N.Y. Comp. Codes R. & Regs. tit. 9 § 4620.3

Current through Register Vol. 46, No. 43, October 23, 2024
Section 4620.3 - Craps (Dice)
(a) Equipment.
(1) A table with an upright rail running around the table's outside edges, forming a rectangular enclosure. The rail serves as a backboard and also helps to prevent the rolling dice from falling off the table.
(2) Two dice. The dealer has at least five dice in front of the dealer, from which the shooter selects two dice to roll.
(b) Players.
(1) Any number can play, provided there is room at the table.
(2) The player throwing the dice is the shooter.
(c) The play.
(1) The dice are thrown and the two numbers, added together, that face upward when the dice come to rest are the deciding numbers.
(2) The shooter's first roll is a come-out.
(3) If, on the come-out, the shooter throws a natural (7 or 11), it is a winning decision called a pass. If on the come-out the shooter throws a crap (2, 3 or 12), it is a losing decision called a miss-out. If the shooter throws a 4, 5, 6, 8, 9, 10, that number becomes the shooter's point and the shooter continues throwing until either:
(i) he throws his point again, which is a winning decision or pass; or
(ii) he throws a 7, which is a losing decision or a miss-out.
(4) When the shooter misses out on the point, the dice pass to the next player on the shooter's left and it becomes such player's turn to shoot.
(5) The shooter may, if the shooter likes, pass the dice to the next player on completion of a decision without waiting to miss out on the point.
(6) Any player may, if the player likes, refuse to shoot in the player's turn, and pass the dice to the next player.
(7) When more than one pair of dice are employed, players may call for a change of dice at any time. The change takes place immediately after the next decision.
(d) Betting.
(1) All bets must be made before the dice are thrown.
(2) Right bet: a wager that the dice will pass (win) either by making a natural on the come-out or by throwing a point number on the come-out and then repeating it before throwing a 7. Players making right bets are right bettors.
(3) Wrong bet: a wager that the dice will not pass (lose). Players making wrong bets are wrong bettors.
(e) Placing bets on layout.
(1) Pass line. The bettor is betting with the dice and the payoff is even money. The bettor wins on a "natural" 7 or 11 on the first roll, lose and loses on "craps" 2, 3 or 12 on the first roll. Any other number on the first roll is the shooter's point. The bettor wins if the "point" is thrown again, unless a 7 is thrown first, in which case the bettor loses. The maximum bet shall be $5 or its equivalent in chips.
(2) Don't pass line. Same as in paragraph (1) of this subdivision, except that the bettor is betting against the dice and everything is reversed. The bettor loses on a "natural" 7 or 11 on the first roll and the bettor wins on a "craps" 2 or 12. When ace-deuce (1-2) is rolled, it is a standoff (push) and nobody wins. The bettor wins if the shooter rolls 7 before making the shooter's "point." The maximum bet shall be $5 or its equivalent in chips.
(3) The odds.
(i) Taking the odds. Once a shooter's point has been established, players with pass line bets may take odds in amounts equal to their original wagers that the shooter will make the shooter's point before a losing roll of 7:

Shooter's point Maximum bet To win Payoff odds 4 or 10 $5 $10 2-1 5 or 9 6 9 3-2 6 or 8 5 6 6-5

(ii) Laying the odds. Once a shooter's point has been established, players with don't pass bets may lay the odds against the shooter and win if a 7 is rolled before the shooter's point:

Shooter's point Maximum lay odds To win Payoff odds 4 or 10 $6 $3 1-2 5 or 9 6 4 2-3 6 or 8 6 5 5-6

(4) Place bets. Players may place bets on the numbers 4, 5, 6, 8, 9, or 10 (except on an established point number) before any roll of the dice. Each place bet wins when its corresponding number is rolled before a losing roll of 7. Place bets may be called off by the bettor prior to any roll:

Place number Maximum bet To win Payoff odds 4 or 10 $5 $9 9-5 5 or 9 5 7 7-5 6 or 8 6 7 7-6

(5) Come bets and don't come bets.
(i) On layouts with approximate betting spaces, players may make additional wagers after a shooter's point has been established. For come bets and don't come bets only, the next roll of the dice will be considered the first (come-out) roll: Come bets win on a roll of 7 or 11 and lose on a roll of 2, 3, or 12. If any other number is rolled by the shooter, this bet is removed from the Come box by the dealer and moved into the numbered box corresponding with the shooter's previous roll, where it will remain until it wins when this designated point is rolled again or loses on a roll of 7. Come bets may not be removed by the player once they have been moved into a point box. The maximum wager shall be $5 or its equivalent in chips and the payoff is at even money (1-1).
(ii) Don't come bets win on a roll of 2 or 12, push on a 3 and lose on a 7 or 11. If any other number is rolled by the shooter, the bet is removed from the don't come box by the dealer and moved into a designated space behind the numbered box corresponding with the shooter's previous roll, where it will remain until it wins on a roll of 7 or loses if the designated point is rolled again. Don't come bets may not be removed once they have been moved behind a numbered box. The maximum wager is $5 or its equivalent in chips and the payoff is at even money (1-1).
(iii) Taking the odds on come bets. Once a player's come bet has been moved into a point box by the dealer, the player may wager an amount equal to the player's original come bet that this point will roll before a losing roll of 7:

Come point Maximum odds To win Payoff odds 4 or 10 $5 $10 2-1 5 or 9 6 9 3-2 6 or 8 5 6 6-5

The odd bet taken on the come bet may be removed prior to any roll, but the original come bet, may not.

(iv) Laying the odds on don't come bets. Once a player's don't come bet has been moved behind a point box by the dealer the player may lay the odds that a 7 will roll before the designated don't come number:

Don't come point Maximum lay bet To win Payoff odds 4 or 10 $6 $3 1-2 5 or 9 6 4 2-3 6 or 8 6 5 5-6

The lay odds bet on the don't come bet may be removed prior to any roll, but the original don't come bet, may not.

(6) Field. The bettor may bet on any one roll that one of the following numbers comes up: 2, 3, 4, 9, 10, 11 or 12. If one of those numbers does come up, the bettor gets even money (1-1). If 5, 6, 7 or 8 comes up, the bettor loses. If the layout so indicates, the 2 and 12 pay 2-1 odds. The maximum bet shall be $5 or its equivalent in chips.
(7) Big 6 or 8. The bettor wins even money (1-1) if 6 or 8 shows before a 7 is rolled. The maximum bet shall be $5 or its equivalent in chips.
(8) Any 7. The bettor bets that the next roll is a 7, and the bettor collects 5 for 1 on a winning wager. The maximum bet shall be $5 or its equivalent in chips.
(9) Any craps. The bettor bets that the next roll is 2, 3 or 12, and the bettor collects 8 for 1 on a winning wager. The maximum bet shall be $5 or its equivalent in chips.
(10) Hard ways. The bettor wins if the exact combination that is bet shows up. On 3-3 or 4-4 the bettor receives 10 for 1 on a winning wager; on 2-2 or 5-5 the bettor gets 8 for 1 on a winning wager. The bettor loses if the same total number is rolled any other way except the hard way or if a 7 comes up. The maximum bet shall be $5 or its equivalent in chips.
(11) Other one-roll bets. The bettor wins if the exact combination shows up on one roll:

Ace-ace (1-1) Payoff 30 for 1 6-6 Payoff 30 for 1 Ace-2 Payoff 15 for 1 6-5 Payoff 15 for 1

The maximum bet shall be $5 or its equivalent in chips.

N.Y. Comp. Codes R. & Regs. Tit. 9 § 4620.3