Craps
Craps (previously known as crabs) is a casino dice game. Craps is a
simplification of the Old English game hazard. Its origins are complex and may
date to the Crusades, later being influenced by French gamblers. What was to
become the modern American version of the game was brought to New Orleans by
Bernard Xavier Philippe de Marigny de Mandeville, scion of wealthy Louisiana
landowners and a gambler and politician.
The game, first known as crapaud reportedly owes its modern popularity from its
being spread through the African-American community.
In craps, players wager money against the casino on the outcome of one roll,
or of a series of rolls of two dice. Craps can also be played in less formal
settings and is said to be popular among soldiers. In such situations side bets
are more frequent, with one or several participants covering or "fading" bets
against the dice.
The rules of play
Craps is a game played by 1 or more players. Players take turns rolling two
dice. The player rolling the dice is called the "shooter." The game is played in
rounds, with the first roll of a new round called the "come-out roll."
On the come-out roll, if the total of the two dice is 7, 11, 2, 3 or 12, the
round ends immediately and the shooter must roll another come-out roll. A result
of 2, 3 or 12 is called 'craps' while a result of 7 or 11 is called a 'win' or a
'natural.' When any other number (4, 5, 6, 8, 9, or 10) is rolled on the
come-out roll, this number becomes what is called the point. If a point
is established then the shooter will re-roll the dice continuously until either
a 7 is rolled, or the point is rolled again. If the shooter rolls the point
again, the round ends and the game starts over with the same shooter rolling
another come-out roll. If the shooter rolls a 7 instead of the point, this is
called a 'seven-out,' the round ends, and the dice pass to the next player to
the left, who becomes the new shooter.
Players can make any of a large number of bets. Most of these are betting on
the way the round will end (point comes or a seven out). Other betting can
include betting on a specific total being rolled, or a specific total being
rolled before a 7. In a casino players will make bets with chips on a specially
made craps table.
A casino craps table is run by four casino employees: a boxman who
guards the chips, supervises the dealers and handles coloring out players; two
base dealers who stand to either side of the boxman and collect and pay
bets; and a stickman who stands directly across the table from the boxman
and announces the results of each roll and then collects the dice with an
elongated wooden stick. He is also in charge of managing the bets made on the
center of the table (hardways, yo, horn, etc).
A new shooter, who must bet the table minimum on either the "pass" line
or the "don't pass" line to play, is presented five dice by the
stickman and picks two.
The dealers will usually insist that the shooter roll with one hand and that
the dice bounce off the wall surrounding the table. These requirements are meant
to prevent cheating attempts by players switching the dice or making a
"controlled shot." If a die leaves the table, the shooter will usually be asked
to select another die from the remaining three but can request using the same
die if it passes the boxman's inspection. This requirement is used in an effort
to reduce cheating the game by players substituting loaded dice for the
regulation dice.
Names of Rolls in Craps
| |
1 |
2 |
3 |
4 |
5 |
6 |
| 1 |
Snake Eyes |
Loose Deuce |
Easy Four |
Fever Five |
Easy Six |
Natural or Seven Out |
| 2 |
Loose Deuce |
Hard Four |
Fever Five |
Easy Six |
Natural or Seven Out |
Easy Eight |
| 3 |
Easy Four |
Fever Five |
Hard Six |
Natural or Seven Out |
Easy Eight |
Nina |
| 4 |
Fever Five |
Easy Six |
Natural or Seven Out |
Hard Eight |
Nina |
Easy Ten |
| 5 |
Easy Six |
Natural or Seven Out |
Easy Eight |
Nina |
Hard Ten |
Yo |
| 6 |
Natural or Seven Out |
Easy Eight |
Nina |
Easy Ten |
Yo |
Boxcars |
Nine is often called a "Centerfield Nine" because 9 is the center of the
Field bet. Five is often called "No Field Five" to remind the players that 5 is
not paid in the Field bets. In Atlantic City, a 4-5 is called a "Railroad Nine."
