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COMMONWEALTH OF PENNSYLVANIA

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The Pennsylvania Code website reflects the Pennsylvania Code changes effective through 54 Pa.B. 6234 (September 28, 2024).

Pennsylvania Code



CHAPTER 623a. CRAPS AND MINI-CRAPS

Sec.


623a.1.    Definitions.
623a.2.    Craps and Mini-Craps tables; physical characteristics.
623a.3.    Wagers.
623a.4.    Making and removal of wagers.
623a.5.    Payout odds.
623a.6.    Supplemental wagers made after the come out roll in support of Pass, Don’t Pass, Come and Don’t Come Bets (taking and laying odds).
623a.7.    Dice retention and selection.
623a.8.    Throw of the dice; invalid roll of the dice.
623a.9.    Point throw; settlement of wagers.
623a.10.    Continuation of shooter; selection of new shooter.
623a.11.    Additional procedures and rules for the Fire Bet.
623a.12.    Additional procedures and rules for Bonus Craps.

Authority

   The provisions of this Chapter 623a issued under 4 Pa.C.S. §  13A02(1)—(4), unless otherwise noted.

Source

   The provisions of this Chapter 623a adopted May 18, 2012, effective May 19, 2012, 42 Pa.B. 2886, unless otherwise noted.

Cross References

   This chapter cited in 58 Pa. Code §  623b.5 (relating to Power Odds); and 58 Pa. Code §  623c.3 (relating to Bonus Craps alternate paytable options; change in wager verbiage).

§ 623a.1. Definitions.

 The following words and terms, when used in this chapter, have the following meanings, unless the context clearly indicates otherwise:

   Boxperson—An employee of a certificate holder whose primary function is to participate in and supervise the conduct of gaming at a single Craps table.

   Buy Bet—A Place Bet to Win which offers a payout of true odds.

   Call Bet—A wager made without cash or chips for a known customer.

   Come out point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the come out roll.

   Come out roll—The first roll of the dice at the opening of the game and the first roll of the dice after a decision with respect to a Pass Bet and Don’t Pass Bet has been effected.

   Come point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the next roll following placement of a Come Bet or Don’t Come Bet.

   Lay Bet—A Place Bet to Lose which offers a payout of true odds.

   Stickperson—An employee of a certificate holder whose primary function is to control the selection and use of the dice at a Craps table.

§ 623a.2. Craps and Mini-Craps tables; physical characteristics.

 (a)  Craps and Mini-Craps shall be played on an oblong table with rounded corners and high walled sides.

 (b)  A Craps table may not be larger than 14 feet in length.

 (c)  A Mini-Craps table may not be longer than 9 1/2 feet in length and have seating locations for a maximum of nine players.

 (d)  The layout for a Craps or Mini-Craps table shall be submitted to the Bureau of Gaming Operations and approved in accordance with §  601a.10(a) (relating to approval of table game layouts, signage and equipment) and contain, at a minimum:

   (1)  The name or logo of the certificate holder.

   (2)  Specific areas designated for the placement of wagers authorized under §  623a.3 (relating to wagers).

   (3)  The words ‘‘no call bets.’’

   (4)  If the certificate holder offers the Fire Bet in accordance with §  623a.11 (relating to additional procedures and rules for the Fire Bet):

     (i)   No more than 16 areas designated for the placement of Fire Bets. The Fire Bet areas must be located around the perimeter of the layout, corresponding to player positions at the table, and sequentially numbered in a clockwise direction, with the area numbered 1 being located immediately to the left of the boxperson or dealer.

     (ii)   A designated area of the layout for the relocation and identification of all Fire Bets placed by players prior to the come out roll of a shooter. The designated area must be located in front of the boxperson and contain numbered areas which correspond to the location of the numbered areas described in subparagraph (i).

     (iii)   The following information, visible to all player positions, on the inside wall of the table:

       (A)   The payout odds for four, five and six different unique points made.

       (B)   Fire Bets shall be accepted only prior to a shooter’s initial come out roll.

       (C)   The wager limitations applicable to the Fire Bet.

   (5)  If the certificate holder offers Bonus Craps:

     (i)   A designated area of the layout in front of the boxperson for the placement of the following wagers:

       (A)   The All Small Wager.

       (B)   The All Or Nothing At All Wager.

       (C)   The All Tall Wager.

     (ii)   A designated area of the layout for the placement of a marker button on numbers 2 through 6 and numbers 8 through 12.

     (iii)   The payout odds for permissible Bonus Craps wagers.

 (e)  Each Craps and Mini-Craps table must have a drop box and tip box attached to the table in locations approved by the Bureau of Casino Compliance in accordance with §  601a.10(g).

Authority

   The provisions of this §  623a.2 amended under 4 Pa.C.S. § §  1202(b)(30), 1207(3) and (9) and 13A02(1), (2) and (4).

Source

   The provisions of this §  623a.2 amended January 31, 2014, effective February 1, 2014, 44 Pa.B. 619. Immediately preceding text appears at serial pages (362399) to (362400).

Cross References

   This section cited in 58 Pa. Code §  623c.1 (relating to Hot Roller Craps); 58 Pa. Code §  623c.2 (relating to Lucky Shooter wager); and 58 Pa. Code §  623c.4 (relating to Hot Shooter jackpot wager).

§ 623a.3. Wagers.

 (a)  The following wagers are authorized in the games of Craps and Mini-Craps:

   (1)  A Pass Bet placed on the Pass Line of the layout immediately prior to the come out roll. A winning or losing Pass Bet shall be determined as follows:

     (i)   A Pass Bet shall win if, on the come out roll, either:

       (A)   A total of 7 or 11 is thrown.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.

     (ii)   A Pass Bet shall lose if, on the come out roll, either:

       (A)   A total of 2, 3 or 12 is thrown.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.

