- Dice Mechanics Craps Machines
- Dice Mechanics Craps Table
- Dice Mechanics Craps Machine
- Dice Mechanics Craps Play
- Dice Mechanics Craps Game
Craps is a game where players make wagers on the outcome of the roll, or a series of rolls, of a pair of dice. The craps table at any casino is always packed because this isn't your typical game of dice. Saying that craps is a casino game played with dice is like telling people that Mount Rushmore is a sculpture of some dead guys. Dice control and how to set the dice for a Craps game, try the links below. Rhythm Rolling And Controlled Shooting - Dice Control Dice Setting Switching the Dice If a cheat is going to roll crooked dice in a game then the problem of switching them for the straight dice originally being used presents itself.
Relative Phase data is the same kind of idea as, if a die was unbalanced (weighted) over a large number of 'random' rolls, it would be clear that the die was favoring a certain number or numbers.Having said that, I'd like to say that I am interested more in the rigid body dynamics of dice than predictions based on any other model.
Why? Unlike cards, where probability varies due to deck loading, or roulette, where mechanical biases result in certain numbers being more prominent, craps advantages are based WHOLLY on the skill of a shooter to impart an equal and controlled force to both dice.
There are numerous ways to track and assess any advantage a shooter may have, and I don't believe there is any one 'right' way (though there may be a few 'wrong' ways).
Considering the physical model of the manner the rigid bodies act, and based on my video analysis of dozens of throws, I consider 'relative' activity to be very important.
The 2 dice are not independent, but semi-independent.
1) They do interact, at least at the very beginning of the toss, and sometimes later in the toss and roll out.
2) They are launched at the same time by the same hand.
3) They land on the same table.
I would only call them fully independent if they were thrown at separate times!
As such, I consider relative dice movements to be of great importance to the DI.
A high primary score means that the DI is throwing the dice with high correlation. If the primary is a primary OFF the pitch axis, it's still a primary, and it means one of two things:
1) The dice received relatively equal forces and reacted with the table in relatively equal ways, to have a coherent result.
2) It was purely random.
Item (2) above can be applied to every single outcome. Was an outcome a factor of chaos, or not?
The only way to claim it is a factor of influence is to examine a large number of outcomes, and then look for deviation from random.
If you find significant deviations from random, and those deviations are well distributed across the sample data, then you can claim that they are a result of influence.
The *degree* of credibility of the appearance of influence depends on the amount of sample data, and the deviation from random that is indicated (the smaller the deviation from random, the larger the amount of sample data required to validate to a certain level of confidence).
Having said all this, the idea that a throw has results that indicate some movement off the pitch axis cannot also possess an element of control is not supported by data I have collected, including video analysis of tosses.
How do you know if a pair of dice land on a primary, and did so staying on e pitch axis? You don't. They could have easily both rotated from the pitch to the yaw axis equally, and still rolled out to a primary.
In fact, it appears that overhand tosses with high backspin do this quite alot (due to gyroscopic precession effects).
It is STILL a controlled throw.
Ultimately, it is the MECHANICS of the toss that are important and no mathematical theory can change that - all math can do here is validate influence, and not 'create' influence as math can do with Blackjack.
Math may be assistive in choosing sets, or creating wagering strategies, and it may be assistive in indicating flaws in one's toss mechanics. But it can't 'create' influence. That task is solely up to the skill of the shooter to manipulate the mechanical outcome of the dice.
And if one or both die change the dominant rotational axis before coming to rest, that does not necessarily mean those die are no longer 'influenced'.
Cheers
Dances With Dice
Dice Mechanics Craps Machines
Dice Mechanics Craps Table
DiceMasterOrbit exchange casino&hotel. The following is a glossary of terms used in the dice game craps. Besides the terms listed here, there are many common and uncommon craps slang terms.[1][2][3]
A[edit]
- ace deuce
- A roll of 3
B[edit]
- Big Red
- The number 7 or a bet for any 7 to appear
- bones
- A slang term for the dice
- box numbers
- The place numbers (4,5,6,8,9,10)
- boxcars
- A roll of or bet on 12
C[edit]
- center field
- Nine, often called Center Field Nine
- change only
- when a player buys into a game specifically with cash, the 'only' means no bets are being placed at the time of the buy in. Can also be used when a player colours in. (Dealers will say this out loud so that a player can't take a shot and say he wanted a bet on X.)
- Cheque change
- Breaking down a chip into smaller denomination chips.
- colour up
- The process of changing denominations of chips to larger denominations
- cold dice
- also known as a cold table; an expression used when players are not hitting the established point and sevening out
- come out
- 1. The initial roll of the shooter
- 2. To roll the dice when no point has been established[4]
- crap out
- To roll a 2, 3, or 12 on the come out roll. A player betting on the Pass line or Come loses on crap out, but the roll does not lose when a point is established. Don't Pass and Don't Come wins if a 2 or 3 craps is rolled on come out, but ties (pushes) if a 12 is rolled on come out. The shooter may continue rolling after crapping out.