Types of wagers
Player bets
Fire Bet: Before the shooter begins, some casinos will allow a bet
known as a fire bet to be placed. A fire bet is a bet for between 1-5 dollars
(the Rio in Las Vegas allows up to $10) in the hopes that the next shooter will
have a hot streak of setting and getting many points of different values. As
different individual points are made by the shooter, they will be marked on the
craps layout with a fire symbol. The first three points will not pay out on the
fire bet, but the fourth, fifth and sixth will pay out at increasing odds. The
fourth point pays at 25-1 (a maximum of $125 for a $5 bet), the fifth point pays
at 250-1 (a maximum of $1,250 for a $5 bet) and the 6th point pays at 1,000-1 (a
maximum of $5,000 for a $5 bet). Note that the points must all be different
numbers for them to count towards the fire bet. A shooter who successfully hits
a point of 10 twice will only garner credit for the first one on the fire bet.
Line bets
The shooter is required to make either a Pass Line bet or a Don't Pass bet if
he wants to shoot. Line bets are based around points.
Pass line: The fundamental bet in craps is the pass line bet, also
called the win line in some countries. A pass line bet is won if the come-out
roll is a 7 or 11. If the come-out roll is 2, 3 or 12, the bet loses. If instead
the come-out roll establishes a point, and that point is rolled again, the bet
wins. If a point is established and a 7 is rolled before the point is re-rolled,
the bet loses.
Don't pass: The opposite of the pass line bet is the don't pass bet.
The don't pass bet is opposite in that it loses if the come-out roll is 7 or 11
and wins if the come-out roll is 2 or 3. 12 will draw, (this depends on the
casino), either way a player cannot lose if 12 is rolled. A draw (the word
"BAR," printed on the Craps layout, means "Standoff"), on 12 is done to ensure
the casino maintains a house edge regardless of whether players are betting pass
or don't pass. If a point is established and that point is rolled again, the
don't pass bet loses. If a 7 is rolled instead of the point being re-rolled, the
don't pass bet wins. Betting on don't pass is often called "playing the dark
side," and it is considered to be in poor taste, or even taboo, because it goes
directly against conventional play.
Pass odds: If a 4, 5, 6, 8, 9, or 10 is thrown on the come-out roll
(i.e., if a point is set), most casinos allow pass line bettors to take odds by
placing from one to five times (and at some casinos, up to 100 times) the pass
line bet behind the pass line. This additional bet wins if the point is rolled
again before a 7 is rolled (the point is made) and pays at the true odds of
2-to-1 if 4 or 10 is the point, 3-to-2 if 5 or 9 is the point, and 6-to-5 if 6
or 8 is the point.
Don't pass odds: If a player is playing don't pass instead of pass,
they may also take odds by placing chips behind the don't pass line. If a 7
comes instead of the point coming, the odds pay at true odds of 1-to-2 if 4 or
10 is the point, 2-to-3 if 5 or 9 is the point, 5-to-6 if 6 or 8 is the point.
For most players the perceived disadvantage of putting up the long side of the
bet makes the don't pass odds less desirable, however putting up the long side
reduces variance.
Come bet: The rules for the come wagers are the same as for the pass
line except that they can only be made after the come-out roll. If the
roll the come bet is made on is a 7 or 11 it wins, if it is a 2, 3 or 12 it
loses, just like a pass bet. 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 that number.
If the number is rolled again before a seven, the bet wins. If the seven comes
before the number (the come-bet), the bet loses. Odds can also be placed on a
come-bet just like a normal pass point; in this case the dealer (not the player)
places the odds bet on top of the bet in the box, because of limited space,
slightly offset to signify that it is an odds bet and not part of the original
come bet.
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.
Don't come: There is also a don't come box which is the opposite of a
come bet in that the player is betting that craps will come on the next roll
instead of 7 or 11, or that if a come point is made, that value won't be rolled
again before a 7. It pays just as don't pass and also has odds in the same way.
Single roll bets
Single Roll bets have a result in a single shooter roll. They include:
Yo: Wins if the shooter rolls 11.
3 (ace-deuce): Wins if the shooter rolls a 3.
2 (craps aces): Wins if shooter rolls a 2.
12 (craps): Wins if shooter rolls a 12.
2 or 12 (hi-lo): Wins if shooter rolls a 2 or 12. The stickman places
this bet on the line dividing the 2 and 12 bets.
Craps: Wins if the shooter rolls 2, 3 or 12.
C & E: A combined bet, a player is betting half their bet on craps and
the other half on yo (11). One of the two bets will always lose, the other may
win.
Any seven: Wins if the shooter rolls a 7. This bet is also nicknamed
Big Red, since the 7 on its betting space on the layout is usually large and
red.