   (2)  A Don’t Pass Bet placed on the Don’t Pass Line of the layout immediately prior to the come out roll. A winning or losing Don’t Pass Bet shall be determined as follows:

     (i)   A Don’t Pass Bet shall win if, on the come out roll, either:

       (A)   A total of 2 or 3 is thrown.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.

     (ii)   A Don’t Pass Bet shall lose if, on the come out roll, either:

       (A)   A total of 7 or 11 is thrown.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.

     (iii)   If a total of 12 is thrown on the come out roll, a Don’t Pass Bet shall be void and any Don’t Pass Bets shall be returned to the players.

   (3)  A Come Bet placed on the Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Come Bet, the dealer shall move the Come Bet into the numbered box corresponding to the number that was thrown. A winning or losing Come Bet shall be determined as follows:

     (i)   A Come Bet shall win if either:

       (A)   A total of 7 or 11 is thrown on the roll immediately following placement of the Come Bet.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and that total is thrown again before a 7 is thrown.

     (ii)   A Come Bet shall lose if either:

       (A)   A total of 2, 3 or 12 is thrown on the roll immediately following placement of the Come Bet.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and a 7 is subsequently thrown before that total is thrown again.

   (4)  A Don’t Come Bet placed on the Don’t Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Don’t Come Bet, the dealer shall move the Don’t Come Bet into a box adjacent to the numbered box corresponding to the number that was thrown. A winning or losing Don’t Come Bet shall be determined as follows:

     (i)   A Don’t Come Bet shall win if either:

       (A)   A total of 2 or 3 is thrown on the roll immediately following placement of the Don’t Come Bet.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don’t Come Bet and a 7 is subsequently thrown before that total is thrown again.

     (ii)   A Don’t Come Bet shall lose if either:

       (A)   A total of 7 or 11 is thrown on the roll immediately following placement of the Don’t Come Bet.

       (B)   A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don’t Come Bet and that total is thrown again before a 7 is thrown.

     (iii)   If a total of 12 is thrown on the roll immediately following placement of a Don’t Come Bet, the Don’t Come Bet shall be void and any Don’t Come Bets shall be returned to the players.

   (5)  A Place Bet to Win on any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Win shall be inactive on a come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Place Bet to Win shall be determined as follows:

     (i)   A Place Bet to Win shall win if the number on which the wager was placed is thrown before a 7 is thrown.

     (ii)   A Place Bet to Win shall lose if a 7 is thrown before the number on which the wager was placed is thrown.

   (6)  A Place Bet to Lose placed in a box adjacent to any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Lose shall be inactive on a come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Place Bet to Lose shall be determined as follows:

     (i)   A Place Bet to Lose shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.

     (ii)   A Place Bet to Lose shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.

   (7)  A Four the Hardway Bet placed in a box which shows two dice, each of which displays a value of 2, that may be made at any time. A Four the Hardway Bet shall be inactive on the come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Four the Hardway Bet shall be determined as follows:

     (i)   A Four the Hardway Bet shall win if a total of 4 is thrown with a 2 appearing on each die before a 4 is thrown in any other way or before a 7 is thrown.

     (ii)   A Four the Hardway Bet shall lose if a total of 4 is thrown without a 2 appearing on each die or a 7 is thrown before a total of 4 is thrown with a 2 appearing on each die.

   (8)  A Six the Hardway Bet placed in a box which shows two dice, each of which displays a value of 3, that may be made at any time. A Six the Hardway Bet shall be inactive on the come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Six the Hardway Bet shall be determined as follows:

     (i)   A Six the Hardway Bet shall win if a total of 6 is thrown with a 3 appearing on each die before a 6 is thrown in any other way or before a 7 is thrown.

     (ii)   A Six the Hardway Bet shall lose if a total of 6 is thrown without a 3 appearing on each die or a 7 is thrown before a total of 6 is thrown with a 3 appearing on each die.

   (9)  An Eight the Hardway Bet placed in a box which shows two dice, each of which displays a value of 4, that may be made at any time. An Eight the Hardway Bet shall be inactive on the come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Eight the Hardway Bet shall be determined as follows:

     (i)   An Eight the Hardway Bet shall win if a total of 8 is thrown with a 4 appearing on each die before an 8 is thrown in any other way or before a 7 is thrown.

     (ii)   An Eight the Hardway Bet shall lose if a total of 8 is thrown without a 4 appearing on each die or a 7 is thrown before a total of 8 is thrown with a 4 appearing on each die.

   (10)  A Ten the Hardway Bet placed in a box which shows two dice, each of which displays a value of 5, that may be made at any time. A Ten the Hardway Bet shall be inactive on the come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Ten the Hardway Bet shall be determined as follows:

     (i)   A Ten the Hardway Bet shall win if a total of 10 is thrown with a 5 appearing on each die before a 10 is thrown in any other way or before a 7 is thrown.

     (ii)   A Ten the Hardway Bet shall lose if a total of 10 is thrown without a 5 appearing on each die or a 7 is thrown before a total of 10 is thrown with a 5 appearing on each die.

   (11)  A Field Bet placed in a box which shows the numbers 2, 3, 4, 9, 10, 11 and 12 that may be made at any time. A winning or losing Field Bet shall be determined as follows:

     (i)   A Field Bet shall win if a 2, 3, 4, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the Field Bet.

     (ii)   A Field Bet shall lose if a 5, 6, 7 or 8 is thrown on the roll immediately following placement of the Field Bet.

   (12)  An Any Seven Bet placed in a box which contains the phrase ‘‘Any Seven’’ that may be made at any time. A winning or losing Any Seven Bet shall be determined as follows:

     (i)   An Any Seven Bet shall win if a 7 is thrown on the roll immediately following placement of the Any Seven Bet.

     (ii)   An Any Seven Bet shall lose if any total other than a 7 is thrown on the roll immediately following placement of the Any Seven Bet.

