Discount Gambling

PlayCraps™ (+EV)

Practice Game

Play the practice game below to see how the count for the point changes with each roll. The practice game demonstrates the don’t pass strategy and automatically lays 10x odds when the count is good for the point, based on a 6 roll window. The counts for all the points are displayed, so you can see when place and lay bets improve and worsen. Click on the screenshot to play. You must have Java 1.6 installed on your computer (check your version).

Card craps practice game.

Overview

PlayCraps™ is a sit-down version of craps that’s identical to the original game, except that the dice rolls are replaced by two cards dealts from a 5-deck constant shuffling machine (CSM). As most experienced gamblers notice immediately, the odds are a little different because of the shoe. As soon as two cards are dealt from the shoe, the distribution for the next roll changes. This can’t be helped, even if the dealer shuffles the muck into the CSM after every roll. Analysis shows that the average 3-4 rolls buffered in the chute of the CSM actually tilts the game in favor of the don’t pass / don’t come player. Even without counting, the 10x odds don’t pass player has a small edge over the house (about +0.9% of the don’t pass bet). A simple card-counting strategy allows the player to vary the don’t pass (or pass) odds per roll, improving the return to about 1.8% of the flat DC bet. This means for a $5 Don’t Pass bet, you’ll make an average of $.09 per game, laying 10x odds when the count is positive. While this is not a lot of money, it’s a lot of fun, and a card-counter’s dream. You can count with pen and paper right at the table! The edge for the odds bet itself reaches +0.5% very frequently. It’s very easy and fun to implement advantage play in this game, which is indistinguishable from normal play (changing odds bets on the fly).

This is a winning game for the don’t pass player playing full odds, no thinking required. A smart player can take advantage of the count of the shoe, and lay odds only when the count is good.

This game punishes the players playing full pass odds. While a pass line bet is a normal 1.4% house edge, taking 10x odds increases the house edge to 3.9%. Do not play pass line odds without counting. If you only take 10x odds when the count is good, you can reduce the house edge down to 0.8%. It’s not a bad idea to play the pass line this way, you’ll just find that there aren’t a lot of opportunities to take odds. Your best points are 5/9, and occasionally the 4/6/8/10 counts will get good (these points are biased against you; you need some good cards to take odds). Thus, your variance is reduced in this game compared to real craps, because you only take odds when you’re +EV (on average) with the count.

Besides trying to grind away at the don’t pass with 10x odds (which is a lot of risk for very little), the beauty of this game is that a simple count greatly improves your ability to predict the next roll. Of course by “greatly”, I mean that its statistically significant, and at times even looks prophetic. But overall, you cannot overcome the vig of the place bets. (At times the lay against the 4/10 is profitable, since you can lay $51 to win $24 at Viejas.) Still, people like placing bets, and don’t care about the vig. If this is you, then you should play this game, and watch the cards towards predicting the next roll. For example, a (2,2) (1,2) (1,1) roll sequence will make the 9 easier to hit (1.43:1 instead of the normal 1.5:1), the 10 easier to hit (1.92:1 instead of 2:1), and the 8 easier to hit (1.18:1 instead of 1.2:1). Conversely, you shouldn’t place bets on the 4/5/6 at this time, since they got much harder to hit (2.11:1, 1.54:1, 1.22:1 respectively).

I’ve heard about craps players that devote their lives towards attaining some control over the dice with their throwing technique. God knows how real this effect is, or how much time people put into attempting it. All I know is that a spreadsheet and a computer program will show anyone how cards from recent rolls affect the distribution of the next roll, often significantly. I’ll explain the details of how it all works below.

The Basic Edge

The reason the game is predictable is because the distribution of the next 2-card “roll” out of the CSM is not the standard, symmetrical 2 dice roll distribution normally associated with craps. Instead, the distribution gets skewed to one side (4/5/6) or another (8/9/10), depending on the recent cards out of the CSM. This is easiest seen by considering a simple shoe instead of a CSM, where we can precisely compute the distribution of the next “roll” from the previously dealt cards. A simple spreadsheet easily makes this calculation for us.

