craps player-the intelligent beginner-should bet
the pass line with full odds, and then go up on
one or two come bets. This is the smart way to play.
The casino edge is reduced markedly by betting in
this conservative betting scheme, craps is an exceedingly
volatile games. The reason for this has to do with
the total bets potentially won or lost in relation
to the appearance of that awful seven.
that you are up on three numbers (your pass line
number and two come numbers). To come out ahead,
you usually have to hit all three numbers before
the seven shows. Even if this happens, you're usually
only up a small amount.
If the seven hits before any of your numbers hit,
you're wiped off the board. A few wipeouts and you
can find yourself in a deep hole that will be hard
to climb out of without an epic roll by a hot shooter.
declared both ways, but because her straight is beaten
for high by Hal's full house, she loses everything,
despite owning the best low. Who gets the rest of
the pot is a matter of local interpretation.
In some games, the pot is split between Hal (the best
remaining high, with a full house) and Lois (the best
remaining low, with her 7-4). This method allows Lois
to win half the pot even though she did not win the
direction she declared for, an approach called "allowing
players to back in." In other games, the entire
pot goes to Hal, who won his direction and beat the
both ways declarer for that half. Lance, whose 7-5
low is inferior to Lois's 7-4, gets no part of the
pot in any interpretation.
The rules get even trickier when there is a tie in
either direction (ties are much more common on the
low side, but can happen either way). In some games,
tying either way eliminates the two-way hand from
contention. In other games, a tie earns the declarer
a share of the pot.
The number of different permutations possible with
ties and multiple both-ways declarers is truly astonishing,
and is something better experienced than read. This
is one reason why an absolute rule like "no backing
in allowed" will sometimes make these complex
situations easier to decide.
If you know before you play that a tie can cost you
the entire pot, you'll declare both ways less often.
If you don't know the rule before you play, you'll
find out the hard way when the situation comes up.
The zero, one, or two chip method also varies; some
games use one, two, or three chips. Ask!
If you play in more than one private game and each
uses a different method, it's easy to mistakenly use
one game's method in the other game, thereby costing
yourself a pot. Don't be ashamed to ask more than
once a night.
Declaring can be a true art form. Suppose, for example,
you are playing seven-stud high-low with a declare.
Your hand is (4-5) Z-2-2-2 (7): Your four exposed
cards are all deuces, so you are showing quads. Your
opponent shows (?-?) K-K-K-Q (?).