   (13)  An Any Craps Bet placed in a box which contains the phrase ‘‘Any Craps’’ that may be made at any time. A winning or losing Any Craps Bet shall be determined as follows:

     (i)   An Any Craps Bet shall win if a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.

     (ii)   An Any Craps Bet shall lose if any total other than a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.

   (14)  A Craps Two Bet placed in a box which shows two dice, each of which displays a value of 1, that may be made at any time. A winning or losing Craps Two Bet shall be determined as follows:

     (i)   A Craps Two Bet shall win if a 2 is thrown on the roll immediately following placement of the Craps Two Bet.

     (ii)   A Craps Two Bet shall lose if any total other than a 2 is thrown on the roll immediately following placement of the Craps Two Bet.

   (15)  A Craps Three Bet placed in a box which shows two dice, one of which displays a value of 1 and the other of which displays a value of 2, that may be made at any time. A winning or losing Craps Three Bet shall be determined as follows:

     (i)   A Craps Three Bet shall win if a 3 is thrown on the roll immediately following placement of the Craps Three Bet.

     (ii)   A Craps Three Bet shall lose if any total other than a 3 is thrown on the roll immediately following placement of the Craps Three Bet.

   (16)  A Craps Twelve Bet placed in a box which shows two dice, each of which displays a value of 6, that may be made at any time. A winning or losing Craps Twelve Bet shall be determined as follows:

     (i)   A Craps Twelve Bet shall win if a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.

     (ii)   A Craps Twelve Bet shall lose if any total other than a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.

   (17)  An 11 in One Roll Bet placed in a box which shows two dice, one of which displays a value of 5 and the other of which displays a value of 6, that may be made at any time. A winning or losing 11 in One Roll Bet shall be determined as follows:

     (i)   An 11 in One Roll Bet shall win if an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.

     (ii)   An 11 in One Roll Bet shall lose if any total other than an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.

   (18)  A Craps-Eleven or C and E Bet placed in an area on the table layout that contains the letters ‘‘C’’ and ‘‘E’’ that may be made at any time. A winning or losing Craps-Eleven or C and E Bet shall be determined as follows:

     (i)   A Craps-Eleven or C and E Bet shall win if a 2, 3, 11 or 12 is rolled immediately following placement of the Craps-Eleven or C and E Bet.

     (ii)   A Craps-Eleven or C and E Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Craps-Eleven or C and E Bet.

   (19)  A Horn Bet placed in a box which contains the words ‘‘Horn Bet’’ that may be made at any time. A Horn Bet shall be placed in units of four. A winning or losing Horn Bet shall be determined as follows:

     (i)   A Horn Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.

     (ii)   A Horn Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.

   (20)  A Horn High Bet placed in a box which contains the words ‘‘Horn High Bet’’ and two dice with a total value of 2, 3, 11 or 12 that may be made at any time. A Horn High Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Horn High Bet shall break down a Horn High Bet into two separate wagers of four units on the Horn Bet and one unit on one of the boxes which contain two dice with a total value of 2, 3, 11 or 12. A winning or losing Horn High Bet shall be determined as follows:

     (i)   A Horn High Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

     (ii)   A Horn High Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

   (21)  A Whirl Bet placed in a box which contains the words ‘‘Whirl Bet’’ that may be made at any time. A Whirl Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Whirl Bet shall break down a Whirl Bet into two separate wagers of four units on the Horn Bet and one unit on the Any Seven Bet. A winning or losing Whirl Bet shall be determined as follows:

     (i)   A Whirl Bet shall win if a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Whirl Bet.

     (ii)   A Whirl Bet shall lose if any total other than a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

   (22)  A Four the Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four the Hardway on the Hop Bet shall be determined as follows:

     (i)   A Four the Hardway on the Hop Bet shall win if a total of 4 is thrown with a 2 appearing on each die on the roll immediately following placement of the Four the Hardway on the Hop Bet.

     (ii)   A Four the Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four the Hardway on The Hop Bet.

   (23)  A Six the Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Six the Hardway on the Hop Bet shall be determined as follows:

     (i)   A Six the Hardway on the Hop Bet shall win if a total of 6 is thrown with a 3 appearing on each die on the roll immediately following placement of the Six the Hardway on the Hop Bet.

     (ii)   A Six the Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Six the Hardway on the Hop Bet.

   (24)  An Eight the Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Eight the Hardway on the Hop Bet shall be determined as follows:

     (i)   An Eight the Hardway on the Hop Bet shall win if a total of 8 is thrown with a 4 appearing on each die on the roll immediately following placement of the Eight the Hardway on the Hop Bet.

     (ii)   An Eight the Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Eight the Hardway on the Hop Bet.

   (25)  A Ten the Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Ten the Hardway on the Hop Bet shall be determined as follows:

     (i)   A Ten the Hardway on the Hop Bet shall win if a total of 10 is thrown with a 5 appearing on each die on the roll immediately following placement of the Ten the Hardway on the Hop Bet.

     (ii)   A Ten the Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Ten the Hardway on the Hop Bet.

   (26)  A One-Three or Ace-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Three or Ace-Trey on the Hop Bet shall be determined as follows:

     (i)   A One-Three or Ace-Trey on the Hop Bet shall win if a total of 4 is thrown with a 1 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.

     (ii)   A One-Three or Ace-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.

   (27)  A One-Four or Ace-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Four or Ace-Four on the Hop Bet shall be determined as follows:

     (i)   A One-Four or Ace-Four on the Hop Bet shall win if a total of 5 is thrown with a 1 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.

     (ii)   A One-Four or Ace-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.

   (28)  A Two-Three or Deuce-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Three or Deuce-Trey on the Hop Bet shall be determined as follows:

     (i)   A Two-Three or Deuce-Trey on the Hop Bet shall win if a total of 5 is thrown with a 2 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.

