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The Complete Beginner's Guide

How to play craps — explained simply.

Craps looks like the loudest, most confusing table in the room. It isn't. Strip away the noise and it's one shooter, two dice, and a handful of bets sitting on a fixed set of odds. This guide walks you through the whole thing — the come-out roll, the point, and every core bet — then shows you which bets are actually smart and which are tourist traps. No jargon, no hype, just the math made clear.

1 · What craps actually is

Two dice, 36 combinations, one fixed table of odds

Craps is a dice game. One player — the shooter — throws two six-sided dice across a felt table, and everyone at the table bets on what those dice will do. That's the entire game. The intimidating part is just the vocabulary and the speed, not the rules.

Everything in craps rests on one unchangeable fact: two dice produce 36 equally likely combinations, which roll up into totals from 2 to 12. A 7 is the most common total (six ways to make it); 2 and 12 are the rarest (one way each). That distribution never changes — and every bet on the table is just a different slice of it. Learn the distribution once and the whole game opens up. We map all 36 combinations out visually in the dice combinations & odds guide.

2 · The table & the people

You only need to know your side of it

A craps table is symmetric — the same betting layout is mirrored on both ends so a crowd can play at once. As a beginner you only ever interact with the area right in front of you: the Pass Line, the Don't Pass bar, the Come box, and the numbered Place boxes. Ignore the busy proposition area in the center for now — we'll get to why you should keep ignoring it.

The roles

The shooter throws the dice (players take turns). The stickman pushes the dice around with a stick and calls the rolls. The boxman sits over the chips and supervises. Two dealers pay and collect bets on each half of the table. None of them are your opponent — the math is. In a digital game the software handles every one of these roles; you just place bets.

3 · How a round works

Come-out roll → point → repeat or seven-out

Every craps round has two phases. It always starts in the first one.

Phase 1 — the come-out roll. The shooter's first throw of a new round. If you've bet the Pass Line, this roll can settle it instantly:

7 or 11 → Pass Line wins. The round ends; a new come-out begins.
2, 3, or 12 ("craps") → Pass Line loses. New come-out begins.
4, 5, 6, 8, 9, or 10 → that number becomes the point. Move to Phase 2.

Phase 2 — the point is on. A marker ("the puck") flips to ON over the point number. Now the shooter rolls again and again with one question on the table: does the point come back before a 7?

Point repeats → Pass Line wins. Round ends.
7 rolls first ("seven-out") → Pass Line loses, dice pass to a new shooter, new round.
Any other number → nothing happens to the line bet; roll again.

That's the whole engine of craps. Every other bet is just a side wager layered on top of this loop. The full rule set — including payouts, odds limits and table etiquette — is in the complete craps rules guide.

4 · A full round, step by step

One realistic Pass Line round, start to finish

You bet the Pass Line

Before the come-out roll you put a chip on the Pass Line. You're betting with the shooter. House edge: a low 1.41% — one of the two best standalone bets on the table. (Deep dive: the Pass Line bet.)

Come-out roll: shooter throws a 6

6 isn't 7/11 (instant win) and isn't 2/3/12 (instant loss). So 6 becomes the point. The puck flips to ON over the 6. Now you want a 6 to show again before any 7.

You back it with free odds

With the point set, you put an additional wager behind your Pass Line bet — the free odds bet. This one is special: it pays true odds with a 0% house edge. Full detail in the odds bet guide.

Rolls happen: 8, 4, 11, 5…

None of these is the point (6) or a 7, so the line bet just rides. The round simply continues. (Some of those numbers would matter for Place or Come bets.)

Shooter rolls a 6 — point made

The point repeats before a 7. Your Pass Line wins even money, and your free odds win at true odds (a 6 point pays 6:5 on the odds). The round ends and a fresh come-out begins.

The alternative: a 7 comes first

If a 7 had shown before the second 6, that's a seven-out: Pass Line and odds both lose, the dice move to the next shooter, and a new round starts. Same loop, every time.

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Why is 7 the danger number? →
See all 36 dice combinations mapped out — exactly why a 7 comes up six times more often than a 12, and what that means for every bet.
Dice odds

5 · The core bets, explained

Master these six — ignore the rest

Pass Line

The default beginner bet. You bet before the come-out that the shooter will succeed: win on a come-out 7 or 11, lose on 2/3/12, and if a point is set you win when it repeats before a 7. Pays even money. House edge 1.41%. If you only ever learn one bet, learn this one — full breakdown in the Pass Line guide.

Don't Pass

The mirror image — you bet against the shooter. You win on a come-out 2 or 3, it's a push (tie) on 12, you lose on 7/11, and once a point is set you win if a 7 comes before the point repeats. Pays even money. House edge 1.36% — fractionally the best line bet on the table, though you're betting against the table's energy.

Come

Exactly like a Pass Line bet, but you make it after a point is already established. The very next roll acts as your personal "come-out": 7/11 wins it, 2/3/12 loses it, anything else becomes your come-point. It lets you get more low-edge action working. House edge 1.41% — see the Come bet guide.

Don't Come

The mirror of Come, made after the point is set — the Don't Pass logic applied to a fresh number. House edge 1.36%.

Free Odds

The best bet in the building — an extra wager behind a Pass / Don't Pass / Come / Don't Come bet once a point exists. It pays true mathematical odds, so the house edge is 0%. It gets its own section below because it's that important.