- craps
- the numbers 2, 3, and/or 12
D[edit]
- double pitch
- In dice control, when the dice stay on axis which rarely occurs (less than 5% of the rolls), but one turns two faces more than the other. If players set the dice with the same face, such as a hard ways or 3V set, the roll may likely result in a seven.
- down
- To remove or reduce a bet, players often say 'take it down'
E[edit]
- easy way
- Rolling an even number with any combination other than doubles. Applies to 4, 6, 8, and 10 only.
- even money
- Any bet that pays out at 1:1.
F[edit]
- fever five
- A roll of 5, also called five fever
- free odds
- Simply known as odds, is the odds which can be taken or laid behind the Pass/Come or Don't Pass/Don't Come. These are paid at true odds.
- flea
- A player who bets at or near table minimum, normally for extended periods of time; very annoying.
G[edit]
- garden
- Slang for the field bet
- George
- A good tipper
H[edit]
- hard way
- Rolling a 4, 6, 8, 10 with a pair of the same number
- hi-lo
- a single roll bet for 2 or 12
- hi-lo-yo
- a single roll bet for 2, 11, or 12
- high
- A bet on or roll of 12, also see boxcars
- hop
- A single roll bet for a specific combination of dice to come out. Pays 15:1 for easy ways and 30:1 for hard ways
- horn
- A divided bet on the 2, 3, 11, 12
- horn high
- A horn bet with addition units going to a specific number. For example 'horn high ace deuce' would generally mean a 5 unit bet with 2 units going on the 3.
- hot dice
- also known as a hot table; an expression used when players are hitting the established points or rolling for long durations without seven outs
I[edit]
- inside numbers
- betting on the 5, 6, 8, 9
L[edit]
- lay
- To bet on a seven to come before a specific point number. Lays are paid at true odds with commission taken.
- lay odds
- To give odds behind a Don't Pass or Don't Come. Betting against the shooter
- Little Joe
- Point 4
- low
- a single roll bet for a 2
M[edit]
- mechanic
- A shooter who allegedly implements dice control
N[edit]
- natural
- Rolling a 7 or 11 on the come out roll
- Nina
- Rolling or betting on a 9
O[edit]
- Off
- 1. The come out roll; when no point has been established
- 2. To have a bet on the table but not in play. The bet can not be won from or lost when it is Off.
- On
- 1. When a point has been established
- 2. A bet that is in play (working).
- outside numbers
- betting on the 4, 5, 9, 10
P[edit]
Dice Mechanics Craps Machine
- parley
- To parley a bet is to take all the winnings from the previous bet (or up to maximum allowed for bet if winnings exceed maximum) and add it to the next bet.
- press
- To double a bet, players generally say 'press it' when doubling a bet, players can also press an additional one or more units and can increase the bet less than the original bet by saying 'press X units'
- push
- a tie
S[edit]
- same bet
- To keep the previous winning bet as is. If a player says same bet it does not mean to double the bet, that is referred to as 'pressing it'
- seven out
- A roll of 7 when the point is On. All bets on Pass, Pass Odds, Come, Come Odds, Place bets, Buy bets, hard ways and any single roll bets not for a seven loses. All bets on Don't Pass, Don't Pass Odds, Don't Come, Don't Come Odds, Lay bets and any single roll bets for a seven wins.
- snake eyes
- A roll of 2
- stroker
- A player who makes bets overly complicated and/or gives dealers unnecessary additional work
T[edit]
- take odds
- To bet odds behind a Pass or Come. Betting with the shooter[5]
- take down
- See down
- true odds
- The real odds for payout where house edge is 0%
W[edit]
- working
- A bet which is in play and can be won or lost.
- whirl
- A five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet. The combine odds are 26:5 on the 2, 12, 11:5 on the 3, 11, and a push on the 7.
- world
- See whirl
- wrong way bettor
- When a person is betting against the shooter on the Don't Pass Line.
Y[edit]
- yo
- A roll or bet on 11 (6-5, 5-6), short for Yo-leven
References[edit]
Dice Mechanics Craps Play
- ^'Craps Lingo'. readybetgo.com. Retrieved 2016-03-03.
- ^'Craps Etiquette and Lingo Casino Gambling Game Rules and Strategy Guide'. VegasTripping.com. Retrieved 2016-03-03.
- ^Jack Botermans (2008). The Book of Games: Strategy, Tactics & History. Sterling. pp. 545–. ISBN978-1-4027-4221-7.
- ^Craps A Smart Shooters Guide. Cardoza Publishing. pp. 24–. ISBN978-1-58042-576-6.
- ^R. D. Ellison (2001). Gamble to Win: Craps. Lyle Stuart, Kensington Publishing Corporation. pp. 42–. ISBN978-0-8184-0621-8.