Glossary

Every bet, call and piece of table slang in one place. Search a word, filter by topic, or jump to a letter — and follow the links between related terms.

104 terms

A

Ace Deuce

A roll of 1+2 = 3.

Aces

A roll of 1+1 = 2.

See also

Across

Betting all six Place numbers — 4, 5, 6, 8, 9 and 10 — at once.

See alsoCall Outs →

Action

The total amount a player (or the table) is wagering.

All Small

also: Smalls

A bonus bet that all of 2, 3, 4, 5 and 6 roll before a 7. Pays 30 to 1.

See alsoBonus Bets →

All Tall

also: Talls

A bonus bet that all of 8, 9, 10, 11 and 12 roll before a 7. Pays 30 to 1.

See alsoBonus Bets →

Any Craps

also: Three Way

A one-roll bet that the next roll is 2, 3 or 12. Pays 7 to 1.

See alsoProp Bets →

Any Seven

also: Seven, Big Red

A one-roll bet that the next roll is a 7, in the middle of the table. Pays 4 to 1 — one of the worst bets on the layout.

See alsoProp Bets →

Apron

The outer rim of the table, and the place where bettors stand. Where you stand along it decides where your chips are placed in the Point Boxes and on the other spots around the table.

See alsoTable Markings →

B

Back Wall

The far end of the table, lined with textured rubber pyramids. A valid throw must hit it.

See also

Bank

The dealers' chip tray in the center of the table, in front of the boxman, where all the house chips are kept.

Bar 12

also: Bar 2

On the Don't Pass, a come-out 12 is "barred" — the bet pushes instead of winning. Some casinos bar the 2 instead.

See also

Base Dealer

One of the two dealers standing on either side of the boxman. They make change, pay and collect bets, and place Come, Place, Buy and Lay bets for players on their half of the table.

See also

Big 6 / Big 8

also: Big Six, Big Eight

A bet that a 6 or 8 rolls before a 7, paying even money. It's a sucker bet — a Place bet on the same number pays better.

See also

Big Red

Slang for the 7. It's bad luck to say "seven" at the table.

See alsoDo's and Don'ts →

Boxcars

also: Midnight

A roll of 6+6 = 12.

See also

Boxman

Supervises the table and settles disputes. Seated between the base dealers, behind the chip bank.

See also

Buy Bet

also: Buy

Like a Place bet, but paid at true odds in exchange for a 5% commission. Marked with a yellow BUY lammer. Mostly worth it on the 4 and 10.

See alsoBetting the Points →

Buy-In

Putting cash on the table to be converted to chips. Lay the cash down and tell the dealer "change only" — don't hand it over mid-roll.

See also

C

C & E

also: C and E

A split one-roll bet: half on Any Craps (2, 3, 12) and half on 11 ("Yo"). The stickman handles it.

See alsoProp Bets →

Cap

A small extra chip added to a bet to round it up to a clean multiple — for example, $5 on top of $25 to make a $30 Place 6.

See also

Cocked Dice

A die that lands leaning on a chip or against the wall instead of flat. The roll doesn't count.

See also

Color Up

Exchanging smaller chips for higher-denomination ones when leaving the table.

See also

Come

A Pass Line bet made after a Point is set. The next roll becomes its own personal Point, so you can have several numbers working at once.

See alsoCome and Don't Come →

Come Odds

Odds on a Come bet, placed on top of the Come chip in its number's box, slightly offset so both stacks stay visible.

See alsoCome and Don't Come →

Come-Out Roll

The first roll of a new round, when no Point is set. 7 or 11 wins the Pass Line, 2, 3 or 12 loses, and anything else sets the Point.

See alsoThe First Move →

Coming Out

Called by the stickman when a new come-out roll is about to be thrown.

See also

Contract Bet

A bet that can't be taken down once it's working — Pass Line and Come bets after a Point is set.

See also

Crapless Craps

A variant where 2, 3, 11 and 12 can become Points instead of being craps or naturals. The Pass Line can't lose on the come-out, but the house edge goes up.

See also

Craps

A 2, 3 or 12 on the come-out roll. Pass Line loses and Don't Pass wins (except the Bar 12, which pushes).

See also

D

Dark Side

Betting against the shooter — the Don't Pass. Some players frown on it.

See also

Decision

A roll that settles a bet one way or the other — a Pass Line win or loss, for example.

See also

Dice

also: Bones, Cubes

Two six-sided cubes, each numbered 1–6. Casino dice are clear, precision-cut and serial-numbered, and are changed out often.

Dice Pass

When the dice move to the next shooter after a seven-out.

See also

Don't Come

A Don't Pass bet made after a Point is set — you bet against whatever number comes next.

See alsoCome and Don't Come →

Don't Pass

also: Dark Side, Back Line, Don't Pass Bar

The opposite of the Pass Line — a bet against the shooter. Wins on 2 or 3 on the come-out, loses on 7 or 11, pushes on 12, and otherwise wins if a 7 comes before the Point.

