Craps Rules
Craps is a family of dice games built around one simple drama: a shooter, two dice, and a table full of people who win or lose together. Most variants start with a come-out roll that can win or lose on the spot, set a point if it does neither, and then ask the shooter to roll that point again before a 7 shows up. What changes between games is everything else: which totals win instantly, which numbers can become points, what side bets the layout offers, and how much of the casino edge you can bet around.
This page collects the rules for every game on Craps.now. Each section covers the goal, the flow of a round, and the details that trip up new players - With a link to jump straight to a table. If you're brand new, start with Craps (the full casino game), warm up with Simplified Craps, or try Street Craps if you want the pure point-and-seven duel with nothing else on the felt.
๐ก New to craps? Every game below shares the same core idea - win or lose on the first roll, or set a point and chase it before a 7. Learn one and the rest come quickly. And remember: Craps.now uses free virtual chips only. It is not real gambling and no real money is ever involved.
Casino Classics: Craps ยท Crapless ยท New York
Modern Variants: High Point ยท Simplified ยท Die Rich
Every craps game at a glance
Skim the whole family first, then jump to the full rules for any game below.
| Game | Come-out roll | Point rule | Main bet |
|---|---|---|---|
| Craps | 7 or 11 wins; 2, 3 or 12 craps out | Roll the point before a 7 | Pass Line, 1:1 |
| Crapless | 7 wins; nothing loses | Any other total becomes a point | Pass, 1:1 |
| New York | No come-out - you bet the box numbers | Your number before a 7 | Box numbers, true odds minus 5% |
| High Point | 11 or 12 wins; 7 loses; 2 or 3 rolls again | Beat your own point before a 7 | Main bet, 1:1 |
| Simplified | 2, 3, 4, 10, 11 or 12 wins | No point - one roll settles it | Single bet, 1:1 |
| Die Rich | 6 wins; 1 loses (one die) | Repeat your point before a 1 | Main bet, 1:1 |
| Street | 7 or 11 wins; 2, 3 or 12 loses | Point before 7 | Pass or Don't Pass, 1:1 |
| Hazard | Your main nicks; 2 or 3 throws out | Chance before the main | Main call, 1:1 |
Casino Classics
Craps
2 dice · Easy to learn, deep to master · Pass line house edge just 1.41% - one of the best bets anywhere
Craps is the loudest table in any casino, and this is the full version of it - pass line, don't pass, come bets, free odds, the field, place bets, hardways and the one-roll propositions, all laid out the way a real table is. The rhythm is simple once you see it: a come-out roll either settles the pass line right away or sets a point, and then the whole table sweats one question - does the point repeat before a 7 shows? Everything here uses free virtual chips, so you can learn the layout, test the odds and build the habit of sticking to the good bets without risking anything. You start each session with $500; double it to $1,000 and the win goes on the leaderboard, timed to the second. Choose 2x, 3-4-5x or 10x odds mode to control how much you can put behind the line.
Goal
Turn your $500 in free chips into $1,000. Bet the layout, roll the dice, and let the come-out and point rules settle each wager.
The come-out roll
With the puck OFF, put chips on the pass line and roll. A 7 or 11 wins even money on the spot; 2, 3 or 12 is craps and the pass line loses; any other total becomes the point.
Setting the point
When a point of 4, 5, 6, 8, 9 or 10 is set, the puck flips to ON. Now the pass line wins if the point repeats before a 7, and loses the moment a 7 shows - the famous seven-out.
Take the odds
Once a point is on, click the pass odds spot to back your bet at true odds - 2:1 on 4 and 10, 3:2 on 5 and 9, 6:5 on 6 and 8. It is the only bet in the casino with zero house edge.
Spread to place bets
While the point is on you can also place the 6 or 8 at 7:6, add come bets to catch more numbers, or take a one-roll swing on the field. Winnings stack toward your $1,000 target.
