - a new game in Craps begins with the Come Out roll. A Come Out roll can be made only when the previous shooter fails to make a winning roll, that is, fails to make the Point or makes a Seven-out (rolls a seven).

A new game then begins with a new shooter. If the current shooter does make his Point, the dice are returned to him and he then begins the new Come Out roll. This is a continuation of that shooter's roll, although technically, the Come Out roll identifies a new game about to begin.

When the shooter fails to make his or her Point, the dice are then offered to the next player for a new Come Out roll and the game continues in the same manner. The new shooter will be the person directly next to the left of the previous shooter - so the game moves in a clockwise fashion around the craps table.

The dice are rolled across the craps table layout. The layout is divided into three areas - two side areas separated by a center one. Each side area is the mirror reflection of the other and contains the following: Pass and Don't Pass line bets, Come and Don't Come bets, Odds bet, Place bets and Field bets. The center area is shared by both side areas and contains the Proposition bets.

Pass bets win when the come out roll is 7 or 11, while pass bets lose when the come out roll is 2, 3, or 12. Don't bets lose when the come out roll is 7 or 11, and don't bets win when the come out roll is 2 or 3. Don't bets tie when the come out roll is 12 (2 in some casinos; the 'Bar' roll on the layout indicates which roll is treated as a tie).

A player joining a game and wishing to play craps without being the shooter should approach the craps table and first check to see if the dealer's 'On' button is on any of the point numbers. If the point number is Off then the table is in the Come Out round. If the dealer's button is 'On', the table is in the Point round where most casinos will allow a Pass Line bet to be placed. All single or multi roll 'Proposition bets' may be placed in either of the two rounds.

Between dice rolls there is a period for the dealers to make payouts and collect the losing bets, after which players can place new bets. The stickman monitors the action at the table and decides when to give the shooter the dice, after which no more betting is allowed.

Below is a list of the various bets you can make at craps.

Pass Line Bet - You win if the first roll is a natural (7, 11) and lose if it is craps (2, 3, 12). If a point is rolled (4, 5, 6, 8, 9, 10) it must be repeated before a 7 is thrown in order to win. If 7 is rolled before the point you lose.

The fundamental bet in craps is the Pass Line Bet, which is a bet for the shooter to win their point number. A Pass Line Bet is won immediately if the Come Out roll is a 7 or 11. If the Come Out roll is 2, 3 or 12, the bet loses (known as 'crapping out'). If the roll is any other value, it establishes a Point; if that point is rolled again before a seven, the bet wins. If, with a point established, a seven is rolled before the point is re-rolled, the bet loses ('seven out'). A Pass Line win pays even money.

Odds on Pass Line Bet - After a point is rolled you can make this additional bet by taking odds. There are different payoffs for each point. A point of 4 or 10 will pay you 2:1; 5 or 9 pays 3:2; 6 or 8 pays 6:5. You only win if the point is rolled again before a 7.

Come Bet - It has the same rules as the Pass Line Bet. The difference consists in the fact you can make this bet only after the point on the pass line has been determined. On a Come Out roll the Come Bet is placed on the pass line as they are an identical bet. After you place your bet the first dice roll will set the come point. You win if it is a natural (7, 11) and lose if it is craps (2, 3, 12). Other rolls will make you a winner if the come point is repeated before a 7 is rolled. If a 7 is rolled first you lose.

A Come Bet is played in two rounds and is played similar to a Pass Line Bet. The main difference is that a player making a Come Bet will bet on the first point number that 'comes' from the shooter's next roll, regardless of the table's round. If a 7 or 11 is rolled on the first round, it wins. If a 2, 3 or 12 is rolled, it loses. If instead the roll is 4, 5, 6, 8, 9, 10 then the Come Bet will be moved by the base dealer onto a Box representing the number the shooter threw. This number becomes the Come Bet point and the player is allowed to add odds to the bet. The dealer will place the odds on top of the Come Bet, but slightly off center in order to differentiate between the original bet and the odds. The second round wins if the shooter rolls the Come Bet before a seven. If the seven comes before the number (the Come Bet), the bet loses. On a Come Out roll for the pass line the Come Bet is in play, but traditionally the odds are not working unless the player indicates otherwise to the dealer.