     (ii)   A Two-Three or Deuce-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.

   (29)  A One-Five or Ace-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Five or Ace-Five on the Hop Bet shall be determined as follows:

     (i)   A One-Five or Ace-Five on the Hop Bet shall win if a total of 6 is thrown with a 1 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

     (ii)   A One-Five or Ace-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

   (30)  A Two-Four or Deuce-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Four or Deuce-Four on the Hop Bet shall be determined as follows:

     (i)   A Two-Four or Deuce-Four on the Hop Bet shall win if a total of 6 is thrown with a 2 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Two-Four or Deuce-Four on the Hop Bet.

     (ii)   A Two-Four or Deuce-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

   (31)  A One-Six or Ace-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Six or Ace-Six on the Hop Bet shall be determined as follows:

     (i)   A One-Six or Ace-Six on the Hop Bet shall win if a total of 7 is thrown with a 1 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.

     (ii)   A One-Six or Ace-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.

   (32)  A Two-Five or Deuce-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Five or Deuce-Five on the Hop Bet shall be determined as follows:

     (i)   A Two-Five or Deuce-Five on the Hop Bet shall win if a total of 7 is thrown with a 2 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.

     (ii)   A Two-Five or Deuce-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.

   (33)  A Three-Four or Trey-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Four or Trey-Four on the Hop Bet shall be determined as follows:

     (i)   A Three-Four or Trey-Four on the Hop Bet shall win if a total of 7 is thrown with a 3 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.

     (ii)   A Three-Four or Trey-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.

   (34)  A Two-Six or Deuce-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Six or Deuce-Six on the Hop Bet shall be determined as follows:

     (i)   A Two-Six or Deuce-Six on the Hop Bet shall win if a total of 8 is thrown with a 2 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.

     (ii)   A Two-Six or Deuce-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.

   (35)  A Three-Five or Trey-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Five or Trey-Five on the Hop Bet shall be determined as follows:

     (i)   A Three-Five or Trey-Five on the Hop Bet shall win if a total of 8 is thrown with a 3 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.

     (ii)   A Three-Five or Trey-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.

   (36)  A Three-Six or Trey-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Bet shall be determined as follows:

     (i)   A Three-Six or Trey-Six on the Hop Bet shall win if a total of 9 is thrown with a 3 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.

     (ii)   A Three-Six or Trey-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.

   (37)  A Four-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four-Five on the Hop Bet shall be determined as follows:

     (i)   A Four-Five on the Hop Bet shall win if a total of 9 is thrown with a 4 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Four-Five on the Hop Bet.

     (ii)   A Four-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Five on the Hop Bet.

   (38)  A Four-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Bet shall be determined as follows:

     (i)   A Four-Six on the Hop Bet shall win if a total of 10 is thrown with a 4 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Four-Six on the Hop Bet.

     (ii)   A Four-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Six on the Hop Bet.

   (39)  A 6-7-8 Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing 6-7-8 Bet shall be determined as follows:

     (i)   A 6-7-8 Bet shall win if a total of 6, 7 or 8 is thrown on the roll immediately following placement of the 6-7-8 Bet.

     (ii)   A 6-7-8 Bet shall lose if a 2, 3, 4, 5, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the 6-7-8 Bet.

   (40)  A Fire Bet that may only be made prior to the come out roll of a new shooter.

     (i)   A Fire Bet shall win if at least four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.

     (ii)   A Fire Bet shall lose if less than four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.

   (41)  In addition to Place Bets to Win on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under §  601a.2 (relating to table games Rules Submissions), offer players the option of placing a Buy Bet to receive true odds on the Place Bet to Win. A Buy Bet shall be inactive on a come out roll unless called ‘‘on’’ by the player and confirmed by the dealer through placement of an ‘‘on’’ marker button on top of the player’s wager. A winning or losing Buy Bet shall be determined as follows:

     (i)   A Buy Bet shall win if the number on which the wager was placed is thrown before a 7 is thrown.

     (ii)   A Buy Bet shall lose if a 7 is thrown before the number on which the wager was placed is thrown.

   (42)  In addition to or in lieu of the Place Bets to Lose on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under §  601a.2, offer players the option of placing a Lay Bet to receive true odds on the Place Bet to Lose. A Lay Bet shall be active on a come out roll unless called ‘‘off’’ by the player and confirmed by the dealer through placement of an ‘‘off’’ marker button on top of the player’s wager. A winning or losing Lay Bets shall be determined as follows:

     (i)   A Lay Bet shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.

     (ii)   A Lay Bet shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.

   (43)  If Bonus Craps is being offered, the following wagers may be made immediately prior to the come out roll:

     (i)   An All Small Wager which will win if all of the numbers 2 through 6 are thrown before a 7 is thrown.

     (ii)   An All Or Nothing At All Wager which shall win if all of the numbers 2 through 6 and 8 through 12 are thrown before a 7 is thrown.

     (iii)   An All Tall Wager which shall win if all numbers 8 through 12 are thrown before a 7 is thrown.

 (b)  Except as permitted under §  623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don’t Pass, Come and Don’t Come Bets (taking and laying odds)), the amount of a Craps or Mini-Craps wager:

   (1)  May not be less than the minimum wager.

   (2)  May not be more than the maximum wager.

 (c)  The minimum and maximum wagers shall be posted at each Craps or Mini-Craps table.

Authority

   The provisions of this §  623a.3 amended under 4 Pa.C.S. § §  1202(b)(30), 1207(3) and (9) and 13A02(1), (2) and (4).

Source

   The provisions of this §  623a.3 amended January 31, 2014, effective February 1, 2014, 44 Pa.B. 619. Immediately preceding text appears at serial pages (362400) to (362410).