If you download the spreadsheet and play around with the rolls, you can quantify the effect of various dealt cards on the distribution. You’ll see that a “low” roll (both cards <= 3) have a +0.25% (quarter percent) effect on the 4/10 odds EV. Similarly, you'll see that "snake-eyes" (1,1) has an equal effect on the 8 point, as does (2,2) affect the 9 point. These sensitivities are summarized in the table below, showing "good", "bad", and "ugly" rolls for a given point. Here, a +4 count equals a +0.25% edge on your Don’t Pass odds.

Point Good Rolls Bad Rolls Ugly Rolls Notes
4 ⚀ ⚀, ⚀ ⚁
⚁ ⚂, ⚂ ⚂
+4
⚃ ⚃, ⚃ ⚄, ⚃ ⚅
⚄ ⚄, ⚄ ⚅, ⚅ ⚅
-4
“low” rolls are good
“high” rolls are bad
“mixed” rolls are neutral
5 No ⚄, ⚅
+2
One ⚄, ⚅
-1
⚄ ⚄, ⚄ ⚅, ⚅ ⚅
-4
Six, Five are key cards
There are no neutral rolls
6 No ⚅
+1
One ⚅
-2
⚅ ⚅
-4
Six is the key card
There are no neutral rolls
8 No ⚀
+1
One ⚀
-2
⚀ ⚀
-4
Ace is the key card
There are no neutral rolls
9 No ⚀, ⚁
+2
One ⚀, ⚁
-1
⚀ ⚀, ⚀ ⚁, ⚁ ⚁
-4
Ace, Deuce are key cards
There are no neutral rolls
10 ⚃ ⚃, ⚃ ⚄
⚄ ⚅, ⚅ ⚅
+4
⚀ ⚀, ⚀ ⚁, ⚀ ⚂
⚁ ⚁, ⚁ ⚂, ⚂ ⚂
-4
“high” rolls are good
“low” rolls are bad
“mixed” rolls are neutral

As an example, we use the spreadsheet to graphically show the effect of 5 "high" rolls (6,6) (6,5) (5,6) (4,4) (5,4) out of a new shoe. We enter these cards into the spreadsheet, and plot the distribution of the next roll out of the shoe.
skewed card craps distribution
The distribution is visibly skewed, favoring the low side points (4/5/6) since we’ve just used up a bunch of cards that can be used to form 7 and (8/9/10). At this point, any “don’t” odds for 8/9/10 and any “do” odds for 4/5/6 are +EV. This graph clearly shows the effects of previously dealt cards on the distribution. Next, we’ll examine the mitigating effect of the CSM on this process.

The Effect of the CSM

If the game were dealt out of a simple shoe, then our count would give us a perfect view on the distribution of the next “roll”. However, it’s also going to be a nightmare to track the separate counts for each point. (I’m told there is such a single shoe-based game out there; the player didn’t have much luck cracking it, probably because of the difficulty in maintaining all the counts.)

The game at Viejas is dealt out of a CSM, which holds 264 cards (44 sets of “dice”). The reason we can still apply counting to the CSM is that a small number of cards are buffered at the front of the CSM, so the dealer can quickly deal out a number of cards without having to wait for the mechanism. In fact, the cards in the CSM are arranged into 18 slots, where the muck is shuffled into a random position of a random slot. The CSM then drops a random slot down into the buffer for the dealer to draw from, until the buffer empties, at which time another random slot of cards is dropped into the buffer. The slot can contain anywhere from 0 to 20-something cards.