See alsoDon't Pass →

E

Easy Way

A total made with two different numbers — 5+3 for an 8, for example.

See also

Eighter from Decatur

also: Ada from Decatur

A roll of 8.

F

Fever

also: Fever Five

A roll of 5.

Field

A one-roll bet. Wins on 2, 3, 4, 9, 10, 11 or 12 — paying double on the 2 and triple on the 12 at most Las Vegas casinos (some pay double on both) — and loses on 5, 6, 7 or 8.

Fire Bet

A bonus bet that the shooter makes several different Points before sevening out. Pays more for each additional unique Point.

For the Dealers

also: For the Crew

Said when placing a chip as a tip — a bet on the Pass Line for the crew, which pays the dealers if it wins.

See alsoTipping →

H

Hand

A shooter's whole turn with the dice, from their first come-out roll until they seven out.

See also

Hard Way

A total made with a matching pair — 2+2, 3+3, 4+4 or 5+5.

See also

Hardways

also: Hard 4, Hard 6, Hard 8, Hard 10

A bet that a specific total will roll as a matching pair before it rolls the easy way or a 7. Hard 4 and 10 pay 7 to 1; Hard 6 and 8 pay 9 to 1.

See alsoProp Bets →

Hit the Back Wall

The rule that a throw has to reach the far wall of the table. A throw that doesn't is a no-roll.

See alsoDo's and Don'ts →

Hop Bet

also: Hop, Hopping Hardways

A one-roll bet on one exact pair of dice. Two ways to roll an easy combo, so it pays 15 to 1; only one way to roll a double, so it pays 30 to 1.

See alsoProp Bets →

Horn

also: Horn Bet

A one-roll bet split across 2, 3, 11 and 12, with one number paying at its own odds and the other three losing. Hand over a bet divisible by four.

See alsoProp Bets →

Horn High

A Horn bet with an extra unit on one of the four numbers, so that number pays more when it hits.

See also

Hot Table

also: Cold Table, Hot Shooter

Slang for a table (or shooter) on a long run of rolls without a seven-out. A cold table is the opposite — shooters sevening out quickly.

House Edge

The percentage of each bet the casino expects to keep over time. Pass Line is about 1.4%; Odds are 0%; proposition bets are far higher.

See also

I

Inside

The Place numbers closest to the middle of the board: 5, 6, 8 and 9.

See alsoCall Outs →

L

Lammer

A disc set on a bet to show its type or status — ON, OFF, BUY or LAY.

See alsoTable Markings →

Lay Bet

also: Lay

A bet that a 7 will roll before a Point number, paid at true odds minus a 5% commission on the potential win. Marked with a blue LAY lammer.

See alsoBetting the Points →

Lay Odds

Odds on a Don't Pass or Don't Come bet. You risk more than you win, because a 7 is more likely than any Point — but still at true odds, with no house edge.

See alsoCome and Don't Come →

Layout

also: Felt

The printed surface of the table, showing every bet area.

Line Away

Called on a seven-out: Pass Line bets lose and are collected, and Don't Pass bets are paid.

See also

Little Joe

also: Little Joe from Kokomo

A roll of 2+2 — the hard 4.

M

Make 'em All

A bonus bet that every number except 7 — 2 through 6 and 8 through 12 — rolls before a 7. Pays 150 to 1.

See alsoBonus Bets →

Marker

A casino credit IOU — chips advanced to a known player against their approved credit.

Max Odds

also: 3-4-5x, 10x Odds

The most odds a table allows behind a Pass Line or Come bet. 3-4-5x means three times on 4 and 10, four times on 5 and 9, and five times on 6 and 8.

See also

Money Plays

Putting cash on the layout and telling the dealer what bet to make with it. Cash on the table is converted to chips first.

See also

N

Natural

A 7 or 11 on the come-out roll. Pass Line wins, Don't Pass loses.

See also

Nina

also: Nina from Pasadena

A roll of 9.

No Roll

Called when a throw is invalid — usually because it didn't hit the back wall or a die left the table. It doesn't count; roll again.

See also

O

Odds

also: Free Odds

An extra bet placed behind a Pass Line or Come bet once a Point is set, paid at true odds. It's the only bet on the table with no house edge.

See alsoThe First Move →

Off

Bets that are temporarily deactivated — not at risk. By default, Place and Buy bets are off on a come-out roll, while Lay bets, Hardways and the odds behind Don't Come bets stay working (Come odds are off). You can turn a Hardway off any time.

See also

Outside

The Place numbers on the ends of the board: 4, 5, 9 and 10.

See alsoCall Outs →

P

Pass Line

also: Front Line, Do Bet

The basic bet with the shooter. Wins on a 7 or 11 on the come-out, loses on 2, 3 or 12, and otherwise wins if the Point repeats before a 7. Once a Point is set it can't be taken down.

