Home ||Contact Us


Games you Can Play
General Rules
Imperfect Deck
Draw Poker

Draw Poker
General Rules of Poker
Stander Hand Rank of Poker
Basic Draw Poker Rule
Draw Poker Variation
Low and High-Low Variation
Spit Card Variants Poker
Miscellaneous Draw Poker Variants

Stud Poker

Stud Poker
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

Rummy Games

Rummy Games
Six Seven Card Straight
Six Seven Card Knock Rummy
Coon Can
Five Hundred Rummy
Continental Rummy
Fortune Rummy
Kalooki (CALOOCHI)

Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

Variation of Canasta
Typical Four-Handed Score Sheet

Bridge: Contract and Auction =================
Contract and Auction
Contract Bridge Scoring Table
Bridge Poker
Minimum Biddable Suits
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

Cribbage and How it is Played

Cribbage how to Play
Strategy at Cribbage


Strategy at Casino

Children and Family Card Games

Family Card Games
Old Maid
Animals or menagerie

Miscellaneous Card Games

Miscellaneous Card Games
Scotch whist
Lift smoke
Crazy eights

Solitaire and Patience Games =================

Solitaire and Patience Games
Single-deck solitaire
Auld Lang Syne
Four Seasons
Beleaguered Castle
Poker Solitaire
Two-deck solitaire
Multiple solitaires

Chess, Checkers, and Teeko

Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

Parlor Games for All

Parlor Games
Twenty Questions

Dice and their Many Games

Dice have been fascinating people and deciding fates for over 2,000 years. Even the language of dice echoes history. When Caesar made the critical decision to take his victorious army across the Rubicon against the edict of Rome, he took his retort from the lexicon of the dice player: "Tacta alea est." The die is cast. Primitive tribes all over the globe the American Indian, the Aztec, and Maya, the South Sea Islander, the Eskimo, the African have gambled with dice of many curious shapes and markings. Dice have been made from plum and peach stones; seeds; buffalo, caribou and moose bone; deer horn; pebbles; pottery; walnut shells; beaver and woodchuck teeth. In Greek and Roman times, most dice were made of bone and ivory; but others were of bronze, agate, rock crystal, onyx, jet, alabaster, marble, amber, and porcelain. Almost all modern dice are made of cellulose or some other plastic material. The standard die is marked with a number of small dots (called spots) from one to six. The spots are arranged in conventional patterns and placed in conventional relative locations. Thus, the spots on the opposite sides must always total seven; one opposite six, two opposite five, and three opposite four. When the visible vertical sides are two and three and the top side is one, then six must be the bottom number while five and four must be on the opposite vertical sides. The combinations of the six spots (sides) plus the number of dice in play determine the mathematical probabilities.

In most games played with dice, the dice are thrown (rolled, flipped, shot, tossed, or cast) from the hand or from a receptacle called a dice cup in such a way that they will turn at random. The spots that face upward when the dice come to rest are the deciding spots. The combination of the topmost surfaces of the dice decides, according to the rules of the game being played, whether the thrower (called the shooter)wins, loses, continues to throw, or loses possession of the dice. There are two kinds of dice. Perfect dice or casino dice, made by hand and true to a tolerance of 1/5,000 of an inch, are used to play casino craps. Round -cornered imperfect dice, called "drugstore" or "candystore" dice, are fabricated automatically and are generally used as implements to play social and board games. Modern casino dice are sawed from extruded rods of cellulose. The spots are drilled into the faces of the die approximately 17/1,000 of an inch. Then all recessions are filled with a paint the same weight as the cellulose that has been drilled out. The dice are then buffed and polished and, since no recessions remain, are known as flush-spot dice. Most casinos use red flush-spot dice. Most casinos use red flush-spot dice, which are transparent and come in sets of five. The standard size used in Nevada, the Caribbean, and most casinos the world over, is 750 of an inch. The dice edges are generally either square and known as razor edge or slightly turned and known as feather edge. Casino dice usually carry their own special monogram and coded serial number as a means of thwarting dice cheats. Perfect dice used in various other dice games range from a 250-inch celluloid or bone "peewee" die to an extra large size. 770-inch. Perfect concave-spot dice, although still in use, are rarely seen in topnotch casinos. Drugstore dice are generally used for social and board games and are all round cornered. Pyramidal dice, pentahedral dice, and octahedral dice, with all sorts of face designs, are and have been used. Dice in various forms are the oldest gambling instruments known to man, and countless games are and have been played with them. Craps, the most popular gambling house game, is played with two dice. In more social play there are Dice and Scarney Dice, played with ten dice; there are various played with ten dice. In Backgammon and hundreds of "board games" two or more dice are thrown to determine the moves.