Cross References

   This section cited in 58 Pa. Code §  623a.2 (relating to Craps and Mini-Craps tables; physical characteristics); 58 Pa. Code §  623a.5 (relating to payout odds); 58 Pa. Code §  623a.11 (relating to additional procedures and rules for the Fire Bet); 58 Pa. Code §  623a.12 (relating to additional procedures and rules for Bonus Craps); and 58 Pa. Code §  623c.3 (relating to Bonus Craps alternate paytable option; change in wager verbiage).

§ 623a.4. Making and removal of wagers.

 (a)  Wagers shall be made before the dice are thrown.

 (b)  Wagers shall be made by placing value chips or plaques on the appropriate areas of the layout. Verbal wagers accompanied by cash may be accepted provided that they are confirmed by the dealer and the cash is expeditiously converted into value chips or plaques.

 (c)  A wager made on any bet may be removed or reduced at any time prior to a roll that decides the outcome of the wager except that:

   (1)  A Pass Bet may not be wagered, removed or reduced after a come out point is established with respect to the Pass Bet.

   (2)  A Come Bet may not be removed or reduced after a come point is established with respect to the Come Bet.

   (3)  A Fire Bet may not be reduced or increased at any time, and may not be removed prior to the throwing of a loser 7.

   (4)  Any of the Bonus Craps wagers may not be reduced or increased at any time.

 (d)  A Don’t Come Bet and a Don’t Pass Bet may be removed or reduced at any time but may not be replaced or increased after the bet has been removed or reduced.

 (e)  Only players who are seated at a Mini-Craps table may place a wager at the game. Once a player has placed a wager, that player shall remain seated until the completion of the round of play.

Authority

   The provisions of this §  623a.4 amended under 4 Pa.C.S. § §  1202(b)(9)—(23) and (30), 1205, 1206(f) and (g), 1207(1)—(3) and (9), 1208(1)(iii), 1209(b), 1212, 1213, 13A02(1), (2) and (4), 13A11, 13A12—13A14, 13A15 and 1802 and Chapter 13.

Source

   The provisions of this §  623a.4 amended January 31, 2014, effective February 1, 2014, 44 Pa.B. 619; amended June 12, 2015, effective June 13, 2015, 45 Pa.B. 2829. Immediately preceding text appears at serial pages (370473) to (370474).

Cross References

   This section cited in 58 Pa. Code §  623b.5 (relating to Power Odds).

§ 623a.5. Payout odds.

 (a)  The certificate holder shall pay out winning Craps and Mini-Craps wagers as follows:

Wager Payout Odds
Pass Bet 1 to 1
Don’t Pass Bet 1 to 1
Come Bet 1 to 1
Don’t Come Bet 1 to 1
Place Bet to Win on 4 9 to 5
Place Bet to Win on 5 7 to 5
Place Bet to Win on 6 7 to 6
Place Bet to Win on 8 7 to 6
Place Bet to Win on 9 7 to 5
Place Bet to Win on 10 9 to 5
Place Bet to Lose on 4 5 to 11
Place Bet to Lose on 5 5 to 8
Place Bet to Lose on 6 4 to 5
Place Bet to Lose on 8 4 to 5
Place Bet to Lose on 9 5 to 8
Place Bet to Lose on 10 5 to 11
Four the Hardway Bet 7 to 1
Six the Hardway Bet 9 to 1
Eight the Hardway Bet 9 to 1
Ten the Hardway Bet 7 to 1
Field Bet:
On a 3, 4, 9, 10 or 11 1 to 1
On a 2 or 12 2 to 1
Any Seven Bet 4 to 1
Any Craps Bet 7 to 1
Craps 2 Bet 30 to 1
Craps 3 Bet 15 to 1
Craps 12 Bet 30 to 1
11 in One Roll 15 to 1
Four the Hardway on the Hop Bet 30 to 1
Six the Hardway on the Hop Bet 30 to 1
Eight the Hardway on the Hop Bet 30 to 1
Ten the Hardway on the Hop Bet 30 to 1
One-Three or Ace-Trey on the Hop Bet 15 to 1
One-Four or Ace-Four on the Hop Bet 15 to 1
One-Five or Ace-Five on the Hop Bet 15 to 1
One-Six or Ace-Six on the Hop Bet 15 to 1
Two-Three or Deuce-Trey on the Hop Bet 15 to 1
Two-Four or Deuce-Four on the Hop Bet 15 to 1
Two-Five or Deuce-Five on the Hop Bet 15 to 1
Two-Six or Deuce-Six on the Hop Bet 15 to 1
Three-Four or Trey-Four on the Hop Bet 15 to 1
Three-Five or Trey-Five on the Hop Bet 15 to 1
Three-Six or Trey-Six on the Hop Bet 15 to 1
Four-Five on the Hop Bet 15 to 1
Four-Six on the Hop Bet 15 to 1
6-7-8 Bet:
On a 6 that is a One-Five or 1 to 1
 Two-Four, on any 7 or an 8 that is a
 Two-Six or Three-Five
On a 6 that is a Three-Three or an 8 that
 is a Four-Four 2 to 1

 (b)  A Craps-Eleven or C and E Bet shall be paid as if 1/2 of the Craps-Eleven or C and E Bet had been placed as an Any Craps Bet (7 to 1) and 1/2 as an 11 in One Roll (15 to 1), and shall be paid as if two separate wagers were made for the one roll.

 (c)  A Horn Bet shall be paid as if it were four separate wagers on the 2, 3, 11 and 12, each of which equaling 25% of the Horn Bet.

 (d)  A Horn High Bet shall be paid as if it were four separate wagers on the 2, 3, 11 and 12, each of which equaling 20% of the Horn High Bet and a fifth wager on the 2, 3, 11 or 12, equaling 20% of the Horn High Bet.

 (e)  A Whirl Bet shall be paid as if it were two separate wagers with four units wagered as a Horn Bet and one unit wagered as an Any Seven Bet.