Crapless Craps
2 dice · Beginner friendly · You can never crap out - but the pass edge rises to about 5.4%
Crapless craps removes the sting of the come-out roll: 2, 3 and 12 no longer beat you, and 11 no longer wins instantly - every one of them simply becomes a point, along with the usual box numbers. Only a 7 settles the come-out, and it settles it in your favor. The catch is arithmetic: giving up the automatic 11 win costs more than dodging the craps numbers saves, so the pass bet's edge climbs to about 5.4%. In exchange you get points nobody else offers - a 2 or 12 point pays a spectacular 6:1 behind the line at true odds. There is no don't side in crapless; everyone shoots with the dice. It is a friendly, forgiving table for learning the point cycle, and the same $500-to-$1,000 session rules apply, so your fastest double-ups still count on the leaderboard.
Goal
Double your $500 rack to $1,000. Bet the pass line, roll, and chase points - in crapless, the come-out can never beat you.
The come-out roll
Put chips on the pass line and roll. A 7 wins even money immediately. Nothing loses - there are no crap-outs here.
Every number is a point
Any total except 7 becomes the point: 2, 3, 4, 5, 6, 8, 9, 10, 11 or 12. The puck flips to ON and the chase begins - repeat the point before a 7 shows.
Take the odds
Back your pass bet at true odds: 6:1 on points of 2 or 12, 3:1 on 3 or 11, then the familiar 2:1, 3:2 and 6:5 on the box numbers. Odds carry zero house edge.
Ride the field
The field and the one-roll props work exactly as on the main table, and you can place any point number - even the 2 and 12, which pay 11:2.
New York Craps
2 dice · Simple, box numbers only · True-odds payouts minus a 5% commission on wins
New York craps strips the table to its skeleton. There is no pass line, no come bets and no place bets - you simply pick box numbers (4, 5, 6, 8, 9 or 10) and your chips win if the number rolls before a 7. Payouts are true odds - 2:1 on the 4 and 10, 3:2 on the 5 and 9, 6:5 on the 6 and 8 - and the house takes its cut as a flat 5% commission on winnings, the 'vig'. That makes the math unusually honest: you can see exactly what the game costs on every bet. A field bet rides alongside for one-roll action. Because a single 7 sweeps every box at once, the skill is in how many numbers you keep working and how deep. Same session rules as every table here: $500 in free chips, double to $1,000, fastest time takes the board.
Goal
Turn $500 into $1,000 betting box numbers straight up - your number against the 7, at true odds less a 5% vig.
Pick your box numbers
Click chips onto any of the boxes: 4, 5, 6, 8, 9 or 10. You can cover one number or spread across several - each box works independently.
Beat the seven
Every roll matters. If one of your numbers rolls, it pays and your bet stays up for the next hit. If a 7 rolls, every box bet on the layout loses at once.
True odds, less the vig
Payouts are the real probabilities: 2:1 on 4/10, 3:2 on 5/9, 6:5 on 6/8 - minus 5% of the win as commission. Nothing is hidden in the price.
Manage your bankroll
The 7 is always six ways out of thirty-six. Keep enough in reserve to survive a sweep, and press toward $1,000 with the frequent 6s and 8s.
Modern Variants
High Point Craps
2 dice · Quick and forgiving · 11 or 12 wins instantly; about 2.35% in casinos - friendlier under our house rules
High Point craps flips the usual come-out mood: the big numbers are your friends. Roll an 11 or 12 on the first throw and you win even money instantly; roll a 2 or 3 and nothing happens at all - the roll is simply ignored and you throw again. Any other total becomes your point, and here is the twist: you don't have to repeat it, you have to beat it. Roll any total higher than your point before a 7 shows and you win; the 7 always loses. That one rule makes low points a gift (almost anything beats a 4) and high points a genuine sweat (only 9 and above beats an 8, and the 7 is lurking). Casinos deal it at roughly a 2.35% house edge; our re-roll house rules play friendlier. A field bet runs alongside for one-roll action, and the usual session race applies - $500 to $1,000, against the clock.
Goal
Double $500 of free chips to $1,000 on the friendliest come-out in craps - where 11 and 12 win on the spot.
The first roll
Bet the High Point spot and roll. An 11 or 12 wins even money immediately. A 2 or 3 is ignored - no win, no loss, just roll again. A 7 loses - too common to count as high. Anything else becomes your point.
Beat your own point
With a point of 4 to 10 set, you win by rolling any total HIGHER than the point. Equal or lower simply rolls again - only one number can hurt you.