Because of the Come Bet, if the shooter makes their point, a player can find themselves in the situation where they have a Come Bet (possibly with odds on it) and the next roll is a Come Out roll. In this situation odds bets on the come wagers are presumed to be not working for the Come Out roll. That means that if the shooter rolls a 7 on the Come Out roll, any players with active Come Bets waiting for a 'come point' lose their initial wager but will have their odds money returned to them. If the 'come point' is rolled the odds do not win but the Come Bet does and the odds are returned. The player can tell the dealer that they want their odds working, such that if the shooter rolls a number that matches the 'come point', the odds bet will win along with the Come Bet, and if a seven is rolled both lose.

Odds on Come Bet - Exactly the same thing as the Odds on Pass Line Bet except you take odds on the Come Bet not the Pass Line Bet.

Don't Pass Line Bet - This is the reversed Pass Line bet. If the first roll of a dice is a natural (7, 11) you lose and if it is a 2 or a 3 you win. A dice roll of 12 means you have a tie or push with the casino. If the roll is a point (4, 5, 6, 8, 9, 10) a 7 must come out before that point is repeated to make you a winner. If the point is rolled again before the 7 you lose.

Don't Come Bet - The reversed Come Bet. After the come point has been established you win if it is a 2 or 3 and lose for 7 or 11. 12 is a tie and other dice rolls will make you win only if a 7 appears before them on the following throws.

Place Bets - This bet works only after the point has been determined. You can bet on a dice roll of 4, 5, 6, 8, 9 and 10. You win if the number you placed your bet on is rolled before a 7. Otherwise you lose. The Place Bets payoffs are different depending on the number you bet on. 4 or 10 will pay &:5; 5 or 9 pays 7:5, and 6 or 8 pays 7:6. You can cancel this bet anytime you want to.

Field Bets - These bets are for one dice roll only. If a 2, 3, 4, 9, 10, 11, 12 is rolled you win. A 5, 6, 7 and 8 make you lose. Field Bets have the following different payoffs: 2 pays double (2:1) while 12 pays 3:1. Other winning dice rolls pays even (1:1).

Big Six, Big Eight Bets - Placed at any roll of dice these bets win if a 6 or 8 comes out before a 7 is rolled. Big Six and Big Eight are even bets and are paid at 1:1.

Proposition Bets - These bets can be made at any time and, except for the hardways, they are all one roll bets:

  • Any Craps: Wins if a 2, 3 or 12 is thrown. Payoff 8:1
  • Any Seven: Wins if a 7 is rolled. Payoff 5:1
  • Eleven: Wins if a 11 is thrown. Payoff 16:1
  • Ace Duece: Wins if a 3 is rolled. Payoff 16:1
  • Aces or Boxcars: Wins if a 2 or 12 is thrown. Payoff 30:1
  • Horn Bet: it acts as the bets on 2, 3, 11 and 12 all at once. Wins if one of these numbers is rolled. Payoff is determined according to the number rolled. The other three bets are lost.
  • Hardways: The bet on a hardway number wins if it's thrown hard (sum of pairs: 1-1, 3-3, 4-4. ) before it's rolled easy and a 7 is thrown. Payoffs: Hard 4 and 10, 8:1; Hard 6 and 8, 10:1

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How to Play Craps:

Free Game Board

Dice Drinking Games are easy to play since it's all about luck.

Craps and Hazard are related dice games normally played to pass time. Craps also happens to be a staple Casino game that is a specialized variant of Hazard. The difference is simply that Craps focuses on the betting aspect, and consequently has a more complicated system of betting.

Throw the dice and pay the price!

For smooth gameplay, players ought to have a chart for the winning / losing outcomes for the dice rolls. Fun Free Party Games provides a Craps / Hazard Chart of Outcomes for your easy reference; we also give you a free printable Craps table layout near the end of this article to give your game a Casino feel.