Place bets (the 6 and 8)

You bet that a specific number rolls before a 7, any time you like. Most numbers carry a steep edge, but Place 6 and Place 8 are the exception — at 7:6 payout they're only a 1.52% edge, the only proposition-style numbers worth a beginner's chips. Place 5/9 (4.0%) and Place 4/10 (6.67%) are much worse — full table in the Place bets guide.

BetWhen you bet itPaysHouse edgeVerdict
Free OddsBehind the line, after a pointTrue odds0.00%Elite
Don't Pass / Don't ComeBefore come-out / after point1 : 11.36%Smart
Pass Line / ComeBefore come-out / after point1 : 11.41%Smart
Place 6 / Place 8Any time7 : 61.52%Smart
Place 5 / Place 9Any time7 : 54.00%Marginal
Place 4 / Place 10Any time9 : 56.67%Marginal
FieldAny time (one roll)1:1 (2:1 on 2 / 3:1 on 12)2.78%Skip
Hard 6 / Hard 8Any time9 : 19.09%Skip
Hard 4 / Hard 10Any time7 : 111.1%Skip
Any 7Any time (one roll)4 : 116.7%Worst bet
Standard fair-2d6 craps. Edges are the long-run share of every dollar the house keeps. The takeaway is brutally simple: the top four rows are the entire smart game. Everything below the line is optional, and the cost of "optional" runs from a little to a lot. The Field & proposition bets guide shows exactly why.

6 · Free Odds — the only 0% bet

The single most important thing a beginner can learn

Once a point is established, you're allowed to put an extra wager behind your line bet. This is the free odds bet, and it is unlike everything else on the table: it is paid at true mathematical odds, which means its house edge is exactly 0%. The casino makes nothing on it.

It pays by point, because each point is a different probability:

• Point 4 or 10 → odds pay 2 : 1
• Point 5 or 9 → odds pay 3 : 2
• Point 6 or 8 → odds pay 6 : 5

Why it matters so much: your Pass Line bet alone is a 1.41% edge. By loading the maximum free odds behind it, you blend that 1.41% down toward a fraction of a percent — because you're adding a big chunk of action the house earns nothing on. Same dice, same table, dramatically less money lost over time. Always take max odds. Always. The full math — and the exact blended-edge numbers at 1×, 2× and 3-4-5× — is in the free odds bet guide.

7 · The sucker bets to skip

The loud center of the table is where bankrolls go to die

The proposition bets in the middle of the table are designed to be tempting and pay "big." They are also where the house makes most of its money. As a beginner, treat the entire center as off-limits:

Any 7 — the worst common bet (16.7%)

A one-roll bet that the next total is 7. It pays 4:1 but should pay 5:1 (a 7 is a 5-to-1 shot — six ways out of 36). That gap is a 16.7% house edge, the steepest you'll routinely be offered. Avoid completely.

The hardways (9–11%)

"Hard 8" means rolling 4-4 specifically (not 6-2 or 5-3). Hard 6 / Hard 8 carry a 9.09% edge; Hard 4 / Hard 10 a 11.1% edge. Fun to say, expensive to make.

The Field (2.78%+)

Looks friendly — it covers seven numbers (2, 3, 4, 9, 10, 11, 12). But it excludes 5, 6, 7, and 8, which are the most common totals. The edge is 2.78% on the common 2:1/3:1 layout and worse on others. It's a trap dressed as a bargain.

Horn, C&E, Big 6/8, props

All high-edge, all skippable. The rule of thumb that never fails: if a bet lives in the center of the table, a beginner shouldn't make it. Every one is dissected in the Field & proposition bets guide.

8 · Why craps is a skill

The edge is the knowledge, not a trick

You cannot control the dice. Every individual roll is pure chance. So where is the skill? It's the bet you choose. Bet selection alone is the difference between giving the house 16.7% of every dollar (Any 7) and giving it 0% (free odds behind the line). Same table, same dice — a ~17-point swing decided entirely by reading the math correctly.

This is not a system to beat the house. Negative-expectation bets stay negative no matter how you stack them, and no betting pattern changes the dice. It's the opposite of a system: it's seeing clearly which bets are structurally smart and which are tourist traps — the way a DFS player reads a slate or a poker player reads pot odds. The edge is the knowledge. The disciplined version of this is laid out in craps strategy basics.

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10 · Frequently asked questions

The things every beginner asks
What's the easiest bet in craps for a beginner?
The Pass Line. Bet it before the come-out: 7 or 11 wins, 2/3/12 loses, anything else sets a point you then need to repeat before a 7. It has a low 1.41% house edge and is the foundation every other bet builds on. Add max free odds behind it and you're playing close to optimally.
What does the come-out roll mean?
It's the first roll of a new round. A 7 or 11 is an instant Pass Line win, a 2, 3, or 12 ("craps") is an instant loss, and any other number becomes the point — the number that has to be rolled again before a 7 for the Pass Line to win.
What is the best bet in craps?
Free Odds behind a Pass or Don't Pass line — the only bet with a 0% house edge, paid at true odds. The best standalone bets are Don't Pass / Don't Come (~1.36%) and Pass Line / Come (~1.41%). Max odds behind those drives your blended edge toward zero.
What are the worst bets to avoid?
Any 7 is the single worst common bet at ~16.7%. The hardways (Hard 4/10 ~11.1%, Hard 6/8 ~9.09%) and the Horn / proposition bets are also high-edge sucker bets. Stay on the line, free odds, and Place 6/8.
Is craps skill or luck?
Each roll is luck — you can't influence the dice. But which bets you make is pure skill: it's the difference between ~16.7% and 0% on the exact same dice. Reading the math correctly is the only real edge in craps. See craps strategy basics →
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