When betting double odds, it's best to start with
two, rather than three, units, since no matter what
point or come number shows on the dice, the player
can put at least double his basic unit bet behind
the line as an odds bet. In the case of a 6 or 8 most
casinos allow five units to be bet as an odds wager
if the underlying bet is for two units. If the original
or underlying bet is four units, then up to ten units
can be bet as an odds wager on the 6 and 8. The basic
structure of the 6 and 8 odds is five units for every
line or come bet of two units.
When increasing bets after wins with double odds,
raise the bets from two to four units and then by
two units thereafter as points and come numbers repeat.
The same system is used for double odds as was shown
for single odds. Make one pass-line bet, and then
establish two come bets. Make enough come bets so
that two are always working and then stop betting
until a come bet repeats or the point is made. Thereafter,
increase the bets.
Ten Times Odds
At the present time, ten times odds is allowed at
only one casino, Benny Binion's Horseshoe Club in
downtown Las Vegas. Let's hope it spreads to other
casinos throughout the country, but I doubt it. But
while it's at the Horseshoe, serious craps players
would do well to test out their tables.
With ten times odds, what we want to do is bet those
odds with each situation. We start with two units
and bet ten times odds, then make two come bets and
take ten times odds. Suppose we simply bet $2 on the
pass line and $2 on each come point. We back all these
bets with $20 in odds. This puts $66 on the table
if all three bets are established. This is comparable
to $10 as basic bets with double odds of $20 on each
point, for a total of $60, but pays off much better.
If we win, then increase the bet by one unit only,
and back up the $3, for example, with $30 in odds.
We will now have $99 in chips out there to cover all
our bets. If we keep winning, increase it by another
unit and so forth, as long as the dice keep grinding
out the points.
that advice was good in hold'em, in Omaha it's probably
as close to an absolute concept as you're going to
see in poker. In an Omaha game ~~here plenty of players
see the op, either hit the flop strongly, r run away
to live and play another day.
Low stakes Omaha games tend to be fairly passive before
the flop with large numbers of players liming in trying
to hit a magic flop. It's extremely unlikely that
all of these players are playing quality hands. Your
edge comes from not mimicking the too-loose play.
When you play in a game where pre-flop raises are
uncommon, it is possible to play a few more han6 than
solid starting hand requirements dictate, especially
from late position. This is a dangerous to begin because
once you grow accustomed to loose play, you may find
it difficult to shift back to proper play.
Exercise discipline when you're first learning the
game and you won't have any bad habits that you have
Position is certainly relevant in Omaha, but it's
far less important than it is in hold'em. Hold'em
is a game of position; Omaha is a game of card combinations.
If you have four good cards working together, you
can play them from any position. If you only have
three good cards, position isn't likely to help you
overcome the card disadvantage you face.