 (f)  A winning Fire Bet shall be paid once for the highest number of different unique points made at the odds in one of the following pay tables selected by the certificate holder in its Rules Submission under §  601a.2 (relating to table games Rules Submissions).

Individual Unique Points Made Payout A Payout B
Four Points 24 to 1 39 to 1
Five Points 249 to 1 199 to 1
Six or More Points 999 to 1 499 to 1

 (g)  A certificate holder that offers Buy Bets and Lay Bets:

   (1)  Shall pay winning Buy Bet wagers as follows:

Wager Payout Odds
Buy Bet on the 4 2 to 1
Buy Bet on the 5 3 to 2
Buy Bet on the 6 6 to 5
Buy Bet on the 8 6 to 5
Buy Bet on the 9 3 to 2
Buy Bet on the 10 2 to 1

   (2)  Shall pay winning Lay Bet wagers as follows:

Wager Payout Odds
Lay Bet against the 4 1 to 2
Lay Bet against the 5 2 to 3
Lay Bet against the 6 5 to 6
Lay Bet against the 8 5 to 6
Lay Bet against the 9 2 to 3
Lay Bet against the 10 1 to 2

   (3)  May collect a vigorish of up to 5%, as specified in the certificate holder’s Rules Submission, in accordance with the following requirements:

     (i)   For Buy Bets, the certificate holder may utilize one of the following vigorish procedures as specified in its Rules Submission:

       (A)   At the time the player makes a Buy Wager, the dealer shall collect a vigorish based on the amount wagered on the Buy Bet. The vigorish amount collected may not be included in the wager amount.

       (B)   The dealer shall collect a vigorish only on a winning Buy Bet. If the certificate holder utilizes this vigorish procedure for Buy Bets, it shall specify the wagers on which this vigorish will be applicable. For example, vigorish based on winning Buy Bets placed on the 4 or 10.

     (ii)   For Lay Bets, the certificate holder may utilize one of the following vigorish procedures as specified in its Rules Submission:

       (A)   At the time the player makes a Lay Wager, the dealer shall collect a vigorish based on the amount potentially won on the Lay Bet. The vigorish amount collected may not be included in the wager amount.

       (B)   The dealer shall collect a vigorish only on a winning Lay Bet. If the certificate holder utilizes this vigorish procedure for Lay Bets, it shall specify the wagers on which this vigorish will be applicable. For example, vigorish based on winning Lay Bets placed on the 4 or 10.

 (h)  A certificate holder that offers Bonus Craps in accordance with §  623a.3(a)(43) shall pay winning:

   (1)  All Small Wagers at odds of 34 to 1.

   (2)  All Or Nothing At All Wagers at odds of 175 to 1.

   (3)  All Tall Wagers at odds of 34 to 1.

 (i)  Except as permitted under subsection (g)(3), a certificate holder may not charge a percentage, fee or vigorish to a player in making any wager in the game of Craps or Mini-Craps.

 (j)  Except as permitted under §  623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don’t Pass, Come and Don’t Come Bets (taking and laying odds)), a certificate holder may not accept any wager in excess of the maximum bet posted at the table.

Authority

   The provisions of this §  623a.5 amended under 4 Pa.C.S. § §  1202(b)(9)—(23) and (30), 1205, 1206(f) and (g), 1207(1)—(3) and (9), 1208(1)(iii), 1209(b), 1212, 1213, 13A02(1), (2) and (4), 13A11, 13A12—13A14, 13A15 and 1802 and Chapter 13.

Source

   The provisions of this §  623a.5 amended January 31, 2014, effective February 1, 2014, 44 Pa.B. 619; amended June 12, 2015, effective June 13, 2015, 45 Pa.B. 2829. Immediately preceding text appears at serial pages (370474) to (370477).

Cross References

   This section cited in 58 Pa. Code §  623a.12 (relating to additional procedures and rules for Bonus Craps); and 58 Pa. Code §  623c.3 (relating to Bonus Craps alternate paytable option; change in wager verbiage).

§ 623a.6. Supplemental wagers made after the come out roll in support of Pass, Don’t Pass, Come and Don’t Come Bets (taking and laying odds).

 (a)  When a player makes a Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Pass Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Pass Bet. If the Pass Bet wins after a supplemental wager is made:

   (1)  The original Pass Bet shall be paid at odds of 1 to 1.

   (2)  The supplemental wager shall be paid at odds of:

     (i)   2 to 1 if the come out point was 4 or 10.

     (ii)   3 to 2 if the come out point was 5 or 9.

     (iii)   6 to 5 if the come out point was 6 or 8.

 (b)  When a player makes a Don’t Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Don’t Pass Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don’t Pass Bet. If the Don’t Pass Bet wins after a supplemental wager is made:

   (1)  The original Don’t Pass Bet shall be paid at odds of 1 to 1.

   (2)  The supplemental wager shall be paid at odds of:

     (i)   1 to 2 if the come out point was 4 or 10.

     (ii)   2 to 3 if the come out point was 5 or 9.

     (iii)   5 to 6 if the come out point was 6 or 8.

 (c)  When a player makes a Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet, the player may make a supplemental wager in support of the Come Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Come Bet. If the Come Bet wins after a supplemental wager is made:

   (1)  The original Come Bet shall be paid at odds of 1 to 1.

   (2)  The supplemental wager shall be paid at odds of:

     (i)   2 to 1 if the come point was 4 or 10.

     (ii)   3 to 2 if the come point was 5 or 9.

     (iii)   6 to 5 if the come point was 6 or 8.

 (d)  When a player makes a Don’t Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don’t Come Bet, the player may make a supplemental wager in support of the Don’t Come Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don’t Come Bet. If the Don’t Come Bet wins after a supplemental wager is made:

   (1)  The original Don’t Come Bet shall be paid at odds of 1 to 1.