Field: This bet is a wager that one of the numbers 2, 3, 4, 9, 10, 11,
or 12 will appear on the next roll of the dice. This bet typically pays more 2:1
or 3:1 if 2 or 12 is rolled, and 1:1 if 3, 4, 9, 10 or 11 is rolled. Unlike the
other proposition bets which are handled by the dealers or stickman, the field
bet is placed directly by the player.
The Horn: This is a bet that involves betting on 1 unit each for 2, 3,
11 and 12 at the same time for the next roll. The bet is actually four separate
bets, and pays off depending on which number is actually rolled, minus three
units for the other three losing bets. Many players, in order to eliminate the
confusion of tossing four chips to the center of the table or having change made
while bets are being placed, will make a five-unit Horn High bet, which is a
four-way bet with the extra unit going to one specific number. For example, if
you toss a $5 chip into the center and say "horn high yo," you are placing four
$1 bets on each of the horn numbers and the extra dollar will go on the yo (11).
Whirl or World: bet is 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.
Multi roll bets
These are bets that may not be settled on the first roll and may need any
number of subsequent rolls before an outcome is determined.
Hard way: You may bet that the shooter will throw a specific hard way
(either 4, 6, 8 or 10), before he throws a seven or the corresponding easy way.
A hard way is when both dice show identical values, also known as "doubles," so
2 2 is hard way 4.
Easy way: Opposite of hard way is a bet that the shooter will throw a
specific easy way (either 4, 6, 8 or 10), before he throws a seven. An easy way
is a value that does not have two dice identical, so 3 1 is easy way 4.
Big 6 and Big 8: These wagers are considered by craps players
as sucker bets because they pay even money while a player can bet on the same
proposition (that the number will be rolled before a 7) by making place/buy bets
on the 6 or the 8, which pay more money. Veteran craps players avoid these bets,
and some casinos do not even offer them. The bets are located in the corners
behind the pass line, and bets are placed directly by players.
Place and buy: Players can buy or place certain individual numbers (4,
5, 6, 8, 9, 10) by placing their wager in the come area and telling the dealer,
"place the 6" or "buy the 8". Both place and buy bets are bets that the number
bet on will be rolled before a 7 is rolled. Place bets are paid at odds worse
than the true odds, while buy bets are paid at true odds, but a 5% commission is
charged. Traditionally, the buy bet commission is paid no matter what, but in
recent years a number of casinos have changed their policy to charge the
commission only when the buy bet wins. Most casinos usually charge only $1 for a
$25 green-chip bet (4% commission), or $2 for $50 (two green chips), reducing
the house advantage a bit more. Where commission is charged only on wins, the
commission is sometimes deducted from the winning payoff--a winning $25 buy bet
on the 10 would pay $49, for instance.
Lay: A lay bet is the opposite of a buy/place bet, where a player bets
on a 7 to roll before the number that is laid. The lay bets pay true odds, but a
5% commission is charged. In some casinos the commission is only charged if the
bet wins. Like the buy bet the commission is adjusted to suit the betting unit
such that fraction of a dollar payouts are not needed.
Most multi-roll bets are similar to the Come bet above in that the round may
be won by the shooter making point before the outcome of the bet is decided. As
with the Come bet, these bets are considered "not working" until the next point
is established, unless the player calls the bet as "working." Casino rules vary
on this; some of these bets may not be callable, while others may be considered
"working" during the come-out.
Bet odds
- Note: Individual casinos may pay some of these bets at different odds
than those listed below. The payoff odds listed are the most common
throughout North American casinos.
- Note: Actual odds do not vary.