Rules for Craps / Hazard: How to Play Craps:

If you already know the rules, then keep reading below to find our Rules on Craps / Hazard Drinking Game.

In the meantime, you will find our Craps / Hazard Chart of Outcomes below for your next game night!

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Chart of Outcomes for Craps/Hazard:

* A winning outcome for Hazard depends on the “Main9rdquo; that the player calls at the start of his turn. This “Main9rdquo; can be any number from 5 to 9 (inclusive).

* A winning outcome for Craps assumes that the “Main9rdquo; is always “79rdquo;.

* See the Chart of Outcomes that follows for the winning/losing outcomes based on choice of “Main9rdquo;

NOTE: The shaded cells in the chart below apply to Craps, which is a specialized variant of Hazard which always has a Main of "79quot;.

Craps / Hazard as a Drinking Game:

Since Craps / Hazard is a short game, FFPG recommends the following approach to playing Craps / Hazard as a drinking game:

For fans of hard liquor: A full round must be played to the end before anybody takes a drink, i.e., the Dice must make a complete circuit among all the players. The players take a drink according to the outcome of their turns:

* Wins his turn on the first throw: takes no drink

* Wins his turn in a succeeding throw: takes 1 drink

* Loses his turn: takes 2 drinks

In each round, the winner avoids taking a shot. Games are bound to be fast early on; after the first few rounds of drinks, however, you will notice that your games begin to get loud and hilarious and the party can begin in earnest.

Note: FFPG recommends tequila or vodka shooters. Be ready with shotglasses. It is a good idea to prepare the shots beforehand.

For fans of beer, wine, wine coolers, etc:

In this version, drinks are had during the game. Whenever a player throws “OUT9rdquo;, he takes a drink.

As an option, you can revise the rules thus: whenever a player DOES NOT THROW IN, he takes a drink.

Craps / Hazard as an Adult Party Strip Game:

Since Craps / Hazard is a short game, FFPG recommends the following approach to playing Strip Craps / Strip Hazard:

For Long Games: A full round must be played to the end before anybody takes off an article of clothing, i.e., the Dice must make a complete circuit among all the players. Each player removes clothes according to the outcome of his/her turn:

* Wins his turn on the first throw: does not take anything off

* Wins his turn in a succeeding throw: takes off 1 article of clothing

* Loses his turn: takes off 2 articles of clothing

In each round, the winner avoids taking off anything.

In this version, players strip down during the game. Whenever a player throws “OUT9rdquo;, he removes an article of clothing.

For even shorter games, you can revise the rules thus: whenever a player DOES NOT THROW IN, he/she removes an article of clothing.

For your next Strictly Adult Party, try the above Rules: Mix them up to arrive at a Strip and Drink Craps / Hazard Game!

Free Printable Craps Table Layout

This is the table layout used in Casino-style Craps in GIF format. You may download, and print as many copies as you wish.

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T his article applies only when playing at a live craps table. When playing online, you simply click the “Roll the Dice” button and the computer simulates a roll usually with cool sound effects. So, if you’re reluctant to roll the dice at a live table, then you have yet another good reason to play craps online . As mentioned in our other articles, the benefits of playing craps online are abundant, but if you’re going to play at a live table, you should know how to handle the dice.

We believe you will enjoy this article, so here are a few more related to Craps Dice:

Ok, let’s get to it.

After each throw, the stickman gathers the dice and places them in the center of the table while waiting for the dealers to catch up. If it’s crowded with a lot of bets on the table, the stickman waits until the dealers pay all winning bets. When the dealers are ready, the stickman pushes the dice to you. Regardless of what else is occurring at the table (e.g., a conversation between a player and the dealer, the dealer re-stacking chips, or something else occurring where the crew doesn’t seem to be paying attention), when the stickman pushes the dice to you, it’s a silent indication for you to pick them up and toss them. Don’t hesitate. Don’t ask, “Is everyone ready?” It doesn’t matter if they’re ready or not, that’s not your problem to worry about. By pushing the dice to you with his whip, the stickman is basically telling you, “Hurry up and roll the dice.” The stickman’s job is to keep the game going with minimal delay. After all, the more rolls the casino can get per hour, the more profit they make from newbies and boneheads who don’t know what they they’re doing. (Remember, casinos make most of the profit from players who don’t know the game, not from strong players like you and I.)