   (2)  The supplemental wager shall be paid at odds of:

     (i)   1 to 2 if the come point was a 4 or 10.

     (ii)   2 to 3 if the come point was 5 or 9.

     (iii)   5 to 6 if the come point was 6 or 8.

 (e)  Except as permitted under subsection (f), a certificate holder may allow a supplemental wager in support of a Pass or Come Bet in an amount up to ten times the amount of the original Pass or Come Bet. A certificate holder may allow a supplemental wager in support of a Don’t Pass or Don’t Come Bet in an amount calculated as to provide a winning player with winnings not in excess of up to ten times the amount originally wagered on the Don’t Pass or Don’t Come Bet. The original Pass, Don’t Pass, Come or Don’t Come Bet and any supplemental wager allowed in accordance with this subsection shall be paid at the same odds as the original and supplemental wagers are paid under subsections (a)—(d).

 (f)  A certificate holder may accept a supplemental wager that exceeds an amount that is otherwise authorized by this section or posted as the maximum wager permitted if the excess amount of the supplemental wager is necessary to facilitate the payouts permitted by this section.

Cross References

   This section cited in 58 Pa. Code §  623a.3 (relating to wagers); and 58 Pa. Code §  623a.5 (relating to payout odds).

§ 623a.7. Dice retention and selection.

 (a)  A set of five dice shall be present at the Craps or Mini-Craps table during gaming. Control of the dice at a Craps table, or at a Mini-Craps table with an optional stickperson, shall be the responsibility of the stickperson at the table. Control of the dice at a Mini-Craps table without an optional stickperson shall be the responsibility of the dealer at the table. The stickperson or Mini-Craps dealer shall retain all dice, except those in active play, in a dice cup at the table.

 (b)  At the commencement of play:

   (1)  For Craps, the stickperson shall offer the set of dice to the player immediately to the left of the boxperson at the table. If that player rejects the dice, the stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.

   (2)  For Mini-Craps, the dealer or the optional Mini-Craps stickperson shall offer the set of dice to the player immediately to his left at the table. If that player rejects the dice, the dealer or stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.

 (c)  The first player to accept the dice when offered shall become the shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall:

   (1)  For Craps, be placed immediately in front of the Craps stickperson.

   (2)  For Mini-Craps, be placed immediately in front of the Mini-Craps dealer or stickperson.

 (d)  A set of five dice used at a Craps or Mini-Craps table shall be changed at least once every 24 hours. A new set of dice shall be used when a Craps or Mini-Craps table is reopened for gaming, if a die goes off the table during play and is lost or if the dice show signs of tampering or alteration or are otherwise marked, chipped, scratched or no longer suitable for play.

§ 623a.8. Throw of the dice; invalid roll of the dice.

 (a)  After selection of the dice, the shooter shall make a Pass Bet or Don’t Pass Bet after which the shooter shall throw the two selected dice so that they leave the shooter’s hand simultaneously and in a manner which causes the dice to strike the end of the table farthest from the shooter.

 (b)  A roll of the dice shall be invalid when either or both of the dice go off the table or when one die comes to rest on top of the other.

 (c)  The individuals listed in subsection (d) shall have the authority to invalidate a roll of the dice by calling ‘‘no roll’’ for any of the following reasons:

   (1)  The dice do not leave the shooter’s hand simultaneously.

   (2)  Either or both of the dice fail to strike the end of the table farthest from the shooter.

   (3)  Either or both of the dice come to rest on the chips constituting the Craps bank of chips located in front of the boxperson.

   (4)  Either or both of the dice come to rest in the dice cup in front of the Craps stickperson, in front of the Mini-Craps dealer or stickperson or on one of the rails surrounding the table.

   (5)  The use of a cheating, crooked or fixed device or technique in the roll of the dice.

   (6)  The Craps boxperson or stickperson, or the Mini-Craps dealer or stickperson, considers the throw to be improper.

 (d)  A throw of the dice which results in the dice coming into contact with any chips or plaques on the table, other than the Craps bank of chips located in front of the boxperson, will not be a cause for a call of ‘‘no roll.’’

 (e)  ‘‘No roll’’ may be called:

   (1)  In Craps, by a boxperson or stickperson.

   (2)  In Mini-Craps, by the dealer, stickperson or floorperson.

§ 623a.9. Point throw; settlement of wagers.

 (a)  When the dice come to rest from a valid throw, the Craps stickperson or the Mini-Craps dealer or stickperson shall at once call out the sum of the numbers on the uppermost or skyward sides of the two dice. Only one face on each die shall be considered uppermost or skyward.

 (b)  In the event either or both of the dice do not land flat on the table (for example, one edge of the die is resting cocked on a stack of chips), the side directly opposite the side that is resting on the chips or other object shall be considered uppermost or skyward. If more than one side of a die is resting on a stack of chips or other object, the roll shall be void and the dice shall be rethrown.

 (c)  In the event of a dispute as to which face is uppermost:

   (1)  In Craps, the boxperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.

   (2)  In Mini-Craps, the floorperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.

 (d)  In Craps, after calling the throw, the stickperson shall collect the dice and bring them to the center of the table between himself and the boxperson. All wagers decided by that throw shall then be settled, following which the stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the stickperson shall use a stick designed for that purpose.

 (e)  In Mini-Craps, after calling the throw, the dealer or stickperson shall collect the dice and bring them to the center of the table. All wagers decided by that throw shall then be settled, following which the dealer or stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the dealer or stickperson shall use a stick designed for that purpose.

§ 623a.10. Continuation of shooter; selection of new shooter.

 (a)  It shall be the option of the shooter, after any roll, either to pass the dice or remain the shooter except that:

   (1)  The shooter shall pass the dice upon throwing a loser 7.