| Bet |
Actual Odds |
Odds Paid |
House Edge |
| Pass / Come |
251:244 |
1:1 |
1.41% |
| Don’t Pass / Don’t Come (Bar 12) |
244:251 |
1:1 |
1.36% |
| Pass Odds / Come Odds |
Same as paid |
2:1 on 4 or 10
3:2 on 5 or 9
6:5 on 6 or 8 |
0% |
| Don’t Pass Odds / Don’t Come Odds |
Same as paid |
1:2 against 4 or 10
2:3 against 5 or 9
5:6 against 6 or 8 |
0% |
| Yo (11) |
17:1 |
15:1 |
11.11% |
| 3 |
17:1 |
15:1 |
11.11% |
| 2 |
35:1 |
30:1 |
13.89% |
| 12 |
35:1 |
30:1 |
13.89% |
| Hi-Lo |
17:1 |
15:1 |
11.11% |
| Craps |
8:1 |
7:1 |
11.11% |
| C & E |
5:1 |
3:1 on craps
7:1 on 11 |
11.11% |
| Any 7 |
5:1 |
4:1 |
16.67% |
| Field |
5:4 |
1:1 on 3,4,9,10 or 11
2:1 on 2 and 12 |
5.56% |
| Field |
5:4 |
1:1 on 3,4,9,10 or 11
2:1 on 2, 3:1 on 12 |
2.78% |
| The Horn |
5:1 |
27:4 on 2 or 12
3:1 on 3 or 11 |
12.5% |
| Whirl/World |
2:1 |
26:5 on 2 or 12
11:5 on 3 or 11
0:1 (push) on 7 |
13.33% |
| Hard way 4 / Hard way 10 |
8:1 |
7:1 |
11.11% |
| Hard way 6 / Hard way 8 |
10:1 |
9:1 |
9.09% |
| Big 6 |
6:5 |
1:1 |
9.09% |
| Big 8 |
6:5 |
1:1 |
9.09% |
| Place 4 / Place 10 |
2:1 |
9:5 |
6.67% |
| Place 5 / Place 9 |
3:2 |
7:5 |
4% |
| Place 6 / Place 8 |
6:5 |
7:6 |
1.52% |
| Buy 4 / Buy 10 |
2:1 |
2:1 + 5% commission |
5% |
| Buy 5 / Buy 9 |
3:2 |
3:2 + 5% commission |
5% |
| Buy 6 / Buy 8 |
6:5 |
6:5 + 5% commission |
5% |
| Lay 4 / Lay 10 |
1:2 |
1:2 + 5% commission |
5% |
| Lay 5 / Lay 9 |
2:3 |
2:3 + 5% commission |
5% |
| Lay 6 / Lay 8 |
5:6 |
5:6 + 5% commission |
5% |
The expected value of all bets is negative, such that the average player will
always lose money. This is because the house always sets the paid odds to below
the actual odds. All bets have a negative expectation except for the "odds" bet
that the player is allowed to make after a point is established on a pass/come
don't pass/don't come bet (the odds portion of the bet has a long-term expected
value of 0). However, the "free odds" bet cannot be made independently, so the
expected value of the entire bet, including odds, is still negative. Since there
is no correlation between die rolls, there is no possible long-term winning
strategy in craps.
Maximizing the size of your odds bet in relation to your line bet will
reduce, but never eliminate the house edge, and will increase variance. Many
casinos have a limit on how large the odds bet can be in relation to the flat
bet, with single, double, and five times odds common. Some casinos offer 3-4-5
odds, referring to the maximum multiple of the line bet a player can place in
odds for the points of 4 and 10, 5 and 9, and 6 and 8, respectively. During
promotional periods, a casino may even offer 100x odds bets, which reduces the
house edge to almost nothing, but dramatically increases variance, as the player
will be betting in large betting units.
Optimal betting
Since all bets have a house advantage, and a negative expected value, the
optimal strategy is to be the house. Failing that, one can reduce one's average
hourly losses by only placing bets with the smallest house advantage.
The pass/don't line, come/don't line, place 6, place 8, buy 4 and buy 10
(only under the casino rules where commission is charged only on wins) are the
bets with the lowest house edge, and all other bets will on average lose money
between three and twelve times faster because of the difference in house edges.
An important alternative metric is house advantage per roll (rather than per
bet), which may be expressed in loss per hour see reference. The typical pace of
rolls varies depending on the number of players, but 102 rolls per hour is a
cited rate for a nearly full table see reference. This number then permits
calculation of rate of loss per hour, and per the 4 day/5 hour per day gambling
trip:
$10 Pass line bets .42% per roll, $4.28 per hour, $86 per trip
$10 Place 6,8 bets 1.46% per roll, $14.89 per hour, $298 per trip
$10 Place 5,9 bets 1.32% per roll, $13.46 per hour, $269 per trip
$10 Place 4,10 bets 1.19% per roll, $12.14 per hour, $243 per trip
$1 Single Hardways 2.78% per roll, $2.84 per hour, $56.71 per trip
$1 All hardways 2.78% per roll, $11.34 per hour, $227 per trip
$5 All hardways 2.78% per roll, $56.71 per hour, $1134 per trip
$1 Craps only on come out 3.29% per roll, $3.35 per hour, $67.09 per trip
$1 Eleven only on come out 3.29% per roll, $3.35 per hour, $67.09 per trip
This runs counter to the notion that hardways and C/E on come-out roll are
necessarily bad bets, since, although their house percentages are poor, they
have lower minimum bets and happen less frequently. Therefore, they do not lose
money as quickly as the pass line bet.