So, some thought and computer modeling of the CSM shows we could calculate the exact distribution of the next roll, provided we know when the slots are dropped. But of course, there’s an opaque cover to the CSM, and we don’t know anything about where we are in the current slot. But, after experimenting with our models, we find we’re not totally out of luck. In fact, just using a simple “windowing” of our count over the last 4 or 5 rolls still produces an amazing correlation between the count and our Don’t Pass Odds EV. The graph below shows this correlation for simulations over a very large number of games.

fair_count_csm

CSM Craps Counting Advantage

This graph shows that on average, we’re +EV for laying odds against the 4/6/8/10 points when the count is >= 0. On average, we can expect about a +0.40% EV edge on these odds lay for a +8 count. Now, the spreadsheet for a shoe predicts a +0.5% EV edge for the same count, but we’re losing some of the effect due to the uncertainty of the slot in the CSM. For example, we could have seen a (5,4) followed by a (6,6) roll, and laid 10x odds against the 10 point, expecting about a 0.4% to 0.5% edge. However, at this point a new slot could then drop, with a unbiased probability of having the just-shuffled rolls in it. So, we actually have no edge, except the inherent +0.13% edge due to the basic card distribution. So we’re just getting a fair bet, instead of one stacked in our favor.

Note that as we expected, we have no inherent edge on the 5/9 points. We need some rolls to swing the distribution into our favor before laying any odds. Also note that we can’t ever really get a very positive count for the 6/8 points, and we essentially max out at a +4 count. In a CSM, a +4 count is only worth about +0.2% edge, but its better than nothing. Plus, in order to overcome the -1.4% edge of the Don’t Pass flat bet, we need to push our odds. But, as you’d expect, we get a lot of milage from our 4/10 points, because they often swing +8, +12, up to +16 (all four rolls in the window are good). It’s easy to lay odds on these counts, and even more unlikely than usual that the point will hit (e.g., +16 is almost 2.15:1 to hit a 7 before the 4/10 point).

Don’t forget that this is a windowed counting scheme. You only use the last 4 or 5 rolls to compute the count. Anything that happened earlier has a stronger and stronger possibility of being in the slot that you’re dealing out of! If we knew we’re still in the same slot, and the shuffle can’t get to us, then great. But we don’t know. We just have to go with the averages, and limit our “knowledge” to the last 4 rolls.

Various Strategies

Ok, now that we know how the roll distribution is biased given our 4 or 5 count window, what’s the best way to play the game? Well, as I’ve said, the only +EV way to do this is to play Don’t Pass, and change the Odds you lay against the point, based on the count. This is called “Variable Don’t Pass”, and is described below. Another way that is +EV is to sit around and wait for good counts against the 4/10, then lay $51 to win $24 (or various multiples of this amount up to $2000). This is actually +EV, but not by much, since the vig is fairly expensive.

Variable Don’t Pass Odds

In this strategy, you place a Don’t Pass bet, and lay odds when the count is good. Keep track of the count for the given point. If the count goes bad, pick up your odds. Ideally, you may change your odds bet on a roll-by-roll basis. Its pretty easy to track the count for a given point, since you focus on the “key” cards (e.g., the Ace is the key card for the 8 point; the Six is the key card for the 6 point; Aces and Deuces are the key cards for the 9 point; Sixes and Fives are the key cards for the 5 point; high and low rolls are important for the 4/10 points). It gets pretty mechanical once you have some practice. To get +EV results, you need to max out to 10x odds for any positive (> 0) count against the 5/9 points, and for any non-negative (>= 0) count against the 4/6/8/10 points. It’s a lot of variance, so you can trade off EV for peace of mind by laying smaller odds.

Personally, I increase my odds lay by 1 unit for each +4 count (+0.25%). I lay a max of 4x odds against the 4/10, and 2x odds against the 5/6/8/9 points. I can’t beat the 1.4% house edge on the flat bet with these small odds.

Changing your don’t pass odds in the middle of the roll is very typical, even in a regular craps game. So, this type of behaviour is not ruled out as card-counting. I’ve been doing it on every roll, and no one cares.