If you’re a new shooter for a new game, the stickman will empty his dice dish on the table and push all the dice to you, usually three or four pairs (refer to our article on the components of a craps table to understand the “dice dish”). When selecting two dice to throw, simply reach down and take two. Don’t analyze each die or rearrange them or take forever to pick two. Just take any two so the game can start. It’s annoying when a new shooter picks up all six dice, drops them all on the table, scoops them all up again, and then drops them all again and again trying to find a pair that he thinks is lucky. Don’t do this. It’s inconsiderate and just plain silly because there are no lucky dice. Other players are anxious for the game to start, and no one wants to wait for some clown wasting time trying to figure out which two dice are going to land his way. Just pick two and start the game.

When handling the dice, always use one hand and never allow the dice to leave the table. “Leave the table” means bringing them outside the imaginary plane that extends straight up around the edge of the table. In other words, when holding the dice, always keep your hand inside the table. If you want to take a swig of beer or hug your wife, do it before you pick up the dice. Once you pick them up, the crew will watch you like a hawk until you toss them. This is a standard rule among all casinos for security purposes. It’s difficult to introduce crooked dice into the game using only one hand when it’s in plain view over the table. If you’ve never played at a live table and if this is the first time you’ve ever handled dice, you might be nervous or so excited that you forget these basic rules. The crew will quickly remind you by politely, but firmly, requesting that you use only one hand and keep it in plain view inside the table.

To make the crew’s job of watching for crooked dice a little easier, I like to flash an empty hand just before picking up the dice. As I reach down for the dice, I quickly turn my palm up, flash open my fingers so they (and the camera) can see my hand is empty, and then grab the dice. It’s an instantaneous, fluid motion just long enough for the crew to see my empty hand, but quick enough that most players don’t even notice it and don’t realize what I’m doing.

Smoothly toss the dice, both at the same time, to the other side of the table so they hit the craps table felt first and then bounce against the back wall, which ensures you have no control over the outcome. If the dice come close to the back wall but don’t hit it, the stickman will likely call it a good roll, but will politely ask you to hit the back wall on all future throws. Follow these simple rules and you’ll do just fine:

  • Handle the dice with only one hand.
  • Don’t bring the dice outside the table (keep them inside the table).
  • Smoothly toss the dice. Don’t slide, drop, or throw them hard.
  • Don’t toss the dice higher than the height of the dealers.
  • Toss the dice so they land on the table felt and bounce against the back wall.

Sometimes, even with a nice, smooth roll, a die bounces off the table. That’s okay, it happens. The stickman calls, “No roll,” empties his dice dish, and pushes all the dice to the shooter to select another pair. A “no roll” means the roll doesn’t count and no one wins or loses any bets. When a die leaves the table, the shooter has the option of requesting, “Same die,” meaning he wants to continue using the one that flew off the table. This is pure superstition, especially when the shooter is having a hot roll. Changing a die or both dice in the middle of a hot roll is considered bad luck. If the table is cold or choppy, then the shooter typically doesn’t care about wanting to use the same die because it’s not lucky (if it were lucky, the table wouldn’t be cold or choppy), so the shooter simply takes a new one from the group that the stickman offers.

When a die leaves the table, typically a player or member of the pit crew (not the table crew) finds it, picks it up, and drops it on the table. The dealers are never allowed to leave the table to search for a die; they must always keep their eyes on the table. After finding the die, a player isn’t allowed to hand it directly to a dealer. Dealers and players aren’t allowed to exchange anything hand-to-hand, whether it’s money, chips, dice, food, or anything. Instead, the player drops the die on the table, and the dealer picks it up and hands it to the boxman. The boxman then inspects it to ensure it has the proper markings and sometimes spins it between his thumb and index finger to verify it’s not weighted on one side. If it passes inspection, as it usually does, the boxman either gives it to the stickman to put in his dice dish, or he drops it on the table and the stickman pushes it to the shooter to use on her next roll.