Also, by this metric, other betting patterns are shown to be costly, for
example placing $10 on all point numbers, which has a much higher loss of $40.49
per hour or $810 per trip.
Etiquette
Besides the rules of the actual game, certain unwritten rules of etiquette
exist while playing craps and are expected to be followed. Many consider these
guidelines as important as the actual rules themselves. New players should
familiarize themselves with them before approaching a craps table.
Rules related to casino security
- Players are not supposed to handle the dice with more than one hand
(such as passing them from hand to hand before rolling) nor take the dice
past the edge of the table. The only way to change hands when throwing dice,
if permitted at all, is to set the dice on the table, let go, then take them
with the other hand. This reduces or eliminates the possibility of the
shooter switching dice by sleight-of-hand.
- When throwing the dice, the player is expected to hit the farthest wall
at the opposite end of the table. Some casinos refer to throws that do not
hit the opposite wall as "Mellenberg Rolls. Some casinos will allow rolls
that do not hit the opposite wall, while in others it is a "no roll" due to
the more controllable nature of such a roll. The dice may not be slid across
the table and must be tossed. Typically, players are asked not to throw the
dice higher than the eye level of the dealers.
- The dice cannot land in the boxman's bank or on any of the dealers'
working stacks of money. Dice that land in the chip tray also constitutes a
"no roll". If the die or dice leave the table, the boxperson will examine
the dice before letting it come back into the game. However, the player may
request the same die or dice.
- When either of the dice land on chips or markers not in the boxman's
bank or the dealers' working stacks, the number that would be on top if the
object the die is leaning on were removed, is the number that is used to
make the call.
- If one or both dice hits a player or dealer and rolls back onto the
table, the roll counts as long as the person being hit did not interfere
with either of the dice, though some casinos will rule "no roll" for this
situation.
- In most cases the shooter may "set" the dice to a particular
configuration, but if they do, they are often asked to be quick about it so
as not to delay the game. Some casinos have "no setting" rules.
- Do not try to place money in the dealer's hand or expect the dealers to
hand you chips. Dealers are not allowed to touch the players. A player is
expected to lay the cash down on the layout, which the dealer will take and
then place chips in front of the player.
- Many craps table layouts state "NO CALL BETS". This means a player is
not allowed to call out a bet without having at least the right amount of
chips on the table. If the chips exceed the bet, for example a $100 chip is
placed and bets called out of "$25 on five and nine", the dealer will say
"it's a bet" and return $50 change to the player. The dealer doesn't have to
actually place the bet in the proper place on the table to constitute a
valid bet. This method is consistent with the fast action of the game,
allowing a player to make a last-second bet while the dice are about to be
thrown. The NO CALL BET rule may exist to prevent confusion on the amount
bet, possibly going back to the days of 25 cent tables. For example "three
fifty" could mean $3.50 or $350. If the dealer is not clear about the
intention of the player he may state "no bet" and push the chips back to the
player.
Commonly observed etiquette
- It is generally preferable to place chips on the board rather than
tossing them. Tossed chips may roll on edge out of the dealer's reach and/or
upset other stacks of chips. When chips must be tossed it is polite to gain
the dealer or stickman's attention and toss as few chips as necessary to
cover the bet (a $25 chip is preferable to a stack of five $5 chips).
- When offered the dice to shoot, a player may pass the dice to the next
player without fear of offending anyone; however, keep in mind that at least
one player must always be a "shooter" betting on either the pass line or
don't pass line for the game to continue.
- When tipping, the most common way is simply to toss chips onto the table
and say, "For the dealers," "For excellent service" or "For the boys" (the
latter is considered acceptable even though dealers often are women).
Another method is to place a bet next to your bet and call out "dealers." A
"two-way" bet is one that is part for the player and part for the dealers.