Lay No-4/10

You can also get +EV results by waiting around for the count to get good against the 4 and 10 points. Any time there’s a +12 count (e.g., three “low” rolls and 2 neutral rolls out of 5), you’re +EV to lay $51 to win $24 against the 4/10 points. This comes up frequently enough, but may not last long before the count goes bad again, either by a bad roll occurring, or when the good rolls fall out of the window. Typically, when I do it, I’ll allow the count to go down to +4 or +8 before I take down the lay. The good thing about this is that you get your vig back when you take the bet down. Yay!

There’s a guy at Viejas who just lays against the 4/10, but he doesn’t count cards. He just puts up the bets until they’re resolved, win or lose. Plus, he bets $500 at a shot, or more.

Predict-a-Roll

A fun, but very -EV way to employ the count is to make short-term place bets based on the count, on the most heavily-affected number. It’s fun, because fairly often, you’re right with the predictions. It’s expensive, because the vig on place bets is so -EV, no count in the world will make it good. In the PlayCraps™ format, it’s really easy to change your bets on-the-fly, because you’re very close to the dealer, and its almost like playing a board game together. You could not take your bets up and down like this in a standard craps tub format.

For example, say all of a sudden I see a (1,1) roll, followed by (2,2), then (1,2). These are all good rolls for the 9 point, and the count is +12. The odds against the 9 are down from 1.5:1 to 1.43:1. It’s still -0.4% to place the 9, but I’m really likely to make the bet anyways. I’ll let it go a few rolls, then take it down if it doesn’t hit or lose to the 7.

I’m also likely to place the 6/8 if I see a good roll sequence. For example, (1,1) and (1,2) and (1,1) bring the odds against the 8 down from 1.2:1 to 1.16:1. The EV on the place bet is down to -0.08%. Its worth it to bet, just for the satisfaction of being Nostradamus. If you call enough numbers, and openly count, the other players look at you, then look at the CSM.

Conclusions

I’ve run simulations for all types of counting systems, with various parameters for the maximum muck depth (cards the dealers collect before feeding the CSM) and CSM buffer depth. All results agree with what a basic spreadsheet will show you. For every good roll against a 4/10 point, you pick up +.25% advantage on your odds. For every good roll against a 5/9 point, you pick up .13% advantage (half as good as the 4/10 point) on your odds. And for every good roll against a 6/8, you pick up 0.055% advantage (1/4 as good as the 4/10 point) on your odds.

The CSM is your friend. It makes counting easier, since you only have to remember the texture of the last 6 rolls. If the dealer allows muck to collect before feeding the CSM, widen your window to include the muck cards. When the dealer feeds the CSM after every roll, just keep track of the texture of the last 6 rolls. The floor personnel are not worried about counters in a CSM game, because they’re told you can’t count against it. However, with “dice”, each roll changes the distribution of the next roll, so the effect is much greater than in blackjack.

It’s the same any way you cut it. The game is biased against the pass line, and favors the Don’t Pass. While the edge is small, it plays very well, since counting is very easy, and your advantage can increase dramatically in a few rolls. Furthermore, the game is perfect for betting when the count is good, since you can lay up to 10x odds on your Don’t Pass bet when the count is good. And, you can immediately take down your odds if the count goes bad. It’s a counter’s dream.

Resources

25 Responses

Subscribe to comments with RSS.

  1. cardnight said, on August 27, 2009 at 7:29 pm

    Excellent analysis!

    Back when Barona used to use a CSW for their craps game, I determined that a player on the don’t pass could have beaten the game if he could have taken around 11x odds. (Barona only offers 5x odds.) What I did not consider was a buffer in the CSW (e.g., my analysis was based on the possibility that either of the two cards on a certain roll could potentially show up on the very next roll). Also, I believe Barona used a pool of 312 cards, whereas Viejas uses 248.

    I’ll have to check it out. Viejas’ Web site is currently touting a $3 minimum at their PlayCraps table. My bankroll might be able to handle that!