See alsoThe First Move →

Pit Boss

The floor supervisor who oversees a group of tables, above the boxman.

Place Bet

also: Place

A bet that a Point number will roll before a 7. It can be made or taken down at any time, and pays slightly less than true odds.

See alsoBetting the Points →

Place to Lose

A bet that a 7 rolls before a Point number, made like a Place bet. It pays slightly less than true odds, with no separate commission.

See also

Point

The number — 4, 5, 6, 8, 9 or 10 — rolled on the come-out. Once it's set the shooter keeps rolling, and the Pass Line wins if the Point repeats before a 7.

See alsoThe First Move →

Point Box

also: Number Box

The box on the layout for each Point number — 4, 5, 6, 8, 9 and 10. Where a chip sits inside it shows what kind of bet it is, and the spot it sits on matches where the bettor is standing on the apron — a quick way to check your own bets on a busy table.

See alsoTable Markings →

Press

also: Press It

Doubling a winning bet instead of taking the payout.

See alsoCall Outs →

Press Across

Doubling all of your Place bets at once.

See alsoCall Outs →

Proposition Bet

also: Prop Bet

Any of the one-roll or special bets in the center of the table, handled by the stickman. They carry the highest house edges.

See alsoProp Bets →

Puck

also: Buck

The two-sided disc that marks the Point. Black side (OFF) means a come-out roll is next; white side (ON) is placed in the Point's box once a Point is set.

See also

Pull Down

also: Take Down

Removing a bet from the table and taking your money. Place, Buy, Lay and Odds can be pulled down any time; contract bets can't.

See alsoCall Outs →

Push

A tie. The bet is returned with no win or loss — for example, a Don't Pass bet when a 12 is rolled on the come-out.

See also

Put Bet

A bet placed directly on a Point number after it's established, with odds behind it, instead of going through the Come area.

Pyramids

also: Diamonds

The pyramid-shaped rubber studs on the back wall that make the dice bounce unpredictably.

See also

R

Rail

also: Rack

The padded, grooved edge around the table where players keep their chips and drinks.

See also

Regress

Dropping a bet down to a lower amount after a win, taking the difference off the table.

See alsoCall Outs →

Repeater Bet

A bonus bet that a specific number rolls a set number of times before a 7. The more repeats required, the higher the payout.

Right Bettor

also: Wrong Bettor

A player betting with the shooter (Pass Line, Come). A wrong bettor bets against the shooter (Don't Pass, Don't Come).

See also

S

Same Bet

A call that leaves your bets exactly as they are, with the payout passed to you.

See alsoCall Outs →

Same Dice

Called when the dice fly off the table and the shooter wants to reuse them, rather than have the stickman issue new ones.

See also

Seven Out

A 7 rolled after a Point is set, ending the shooter's turn. Pass Line and Come bets lose; Don't Pass and Don't Come win. The dice pass to the next shooter.

See also

Shooter

The player who is throwing the dice. The role passes around the table after each seven-out.

See also

Sixie from Dixie

A roll of 6.

Snake Eyes

A roll of 1+1, the 2.

See also

Stick

The long curved stick the stickman uses to push the dice back to the shooter.

Stickman

The dealer who uses the curved stick to move the dice, calls out every roll, controls the pace of the game, and handles the proposition bets in the middle of the table.

See alsoTable Markings →

T

Table Minimum

also: Table Maximum

The smallest (and largest) bet the table allows, posted on the table.

To 1 / For 1

also: 16 for 1, 31 for 1

"To 1" pays the winnings and returns your bet; "for 1" pays the total including your bet. 16 for 1 is the same as 15 to 1.

See also

Toke

also: Tip

A tip for the dealers. The usual way to tip at craps is to make a bet for them.

See alsoTipping →

True Odds

The payout that exactly matches the real chance of winning, so the house has no edge. Odds bets pay it: 2 to 1 on 4 and 10, 3 to 2 on 5 and 9, 6 to 5 on 6 and 8.

See also

Two Way

A proposition bet split between you and the dealers — you and the crew share the win.

See alsoTipping →

V

Vig

also: Juice, Commission

The commission charged on Buy and Lay bets — typically 5%, rounded down to the dollar (so $1 on a $20 Buy, with a $1 minimum).

See also

W

Winner Seven

also: Front Line Winner

Called when a 7 or 11 on the come-out wins the Pass Line.

See also

Working

Bets that are active and at risk on the current roll.

See also

World Bet

also: Whirl, Whirl Bet

A Horn bet plus Any Seven in one — five units covering 2, 3, 7, 11 and 12 on the next roll.

See also

Y

Yo

also: Yo-leven, Yo-11

A roll of 5+6 = 11 — called "Yo" so it's never confused with "seven."

See also