Watch the seven
The 7 always loses once a point is set, even though it is 'higher' than a 4, 5 or 6. Six ways to roll it, every throw - it is the whole house edge.
Double your chips
Low points resolve fast and favorably; high points grind. Add the field for one-roll swings and press your way to the $1,000 finish line.
Simplified Craps
2 dice · One roll, no point · Six winning totals, five losing ones - edge about 2.8%
Simplified craps compresses the whole game into a single throw. There is no come-out, no point, no puck - you stake chips, roll two dice, and the total decides everything at once. The extreme numbers win: 2, 3, 4, 10, 11 and 12 all pay even money. The middle numbers lose: 5, 6, 7, 8 and 9 - the totals the dice love most. Sixteen of the thirty-six combinations win for you, twenty lose, which works out to a house edge near 2.8% - about the same as the field bet on a full table, and far cheaper than any proposition bet. Because every roll is a complete round, sessions move fast: a hot minute can carry your $500 rack a long way toward the $1,000 target, and a cold one teaches bankroll discipline in a hurry. It is the perfect first craps table, and a genuine speed-run favorite for the time-ranked leaderboard.
Goal
Double your free $500 to $1,000, one roll at a time - no points, no waiting, every throw pays or costs.
Place your stake
Click chips onto the single betting spot. Table minimum $5, maximum $250 - the same limits as every table here.
One roll decides
Roll the dice. There is no second phase: the total on this throw settles your bet completely, win or lose.
The winning totals
2, 3, 4, 10, 11 and 12 pay even money - sixteen of the 36 dice combinations. A 5, 6, 7, 8 or 9 loses - the twenty middle combinations.
Grow the bankroll
Use Repeat Bets to keep your stake steady, press modestly after wins, and let the fast pace carry you to $1,000.
Die Rich Craps
1 die · Fast, one die · A 6 wins on the spot; only a 1 can beat you after the point
Die Rich is craps distilled to a single die. The come-out could not be simpler: a 6 wins even money instantly, a 1 - the ace - loses, and a 2, 3, 4 or 5 becomes your point. Then the chase: repeat your point before the ace shows and you win; the other faces just keep the roll alive. With one die there are no totals, no combinations and no charts to memorize - every face is a flat 1-in-6, so you can feel the probabilities directly. Once a point is set the duel is dead even: one face wins for you, one face loses, four are noise. The whole house advantage hides in the come-out's 6-versus-1 symmetry being interrupted by which point you draw. It is quick, honest and strangely tense - the ace hangs over every roll. Standard session rules apply: $500 in free chips, first stop $1,000.
Goal
Double $500 to $1,000 with one die - win come-outs with a 6 and beat the ace to your point.
One die, three outcomes
Bet the spot and roll a single die. A 6 wins even money on the spot. A 1 - the ace - loses. Any other face becomes your point.
Set your point
Roll a 2, 3, 4 or 5 and that face is your point. Your bet locks and the puck flips ON - the round now belongs to two faces.
Chase the point
Roll your point again before the ace and you win even money. Every other face is no action - the roll simply continues.
Dodge the ace
The 1 is the only face that can beat you after the come-out. One in six per roll - close your eyes if you have to.
Street & Historical
Street Craps
2 dice · The classic shooter's game · Pass wins about 49.3% of decisions - nearly a coin flip
Street craps - shooting dice - is the game the casino version was built from: two dice, a wall to bounce them off, and one question per round. You either shoot (bet pass) or fade the shooter (bet don't pass). The come-out follows the rules every craps player knows: 7 or 11 wins for the shooter, 2, 3 or 12 loses (the don't side pushes on 12, keeping things fair), and any other total sets the point. Then it is the oldest duel in dice - the point against the 7. There are no odds bets, no field, no props, no house at all in the original; just even money and the raw 49.3% heartbeat of the pass bet. This free version keeps that purity, adds a puck so you never lose track of the point, and wraps it in the usual session race: $500 in chips, double up to $1,000, fastest time takes the board.
Goal
Run your $500 up to $1,000 the old-school way - pass or don't pass, even money, no layout in sight.
Shoot or fade
Pick a side before the come-out: SHOOT (pass) bets the roll wins; FADE (don't pass) bets against it, pushing on a come-out 12.