    • stephenhow said, on August 27, 2009 at 7:50 pm

      They only do the $3 game on some weekend nights. If you call and ask, it’s the game in the “Party Pit”. And yes, I remember for a short while seeing the CSM-based craps game at Barona. That was before I had any idea the game was beatable. I really enjoy the game, but the variance is too high for me to want to take it on. I just play $5 don’t pass (one point at a time), and vary my odds from 0x to 4x, proportionally to the count. (Actually, I wait for the count to get better than 2 before even laying 1x odds.) I expect to break even with this scheme, but it’s very low variance, and fun. In the last 8 sessions, may max win was +$230, and my max loss was -$60.

  2. Josh Strike said, on September 6, 2009 at 7:05 pm

    This is very interesting… but can you explain why there would be a higher distribution of 7′s inherent in a deck of cards than the normal distribution in a pair of dice?

  3. stephenhow said, on September 7, 2009 at 12:40 am

    There’s only a slightly higher initial frequency of 7′s in the shoe (e.g., for 44-sets of “dice”, there’s a .38% higher 7 frequency than physical dice). What’s more important is the relative frequency of 7 vs. the point (i.e., the actual odds of the DP). This effect can be seen by example: start with a full shoe, then “roll” a hard-10 (5,5). Next, roll a yo (5,6). Thus, we’ve used up 3 Fives and a Six from the shoe. The Five and Six are much more important to making the 10-point, than they are to make a 7-out. That’s because the only way to roll a 10 is (5,5), (6,4), (4,6), while you can make a seven by (1,6), (6,1), (5,2), (2,5), (3,4), (4,3). So now, the probability of rolling a 10 is down to .08055 (it’s .08333 with real dice), while the probability of rolling a 7 is up to .16727 (it’s only .16667 with real dice). Together, the odds of hitting the 10 instead of the 7 on the next roll is 2.08:1 (instead of 2:1 with real dice).

    The spreadsheet will show you this, if you play around with it. The most important difference with a cards-based game than a dice game is that independence of rolls is gone, and instead you get correlation. Each roll changes the distribution of the next “roll”, until the cards have a chance to be dealt out again, which is finite, because of the nature of the buffer of the CSM. All of the effects of the CSM have been modeled and simulated, and even when the dealer minimizes the amount of muck collected before feeding the CSM hopper, the bias towards Don’t Pass remains, and counting based on a trailing 6-roll window works.

  4. Josh Strike said, on September 7, 2009 at 7:34 am

    Thanks for such a complete explanation. I see the reduction in relative odds on hitting points vs. the 7 as the cards are cast out, but I still don’t get the .38% edge in the basic shoe which would bias the game toward betting the don’t pass. Is there a reason you peg 44 as the number of cards in the buffer? It seems to me that if there were 42 cards (or some other multiple of 6), and assuming the buffer was cleared before the come-out roll, you’d have an initial chance of a 7 that’s exactly the same as you’d get with dice… am I missing something? I’m not a statistics guru, but this stuff interests me… I’ve never touched one of those playcraps tables (I have that visceral ‘b.s.’ reaction to it that a lot of craps players seem to share…)

    • stephenhow said, on September 7, 2009 at 7:58 am

      Ok, even though they load the CSM with 44 sets of dice (Ace thru Six), the fact that the two “die” in a roll are not independent (like physical die), make the 7 a little more likely to come out that first roll. E.g., say the first card is a Four. Now, in physical dice, the chance that the second die is also a Four is 1/6. However, coming out of the shoe, the probability is less, only 43/(6*44-1). So, the probability of the first roll being an 8 relative to a 7 is lower than the normal 6:5 ratio. However, the 5 and 9 are normal 3:2 to the 7. Its just these little differences between a finite set of cards relative to independent die that make the game weird, and Don’t-biased.

  5. Josh Strike said, on September 7, 2009 at 7:42 am

    btw, I’m also a coder and the author of a piece of online casino ware in beta that allows players to tweak pay tables on some games along with some odd & interesting other stuff. The beta testers right now are competing for small weekly prizes based on how much play cash they win. Not that you’d be interested in the prizes, but a guy like you would probably enjoy these concoctions more than most, and maybe at some point I could, uh, hire you to help me with some of the holes in my math, since I coded this alone and basically flunked 11th grade precalculus, never to return to the subject in any academic way…
    if you have a few minutes to mess around with something like this, I’d love to hear your feedback… shoot me an email… it’s a private beta, by invite only, with <100 testers for now….
    Cheers,
    J

    • stephenhow said, on September 7, 2009 at 7:58 am

      Cool, will send you an email.