   (2)  The Craps boxperson or the Mini-Craps dealer may order the shooter to pass the dice if the shooter unreasonably delays the game, repeatedly makes invalid rolls or violates either the act or this part.

 (b)  If a shooter, after making the come out point, elects not to place another Pass Bet or Don’t Pass Bet, and other Come Bets or Don’t Come Bets remain on the table, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the dice to the player immediately to the left of the previous shooter, as provided for in subsection (c). If there are no other players at the table, or if no other players at the table elect to make a Pass Bet or Don’t Pass Bet to shoot the dice and continue the game, the previous shooter shall be allowed to shoot the dice without making a Pass Bet or Don’t Pass Bet only for the purpose of effecting a decision on the remaining Come Bets or Don’t Come Bets. The on/off marker shall be placed on the Don’t Pass Line in the off position in front of the shooter to indicate that the shooter is rolling the dice only to effectuate a decision for the Come Bets or Don’t Come Bets remaining on the layout. Once the remaining Come Bets or Don’t Come Bets have been decided or a player wishes to place a Pass Bet or Don’t Pass Bet, the game shall proceed in accordance with §  623a.8 (relating to throw of the dice; invalid roll of the dice).

 (c)  When a voluntary or compulsory relinquishment of the dice occurs by the shooter, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the complete set of five or more dice to the player immediately to the left of the previous shooter and, if he does not accept, to each of the other players in turn clockwise around the table.

 (d)  The first player to accept the dice when offered shall become the new shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall be placed immediately in front of the Craps stickperson or the Mini-Craps dealer or stickperson.

Cross References

   This section cited in 58 Pa. Code §  623a.11 (relating to additional procedures and rules for the Fire Bet).

§ 623a.11. Additional procedures and rules for the Fire Bet.

 (a)  If a certificate holder elects to offer the Fire Bet in the game of Craps as permitted under §  623a.3 (relating to wagers), the following additional procedures shall be observed:

   (1)  Each player shall, prior to a new shooter’s initial come out roll, place his Fire Bet on the numbered designated area for the placement of Fire Bets that is closest to his position at the Craps table.

   (2)  When there is a voluntary or compulsory surrender of the dice by a shooter under §  623a.10 (relating to continuation of shooter; selection of new shooter) prior to the throwing of a loser 7, any pending Fire Bet shall be settled upon the successor shooter throwing a loser 7.

   (3)  Once all Fire Bets are placed, the dealer shall bring in each Fire Bet in numerical order and place it on the corresponding number of the designated area in front of the boxperson, where the Fire Bets shall remain until they are either lost or paid.

   (4)  With each individual point made by a shooter, the dealer shall place a Fire Bet point marker inscribed with the total number of different unique points made by the shooter in the area of the table layout containing the number of the point (4, 5, 6, 8, 9 or 10) which was just made. Each Fire Bet point marker must be visually distinguishable from and have a diameter larger than any authorized value chip. Fire Bet point markers shall be maintained by the boxperson or dealers at the Craps table.

   (5)  Fire Bets shall be collected or paid, as applicable, upon a shooter throwing a loser 7.

   (6)  Once four different unique points are made, the surveillance department shall be notified for the purpose of confirming all Fire Bets and payouts.

 (b)  If a certificate holder elects to offer the Fire Bet in the game of Craps under §  623a.3, the following additional rules shall apply:

   (1)  The minimum wager shall be $1 and the maximum wager shall be $5 and all wagers shall be made in increments of $1.

   (2)  When a shooter makes the same point total more than once, the total number of different unique points made for purposes of settling a Fire Bet do not increment.

   (3)  The four or more different unique points required to win a Fire Bet are not required to be made in any specific order or combination.

Cross References

   This section cited in 58 Pa. Code §  623a.2 (relating to Craps and Mini-Craps tables; physical characteristics).

§ 623a.12. Additional procedures and rules for Bonus Craps.

 If a certificate holder elects to offer Bonus Craps as permitted under §  623a.3 (relating to wagers), the following additional rules and procedures apply:

   (1)  Prior to a new shooter’s initial come out roll, each player may place one or more of the permissible wagers described in §  623a.3(43).

   (2)  The dealer shall place each player’s wagers in the corresponding designated area in front of the boxperson, where the wagers must remain until they are either collected or paid.

   (3)  With each point made by a shooter, the dealer shall place a marker button inscribed with the point value in the area of the table layout containing the point value of the throw (2, 3, 4, 5, 6, 8, 9, 10, 11 or 12) which was just made. Each button must be visually distinguishable from and have a diameter larger than an authorized value chip. Marker buttons shall be maintained by the boxperson or dealers at the Craps table.

   (4)  Once all numbers necessary for the wager have been thrown and marked on the layout with the marker buttons, the dealer will pay the winning wagers in accordance with §  623a.5(h) (relating to payout odds). For example, if a player placed an All Small Wager and an All Or Nothing At All Wager and all of the numbers 2 through 6 were thrown and marked before a 7 was thrown, the dealer shall pay the winning All Small Wager but leave the marker buttons on the layout until either all other numbers necessary for the All Or Nothing At All Wager are thrown or the shooter throws a 7.

   (5)  If a 7 is thrown at any time, including a 7 on the come out roll, the dealer shall collect all Bonus Craps wagers and remove all marker buttons from the Bonus Craps area of the layout.

   (6)  The numbers required to win are not required to be made in a specific order or combination.

Authority

   The provisions of this §  623a.12 issued under 4 Pa.C.S. § §  1202(b)(30), 1207(3) and (9) and 13A02(1), (2) and (4).

Source

   The provisions of this §  623a.12 adopted January 31, 2014, effective February 1, 2014, 44 Pa.B. 619.

Cross References

   This section cited in 58 Pa. Code §  623c.3 (relating to Bonus Craps alternate paytable option; change in wager verbiage).



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