The come-out
Roll the bones. A 7 or 11 wins for the shooter; a 2, 3 or 12 is craps and the fade side collects (12 is a push for the fade). Anything else sets the point.
Chasing the point
Point set, bets locked. Roll the point again before a 7 and the shooter wins; the 7 first and the fade wins. Nothing else matters.
Bank your winnings
Each decision pays even money. Keep score, keep your head, and press steadily toward the $1,000 finish.
Hazard
2 dice · Historical, pick your main · Your chances shift with the main you call (5 to 9)
Hazard is where craps began - an English dice game so old that Chaucer's pilgrims argued over it in the 1380s. Unlike craps, YOU choose the crucial number: before rolling, the caster calls a main of 5, 6, 8 or 9. Roll the main and you 'nick' it - an instant even-money win. Roll a 2 or 3 - 'crabs' - and you are thrown out. The 11 always loses against these mains, while the 12 nicks a main of 6 or 8 and loses otherwise. Any other total becomes your chance: from then on the duel is chance against main - roll your chance again before the main shows and you win; the main first and you lose. Every main carries slightly different odds, which is exactly the crooked charm that kept hazard alive for five centuries. Same session stakes as the rest of the site: $500 in free chips, race to $1,000.
Goal
Double $500 to $1,000 playing the 14th-century game craps came from - call your number, then out-roll it.
Call your main
Before the first roll, pick your main: 5, 6, 8 or 9. The main is the number you want to nick right now - and the number that hunts you later.
Nicks and outs
Roll the main and you win even money on the spot - a nick. Roll 2 or 3 (crabs) and you are out. An 11 loses against these mains; a 12 nicks only if your main is 6 or 8.
The chance roll
Any other total becomes your chance. The puck flips ON and your stake locks - the round is now chance versus main.
Chase the chance
Roll the chance again before the main appears and you win even money. If the main lands first, the house - as tradition demands - collects.
A few terms that apply everywhere
Come-out roll
The first roll of a new round, before any point is set. Each game defines what wins, what loses, and what sets the point - In bank craps it's 7 or 11 to win and 2, 3 or 12 to crap out.
The point
The number the come-out roll establishes, marked by the ON puck. The shooter's job from then on is simple: roll the point again before a 7 lands. One-roll games like Simplified have no point at all.
Pass line
The basic bet that the shooter wins the round. It pays even money and carries one of the lowest edges on any layout - Just 1.41% in bank craps. Betting against the shooter is the don't pass side.
Seven-out
Rolling a 7 while a point is on. It ends the round, loses all pass line and place bets, and passes the dice to the next shooter. Dodging the 7 is the heart of nearly every craps game.
Ready to put the rules to work? Try today's Daily Challenge, race a friend in Multiplayer, or check the FAQ for common questions about craps in general.
Craps rules FAQ
How do you play craps?
You bet before the come-out roll, then the shooter throws two dice. A 7 or 11 wins your pass line bet on the spot; a 2, 3 or 12 loses it; any other total becomes the point. From there the shooter keeps rolling: if the point repeats before a 7, pass line bets win even money. On Craps.now you play with free virtual chips - no real money is ever involved.
What is the goal of craps on Craps.now?
Every session starts you with 500 dollars in free chips, and the goal is to double up to 1,000 dollars. Reaching 1,000 counts as a win and goes to the leaderboards, ranked by fastest time. Losing all your chips is a bust and ends the session.
Which craps variant is the easiest to learn?
Simplified Craps is the friendliest start - one bet, one roll, and six winning totals. Die Rich uses a single die with just three outcomes, and Street Craps strips the game down to pass or don't pass with nothing else on the table.
Which craps variant is the hardest?
Hazard is the trickiest, because your odds shift with the main you call before each round. Full bank craps is easy to start but has the deepest bet menu - odds, place bets, hardways and one-roll props all reward study.
Can you beat craps long-term?
No bet on a craps table beats the house edge forever, but some bets come close. The pass line gives up just 1.41 percent, don't pass 1.36 percent, and the odds bet behind them is paid at true odds with zero house edge. On Craps.now the chips are free, so the only thing at stake is your spot on the leaderboard.
Want more answers? See the full craps FAQ (40+ questions) or look up any term in the glossary.