  6. Ted said, on October 31, 2009 at 7:21 pm

    Hey, you got linked from The Wizard of Odds site. Congratulations!

  7. fran said, on November 1, 2009 at 3:03 am

    HI,
    IT IS A GREAT DISCOVERY.
    KEEP ME POSTED FOR FURTHER SYSTEMS,PLEASE.
    BEST REGARDS.
    FRAN

  8. ImetyouBefore said, on November 2, 2009 at 12:09 am

    I met you before at Viejas.

    Unfortunately since the Wizard of Odds has covered this game, everybody and his brother will flock to San Diego to play this and this game would be pulled soon (or Don’t Pass bet would not be allowed any more).

    It would have been better for you to keep this secret for yourself; you would have had a meal ticket for life.

    • stephenhow said, on November 2, 2009 at 12:24 am

      Don’t worry about management shutting this game down. They’re more worried about people *not* playing the game than about any possible player edge. I count out loud, and try to convince the floor supervisors that the game is beatable. No one cares. Everyone at Viejas would be ecstatic if they got real action on the game. During the day, the dealers usually stand dead at the game. Of course, if big action came in, and beat it seriously for a month, they’d probably close it down. But that wont happen, even though I’m going to write a series of tutorial articles on how to beat the game.

    • FriendOfSteve said, on November 3, 2009 at 10:57 am

      IMetyouBefore – you don’t know Steve very well when you say “you should have kept this secret for yourself…” Steve has exposed other +EV games in the past, one in particular was insanely +EV and Steve posted all the details on the net, and big money did come in and the game was shutdown. Steve is motivated by the challenge of finding these situations, not by exploiting them for personal profit.

    • stephenhow said, on November 3, 2009 at 11:46 pm

      I went to play at Viejas tonight, to see if there was anyone or any action at all related to the recent traffic from the WizardOfOdds. As usual, there were only the regulars betting the way they always do. There’s one guy, a total nut, who just plays the field, using some form of a Martingale system. He just stares at the field and his checks, never looks up, and maybe mumbles something every now and then. His real system is to bet until its gone, even if he has to stack all his chips on the field to do so. It’s only me and the dealers that count and make predictions. We’re all hoping for the big action, but we don’t think it’ll happen.

  9. carlos said, on November 13, 2009 at 10:27 pm

    hi,

    thanks for the info, I just got back from viejas and tried the system. I went friday night at 7pm and there was still 1 seat at the table. I was the only one counting and playing the don’t pass.

    Counting saved me a few heavy losses as I removed the odds when the count went bad.

    Ironically enough, I switched to the pass line at the end and took a lot of odds since the count was good on the 10. And I won.

    One quick question when you have time; If I play the pass line can I count the same way and just bet when the count is negative?
    for example if the point is the 8 and I see;
    (1,4) , (2,3) , (3,3) , (1,5)
    Is the count -2 just as it would be if I was playing the don’t pass?

    thanks again,
    Carlos

    • stephenhow said, on November 14, 2009 at 8:41 am

      Hi Carlos,

      I probably just missed you last night at Viejas. I was playing the Ultimate Draw Poker game, because I was trying to win the Money Train promotion. I did win $98 at Draw, then I played pass line at craps and lost $115 :( I’ll play pass when there’s a full table, because I want to have fun with everyone. I’ll place numbers based on the count, which is pretty -EV, since you can’t overcome the vig. But I always bet too small to overcome the vig, even with a perfect count on DP. So I’m really there to have fun. (I’m the guy who always has his place bets working on the come out.)