Usually, the dealers' bet is smaller than the player's bet, but it is
appreciated. The part of the bet for the dealer is called a "toke" bet; this
is from the $1 slot machine coins or tokens that are sometimes used to place
bets for the dealers in a casino. Most casinos require the dealers to pick
up their winning bets, including the original tip, rather than "let it ride"
as the player may choose to do.
- After the come-out roll, it is considered bad luck to say the word
"seven". A common "nickname" for this number is "Big Red".
- It is considered bad luck to change dice in the middle of a roll.
- Center bets are made by tossing chips to the center of the table and
calling out the intended bet; the stickman will then place the chips
correctly for the player. As mentioned above, care should be taken when
tossing chips. Players furthest from the stickman can often elect to place a
center bet with a dealer who will relay the bet to the center.
- It is considered rude to "late bet," or make wagers while the dice are
no longer in the middle of the table. While entirely permissible, excessive
late betting will generally garner a warning. At their discretion, dealers
can disallow a bet made after the dice have left the center.
- Food, drinks, and other items should remain off the chip rail.
- Players feel it is bad luck for the shooter to leave the table after a
successful come-out roll.
- While it is mathematically a slightly better bet, "wrong bettors"
(people who bet "don't pass") are considered to bring bad luck to the table.
- When the shooter is ready to roll, players should remove their hands
from the table area in order to avoid interfering with the dice. The
stickman will often say "hands high, let 'em fly" or "dice are out, hands
high".
- When making bets in the field or on the Big 6 or Big 8, it is the
player's responsibility to track his or her bet. Place bets and Come Line
bets will be tracked by the dealer, who will pay you directly. Hardway and
other proposition bets are tracked by the stickman and will be paid by the
dealer to you directly based on instructions from the stickman.
Systems
Martingale system
No wagering system can consistently beat casino games of pure chance such as
craps, but that does not stop hopeful gamblers believing in them. One of the
best known systems is the Martingale System, in which the player starts by
betting $1 and doubles his bet whenever he loses. Upon winning, he starts over
at $1. The idea is to realize a net win of $1 after every eventual win. This
system fails because the player will either run out of money after having to
double his bet several times in a row after a streak of losing bets, or he will
be unable to bet the amount dictated by the system because it would exceed the
maximum bet allowed by the casino.
Gambler's fallacy
Other systems depend on the gambler's fallacy, which in craps terms is the
belief that past dice rolls influence the probabilities of future dice rolls.
For example, the gambler's fallacy indicates that a craps player should bet on
eleven if an eleven has not appeared or has appeared too often in the last 20
rolls.
In reality, each roll of the dice is an independent event, so the probability
of rolling an eleven is exactly 1/18 on every roll, even if eleven has not come
up in the last 100 rolls, or if eleven has come up 5 times in the last 5 rolls.
The common term to describe this is "dice have no memory".
Parity hedge system
The parity hedge system is a hoax promulgated by Quatloos. Despite the fact
that no such system exists (indeed, it is a mathematical impossibility), several
gambling-related web sites have retold the 'parity hedge' story without
attribution.
Dice setting or dice control
Another approach is to "set" the dice in a particular orientation, and then
throw them in such a manner that they do not tumble randomly. The theory is that
the dice will be more likely to show certain numbers. Unlike other systems, this
one is mathematically plausible, because if it were possible to alter the
probabilities of each outcome, then winning systems could be devised.
Casinos do take steps to prevent this. The dice are required to hit the back
wall of the table, which makes controlled spins more difficult. Whether it is
possible for human beings to consistently exercise the precise physical control
necessitated by the theory is a source of controversy. A small but dedicated
community of controlled shooters maintain records and claim proof of dice
influencing in casino conditions. Frank Scoblete, Stanford Wong and Jerry L.
Patterson, authors of books that feature dice control techniques, believe that
it is possible to alter the odds in the player's favor by dice control.
Chris Pawlicki, a mechanical engineer who (under the pseudonym
"Sharpshooter") wrote a book on dice setting called Get The Edge At Craps: How
to Control the Dice as a part of the Frank Scoblete "Get the Edge Guides,"
defined the math and science behind dice control.
In addition, some people offer to teach dice-setting skills for a substantial
fee. Currently there has been no independent conclusive evidence that such
methods can be successfully applied in a real casino.