History’s biggest and faster-action gambling game, Craps is undoubtedly the most widely played dice game in the United States today.  More money is won and lost at Craps every day than at any other form of casino gambling.  It is of American Negro origin, or shown by the colorful slang still used in the game.  (Dice are still often called “African Dominoes.”)  Around New Orleans, some time after 1800, the Negro tried his hand at the old English game of Hazard, which the English sometimes called Craps, or Crabs.  But the intricacy of the rules led him to simplify the playing procedure so greatly that he ended up  inventing the present game of Private Craps.  This was the situations in 1907 when John H. Winn, a New York City dice maker by trade, became the first Craps book-maker or banker in history.  Winn invented the game of Open Craps – he did this by charging both right and wrong bettors a quarter for a $5 bet and 50 cents for a $10 bet.  This innovation gave Winn plenty of action and other operators, noticing it, began to follow suit.  Shortly afterward, Winn made to follow suit.  Shortly afterward, Winn made Bank Craps a two-way action game by adding the Don’t Pass line and charging 5 percent of the amount of any bet made against the direct charge, substitu5ted shorter house odds, and added more bets to the layout.
            There are basically four ways to play Craps ( a Craps game is usually referred to as “ crapo-shooting” or “shooting crap”), which are as follows:

            Private Craps is a friendly social game that does not use a casino, Craps table, or banker.  The only requisites for Private Craps are two or more persons with cash in their pockets and a pair of dice.  It can be played on a street corner, in a back alley, private club, army barracks, living room – anywhere the players have room in which to roll the dice.
            Bank Craps is the game found in all Nevada Casinos and  in most legalized establishments throughout the world.  Bank Craps is played on a specially constructed dice table of size and form similar to a billiard table.  Three dealer and two house employees known as boxmen stand at the side of the table.  One of the dealers, known as a stick-man handles the dice and stands opposite the boxmen.  Although there are other different-shaped  layouts, the actual difference is small.  Players are not permitted to gamble against each other; all bets are made against the house.  Clips or checks are used instead of cash when wagers are placed on the layout.  The layout is fixed so that the house has a mathematical advantage on every bet.

            Money Craps, Open Craps, or Fading Craps is a game played with cash in which players  are permitted to bet on point numbers among themselves.  A houseman, called a banker or bookie, is present to accept any bet within the house limit on all other bets and to point numbers that a player is unable to place with another player.  For this privilege, the player must pay the banker a charge, usually 5 percents of the amount wagered.
            New York Craps is a version of Bank Craps found in gambling houses in the Eastern part of the United States, the Bahamas, and in England.  The game is played on a specially constructed dice table that is similar to a Las Vegas or Bank Craps table.
            However, the table and layout are somewhat different and the house employees (dealers) are posted at each end of the table. A stickman stands at the center of the table and two boxmen sit opposite the stickman. The table is known as a double-end dealer and the dealers take a charge of 5 percent of the amount wagered on the point numbers (4, 5,6,8,9,10).

Scarne’s Official Rules for Private Craps



  1. Two dice. Each is numbered from one to six in such a way that the spots on opposite sides add to seven.
  2. A wall or backboard against which the dice are thrown.


  1. Any number may play.
  2. The player throwing the dice is the shooter. Any player, by consent of the others, may start the game by becoming the shooter.
  3. A new player may enter the game at any time, provided there is an opening in the circle. If no player objects at the time he takes his position, he becomes the shooter at his proper turn (even though he may take a position directly at the left of the shooter).
  4. The dice pass around the circle of players to the left-clockwise.
  5. Players may leave the card game at any time (without regard to their wins or losses).