Another “no roll” situation occurs when a die comes to rest on the boxman’s chip stack. When this occurs, the stickman simply gathers the two dice and pushes them back to the shooter for another throw.

Sometimes, a die lands on the rail (i.e., the players’ chip rack around the top edge of the table). When this occurs, the stickman usually says something amusing like, “No roll, too tall to call.” A good stickman uses lots of rhymes and banter that add to the fun of playing at a live table. Sometimes, a good online casino has funny stickman banter built into the software to give the game the added feel of playing at a live table.

Other situations frequently occur that one might think are “no rolls,” but instead are valid rolls. These situations are when a die comes to rest leaning against the wall, leaning on a player’s chip on the table, or leaning against the boxman’s chip stack. A “leaner” is a valid throw and the outcome for that die is determined to be the number that is most facing up. Sometimes, the decision on what number is “most facing up” is subjective and players may or may not agree with the crew’s call, especially when it’s a losing 7-out. You can argue all you want, but the boxman won’t change his decision. The decision is made and the game continues. One of the benefits of playing at your favorite online casino is that you don’t have to worry about leaners being called against you.

The basic “Don’ts” for throwing dice are summarized as follows. Oftentimes, a “bad” throw may be considered valid, but it’s still a bad throw and should be avoided because of its negative consequences as described below.

DON’T throw the dice so hard that they hit the back wall first before hitting the table felt. Instead, toss them smoothly so they first hit the table felt and then bounce off the back wall and stay inside the table.

DON’T throw them so hard that they bounce repeatedly off the table, throw after throw. This holds up the game and frustrates everyone. Sometimes a flying die hits another player and can hurt. DO say you’re sorry if your hard throw causes a die to bounce off the table and hit someone, especially if it hits them in the head.

DON’T toss them so weakly that they barely hit the back wall. Avoid feeble, pathetic tosses. If a weak throw results in a 7-out, everyone at the table will blame you for the bad luck that your sissy throw caused.

DON’T try to be fancy with your throw. No one cares about your superstitions or talent for twisting your arm or wrist in weird positions as you launch the dice on their way. Besides, you look ridiculous. Just pick up the dice and toss them.

DON’T waste everyone’s time arranging the dice in a specific orientation before picking them up. It’s okay if you want to apply luck or superstition as you play, as long as it doesn’t affect other players. By taking forever to line up your dice in your lucky orientation and applying some sort of mojo to them, you delay the game, which frustrates the other players. So, don’t do it.

DON’T try to appear as though you’re skilled at controlling your throw (i.e., appearing as if you can somehow control their outcome). This rip-off is called “dice control” or “dice setting” (we devote an entire article that exposes the absurdity of the notion of dice control). If a throw is deemed valid (i.e., the dice bounce off the back wall), there’s no way anyone can control the dice to consistently produce a desired outcome. I don’t care what you read in any book or anywhere online about some scammer’s claim to have practiced 40 years to learn to throw dice and affect their outcome. It’s pure nonsense. The shooter may be able to control the dice for the instant they’re flying through the air, but as soon as the dice hit the table felt and bounce off the back wall, the outcome is completely random. To ensure a random outcome, the dice are required to hit the back wall, which have all those rubber pointy spikes (i.e., called “pyramids”) that cause the dice to bounce completely randomly. So, to avoid looking silly, don’t try to control the dice with your weird grip or tossing style. Just grab and toss them to the other end of the table.

DON’T aim for big stacks of chips at the other end of the table. When the other end has high rollers who have lots of chips stacked on the table, don’t try to knock over the stacks. Chips fly everywhere making a mess and upset the crew because they have to remember where all those chips go. If you see chip stacks at the other end of the table, do the dealers a favor and try to aim away from them. If you accidentally hit the chips and scatter them to the winds, don’t worry, they won’t say anything the first couple of times. But if your throws routinely knock chips everywhere, they’ll politely ask you to stop.

DON’T hit the mirror on the inside side of the table. The dice are hard and the corners are pointed, not rounded. Don’t break the casino’s mirror.