      Yes, you just invert the count to apply it to pass line odds. The example roll you gave is good for your 8 odds if you’re playing a 4-roll window, as the count is 2 -1 -1 +2 = 2. Personally, I play a 6-roll window, so this sequence is just neutral, and I need another 1 in the window. I went back to a 6-roll window, because of refinements to the CSM model (finite time to shuffle in muck, and revision down to 18 slots).

      It sounds like you have it! Have you tried my online practice game yet? It simulates a CSM shuffler like they have at Viejas (18 slots). There’s no model of the finite shuffle time, which is probably more accurate for a slower, full game. You can try some sessions with a 4-roll window, and some with a 6-roll window.

  10. Billy said, on December 24, 2009 at 8:41 am

    Excellent analysis! I just found this page and I’m impressed with the thoroughness of the approach.

    I’ve long been a fan of Don’t systems in general, so I will see if any of my methods will fit into this approach. I like the flexibility in being able to adjust my lay odds based on the count.

    Would be interested to hear if you have written the tutorials that you mentioned above. Thanks.

  11. Joe said, on April 19, 2010 at 11:05 pm

    Hi Stephen,

    Very impressive analysis I must say. Quite thorough and rigorous. I am curious on what you think the player edge is per roll without counting. And what is the edge with counting say 5 roll windows? There are some differences in numbers through the posts. Keep up the good work.

    • stephenhow said, on April 20, 2010 at 6:56 am

      I just re-ran the simulations to check, and playing don’t pass with constant 10x odds (no counting) yields about 1.0% of the flat bet per game. E.g., playing $5 don’t pass with 10x odds, you’ll make an average of $.05 per game. If you use the windowed counting method to lay 10x odds when the count is good and 0x when the count is bad, you’ll double your return to about 2.0% per game.

      • Joe said, on April 20, 2010 at 8:35 am

        Per game means for every decision/roll (and not come out roll)? Thinking about perhaps visiting the casino. Thanks for the help.

      • stephenhow said, on April 20, 2010 at 12:21 pm

        Per game means each time the don’t pass flat bet is resolved. A game may be as short as one roll (7, 11, or craps on the come out roll), or can take many rolls until the point is made or 7 out.

  12. Joe said, on May 8, 2010 at 3:26 am

    Don’t come bets would have the same player advantage, right? It’ll probably be too confusing though if playing the count.

    • stephenhow said, on May 8, 2010 at 6:25 am

      The advantage on the Come odds are a little less than the Don’t Come odds, because the counts are slightly biased towards the Don’ts. In other words, the Don’t counts start off + for the 10/4 and the 6/8, and are neutral for the 5/9. So even at 10x odds, counting and varying your Come/Pass odds won’t overcome the built-in odds against the numbers. As I’ve said before, the best way to play the game is to bring pen & paper, and write down the rolls. It’s pretty easy to play DP and vary the odds with the count (i.e., look at the last 6 rolls, and check if the count is good to lay odds against the point). That’s what the practice game does.

  13. David Cohen said, on July 7, 2010 at 6:36 pm

    2 Points of Interest:

    1. In a DP Bar 12 format where the count is high in favor of a DP 4 point, the reduced probability of hitting an ace-ace / ace-deuce on the initial phase of the game may be significant enough to eliminate any material advantage of the high count on the lay phase of the game. I have not “done the math,” but there may even be a cross-over point where there is a net disadvantage.

    2. In a DP Bar 12 format and if seeking to maximize profit over time, one could watch the game until the count favors a DP 10 point. Then, play the game and have 2 distinct advantages: (i) a reduced probability of hitting a 5-6 on the initial phase of the game, and (ii) the high count on taking odds on a DP 10 point (if and when the 10 point is established).

    Any reflections?

    David

    • stephenhow said, on July 8, 2010 at 7:25 am

      I also looked into the advantage of watching the count (i.e., when the distribution favors the low points, and low craps) before the come-out roll. Yes, this would probably be a good time to increase your DP bet. Maybe I’ll look into quantifying the advantage for this condition. Thanks.


Leave a Reply