The Play

  1. The dice are thrown and the two numbers that face upward when the dice come to rest, added together, are the deciding numbers.
  2. If on the first roll, called the come-out, the shooter throws a natural (7 or 11), it is a winning decision called a pass. If it is a craps (2, 3, or 12) it is a losing decision called a missout. If 4, 5, 6, 8, 9, or 10, that number becomes the shooter’s point and he continues throwing until he:

(a) throws his point again, which effects a winning decision or pass; or
(b) throws a seven which effects a losing decision or missout.

  1. The shooter’s first roll after a decision has been effected is a come-out.
  2. When the shooter misses’ out on the point, the dice pass to the next player on his left and it becomes this player’s turn to shoot.
  3. The shooter, if he wishes, may pass the dice to the next player on the completion of any decision, without waiting to miss out on the point.
  4. Any player may, if he likes, refuse to shoot his turn, and may pass to the next player.
  5. When more than one pair of dice are employed, players may call for a box-up or change of dice at any time, the change taking place immediately after the next decision.

The Throw or Roll

  1. The shooter shakes the dice in his closed hand and must try to throw them so that both dice hit and rebound from the backboard.
  2. If only one die hits the board, the roll counts but the players may reprimand the shooter.
  3. If this occurs a second time, the other players may designate someone else to complete the shooter’s turn at throwing. If they wish, they may also bar him from shooting for the duration of the casino game.
  4. If neither die hits the board, or if (when playing on a table or elevated surface) one or both dice falloff the playing surface, the roll is no-dice. It does not count and the dice must be thrown again.
  5. If the dice hit any object or person after hitting the board, the roll counts. It is not no- dice.
  6. If a die comes to rest cocked at an angle on a coin or any irregularity on the playing surface, and if there is a difference of opinion as to which number faces upward, a neutral player or any player or bystander designated by common consent shall stand at the shooter’s position and decide which number counts. He does this by stating which surface of the die appears to be the top surface from that position.
  7. If, after hitting the backboard, a die rolls out of sight under a bill or any other object on the playing surface, either a neutral player, a player designated by common consent, or a bystander shall take extreme care in trying to ascertain the top number.
  8. The practice of knocking the dice with the hand or kicking the dice aside with a foot on the roll and (hen calling “Gate!” or “No dice!” (known as gating) is, of course, not permitted.