DON’T hit the dice against the tabletop for luck before you throw. It’s okay to gently tap them once or twice on the tabletop, but don’t knock them hard.

DON’T take too long blowing on the dice for luck. A quick puff is okay as long as it doesn’t delay your throw. Remember, your superstitions are okay as long as they don’t affect other players. Unnecessarily delaying the game affects other players (i.e., it makes them mad). Besides, no one wants the spit that comes out of your mouth with a good hard blow to get on the dice. So, ask your wife to give just a gentle puff, but do it quickly so you don’t hold up the game.

It won’t take long for you to witness a broad variety of dice-tossing techniques. Some are funny, some are plain, and some are so very aggravating. For example, let’s look at some of grips people actually use at a live table.

Most normal people simply pick up the dice and quickly toss them without considering technique. As we know in life, there are always those who have to be different (which is sometimes good, but not when handling craps dice). These people believe their wacky grips add luck to the dice or that they contribute to their ability to control the dice. Taking a weird grip is just the first step in their crazy dice-tossing routine.

Believe it or not, these crazy grips even have names. I find it so bizarre that people actually believe these different grips can influence the dice to increase the chances of landing a certain way. Here are just a few…the 2-finger pincer grip, the 3-finger front grip, the ice-tong grip, the flying-V grip, the lock grip, the stacked grip, the 3-finger front diagonal grip, the 2-finger front diagonal grip, and the 5-finger grip. I’m not making this stuff up! These are all real grips that scammers have concocted to make you believe you can influence the outcome of a dice roll.

Not only do they waste time taking one of these bizarre grips, they must first properly align and orient the dice before actually taking the grip. For example, you’ll see a clown turn a die so the number 6 has its pips pointing in one direction and then turn the other die so the 6 has its pips pointing in a direction perpendicular to the first die (“pips” are the dots on a die). The other players stand quietly gazing at the shooter. The shooter is oblivious to the frustration and impatience that are building up inside everyone else. Finally, the shooter gets the dice precisely arranged so everything in the cosmos is aligned with the mojo he’s about to impart on the dice. But wait, he’s still not ready! He doesn’t just pick them up; he meticulously has to take his precise grip. First, he gently rubs his thumb and fingertips together get a feel for the perfect pressure. Then, he contorts his fingers into the proper gripping position and slowly lowers his hand to the dice. Ever so gently, he picks up the dice and then closes his eyes in deep thought while the mystical mojo is transferred from his connection with the cosmos through his body and to the dice. Finally, he sends the dice on their way to the other end of the table. Sure enough, after all that nonsense, he rolls a losing 7-out. Again, I’m not making this stuff up. It happens. Don’t be one of these fools. Just pick up the dice and toss them without unnecessarily delaying the game. (This is another good thing about playing at an online casino; you don’t have to put up with these kinds of clowns who take forever to roll the dice.)

After a game ends with a 7 out, the stickman passes the dice clockwise to the next player. If the game ends with a natural or by rolling the point number, the same shooter continues rolling for the next game. If the shooter is hot and hitting point after point, she may hold the dice for 30 minutes or more. Of all the years I’ve played craps, the longest I’ve ever seen one shooter hold the dice is about an hour.

If you don’t want to shoot, you don’t have to. You may choose to pass the dice to the next clockwise player. If you’re too nervous or otherwise not ready to shoot, simply make a waving motion with your hand toward the next player and tell the stickman, “Pass.” The stickman then pushes the dice to the next player.

Purpose of this code: simulate 100 games of CRAPS and record the # of first round losses, first round wins, second round losses PLUS points, and second round wins PLUS points.

Those of you not familiar with the rules of CRAPS; you basically roll two die, if the result is anyhting other than a total of 2, 3, or 12, you get to roll again (the number you rolled that turn is preserved and added to your points). If you roll a 7 or 11 you automatically win.

This is where i'm at so far:

All i ask of you is that you give me options on how i can preserve those points to be printed at the end??

Moreover, i feel my code could be written better and less redundantly, suggestions?

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