  1. Right Bet. This is a wager that the dice will pass (win either by making a natural on the come-out or by throwing a point on the come-out and then repeating it before throwing a seven). Players making right bets are right bettors.
  2. Wrong Bet. This is a wager that the dice don’t pass. Players making wrong bets are wrong bettors.
  3. All bets must be made before the dice are thrown and cannot be made while they are rolling.
  4. Any off-number bet (see paragraph 15) may be called off by the bettors concerned before a decision is affected.
  5. Center Bet. Before the come-out, the shooter may (but is not required to) bet that he will pass. Players who cover this wager by betting an equal amount against the shooter, fade the shooter and are known as faders. These wagers, placed in the center of the playing surface, are center bets.
  6. If only a part of the shooter’s center bet is covered, the shooter may shoot for that amount or he may call the bet off by saying “No bet.”
  7. Side Bet. Any bet that is not a center bet is placed at one side of the playing surface and is known as a side bet. The shooter may make any side bet including the flat bet.
  8. Flat Bet. This is a side bet, made before the come-out, that the dice pass or don’t pass. It is the same as the center bet except that the shooter is not being faded and the bet is placed at the side.
  9. Point Bets. After the shooter has thrown a point on the come-out, a bet made by a right bettor that the shooter makes his point is a right point bet. A bet by a wrong bettor that the shooter misses his point is a wrong point bet. A right bettor takes the odds on that point; the wrong bettor lays the odds on that point.
  10. Come Bet. This is a bet that the dice will pass (win) the next roll, which is considered to be a come-out roll. Example: Suppose the shooter’s point is 4 and he bets that he comes. If he throws a 7, he loses any bet he has made on the 4; but he wins the come bet because, on this bet, the roll is considered to be a come-out, and the 7 is a natural arid wins. If he throws an 11, the point is still undecided but he wins the come bet. If he throws a 4, he wins the original point bet, but must continue throwing and make another 4 before throwing a 7 in order to win the come bet. If then he throws any other number (such as 6), it counts as a second point and he continues throwing in an attempt to make either or both points before throwing a 7.
  11. Don’t Come Bet. This is a bet that the dice don’t pass (lose) the next roll, which is considered to be a come-out roll.
  12. The Hard-Way Bet or Gag Bet. This is a bet that a specified even number (which may be either the shooter’s point or an off number) will or will not be thrown the hard way. The hard way means with two like numbers, such as making a 4 with a double two, a 6 with a double three, an 8 with a double four, or a 10 with a double five. If the number is thrown any other way, or a 7 is thrown, the bettor loses the hard-way bet.
  13. One-Roll Bet or Come-Out Bet. This is a bet that the shooter does or does not throw (a) a certain number in any way, (b) a certain number in a certain way, or (c) anyone of a group of numbers on the next roll. Examples: (a) a bet that the shooter will or won’t throw a 7 with any of the specific-way combinations: 1-6, 2-5, 3-4; (b) a bet that the shooter will or won’t throw a 7 with one specific combination, such as 3-4; (c) a bet that the shooter will or won’t throw any of the numbers in a group such as 2, 3, and 12 (craps), the group 4 and 10, the group 11 and 3, etc.
  14. One-Number Bet. This is a bet that a certain number or group of numbers will or will not be thrown before another number.
  15. Off-Number Bet. This is a bet, made at odds, that the shooter will or will not throw a specified number other than his point (any of the numbers 4, 5, 6, 8, 9, or 10) before throwing 7.
  16. Proposition Bet. This term applies in Private Craps to any bet not a Point or Off- Number Bet or a Flat Bet.
  17. Two-Number Bet. This is a bet that one of a certain two (sometimes more) numbers will or will not be thrown before a 7.
  18. Two-Roll Bet or Three-Roll Bet. This is a bet that a certain number or group of numbers will or will not be thrown in a specified number of rolls.

Strategy at Private Craps. There is little to , skillful play in Private Craps other than knowing the correct odds concerned in the various bets, and not accepting sucker bets (bets that offer the player unfavorable odds). However, there is one unfavorable bet that even the best-informed players make and that is a right center bet, which has a 1.414 percent disadvantage, or odds of 251 to 244, against  the shooter.  Many Craps players knowingly or unknowingly, seem to enjoy suffering this disadvantage.  But if you continue to buck that 1,414 percent, you are bound to lose.
The following are several odds tables relating to Private Craps that, if memorized, will surely help to improve your Craps shooting knowledge.



The points


4 can be made in three ways: 7 in six ways

2 to 1

5 can be made in four ways: 7 in six ways

3 to 2

6 can be made in five ways: 7 in six ways

6 to 5

8 can be made in five ways: 7 in six ways

6 to 5

9 can be made in four ways: 7 in six ways

3 to 2

10 can be made in three ways: 7 in six ways

2 to 1



The points


4 can be made with 2-2 in one way 

8 to 1

10 can be made with 5-5 in one way

8 to 1

6 can be made with  3-3 in one way

10 to 1

8 can be made with 4-4 in one way

10 to 1






Any pair

35 to 1


6 1/5 to 1


17 to 1


6 1/5 to 1

Any crap

8 to 1

Any 7

5 to 1


8 to 1

1-2 (3)

17 to 1


8 to 1

3-4 (7)

17 to 1


11 to 1

5-2 (7)

17 to 1


11 to 1

6-1 (7)

17 to 1


AMERICAN WHIST =================

Pinochle Many Variations

Pinochle Many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

Other Members of the Bezique Family


The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Boo-Ray or BOURÉ

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game
Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The Match Game

Glossary of Game Terms