The shape of the nut has always been widespread in many cultures: the first six-sided specimens were found in China and date back to 600 BC. Originally used for divination, dice soon found a place in the gaming sector, especially for games of chance. Although the best known gambling game is that of "Craps" in its casino or street variants, there are also others that involve the use of dice, for example "Hazard", "Cho-Han Bakuchi", " Under-Over 7 "," Mexico "and" Shut the Box ".
Steps
Method 1 of 7: Bench Craps (Casino Version)
Step 1. Choose the launcher
He will be a person who will roll the dice for himself and for the other players who bet on the result of the roll. All players, including the pitcher, play against the dealer by placing bets.
Step 2. The shooter takes the dice
The "stickman" (the person who collects the dice using a long curved stick) offers the shooter a set of five (usually) pairs of dice to choose from. In the street variant, however, usually only the two necessary nuts are provided.
The dice used in the casino usually have sharp edges and are carefully marked, so that each face has the exact same weight as all the others
Step 3. The first bet is made
The shooter must necessarily bet on the result of the first roll and only then roll the dice, while the other players can choose whether to bet following the betting possibilities offered by the game. The starting bets can be as follows:
- "Pass Line": the bet is paid even money on whether a "right" or winning number is rolled before a "wrong" or losing one. When playing on a "Craps" table, the "pass" bet is made by placing it on the "Pass Line". This is one of the options available to the shooter to make his compulsory bet.
- "Don't Pass Line": A bet is paid even money that a "wrong" or losing number comes up before a "right" number - sometimes it is called "betting on the dark side" and this bet is considered in bad taste. When playing on a "Craps" table, the "don't pass" bet is made by placing it on the "Don't Pass Line". This is the other option available to the launcher. Some casinos also force other players to make one of these two bets before the first roll is made.
- "Odds" (or "Free Odds"): it is a bet that can be additional to that of the "pass" or "don't pass". It is paid based on the actual probability of hitting a certain point on a roll, unlike any other odds that the casino usually pays for one of the other bets. Usually this bet is made on a number close to or overlapping those of the bet to which you are going to add, rather than just in correspondence with these. "Laying Odds" bets paired with a "Pass" usually involve a lower bet for a higher win, while "Laying Odds" bets paired with a "Don't Pass" usually involve a higher bet for a lower win. although the house for odds bets may set a maximum multiple of the "pass" or "don't pass" bet.
- "Proposition / service bets": these are bets on the precise result of the rolls, for example the total of a particular roll or the total of a series of rolls or bets on a particular combination of the two dice. These are usually very unlikely bets, due to the fact that they have a very remote chance of success compared to "pass" or "don't pass".
Step 4. The dice are rolled
The first roll is called a "come-out" or opening roll. The result determines which bets are paid, which are lost and which are suspended for subsequent rolls.
- If the come-out result is a 7 or an 11 (natural), the "pass" bets win and the "don't pass" bets lose. The next roll becomes a new "come-out" and a new round of betting is made.
- If the come-out result is a 2, 3 or 12 (craps), the "pass" bets lose. "Don't pass" bets win if a 2 or a 3 is rolled, while a 12 is returned to the player ("pushed") and does not result in any winnings - in some casinos the "push" number is 2, while other casinos still let the player choose which of the two is the "push" number.
- If at the opening roll a different result is obtained from the previous ones, the rolled number becomes the shooter's "point" or reference score that will win if he rolls again and the game continues. The "pass line" and "don't pass line" bets are left unchanged.
- In the casino version of "Craps", the shooter must roll both dice with one hand and they must hit the far side of the table for the roll to be valid. If one of the dice flies off the table, the shooter can choose one of the dice that were initially offered to him by the "stickman" or he can ask to have back the die that came out - in this case the "boxman", the person who manages the table and the bets, checks that the die is not cracked and that it is not rigged.
- In the street version, players can choose to use a support, a wall, or the back of a chair as a rail, and spread a blanket on which to roll the dice, or they can also choose not to use any rail.
Step 5. Now the bets are placed and the shooter attempts to repeat the point
The "pass line", "don't pass line", "odds" and "service" bets can only be made before each roll with which the shooter tries to repeat the point (the reference score) he has set with the opening roll. In addition to these bets, two other types of bets can also be made:
- "Come": This is a bet that the shooter will roll a 7 or an 11 on the first roll or that he will take stock before rolling a 7.
- "Don't Come": you bet that the shooter will make neither 7 nor 11 on the first roll or that he will roll a number other than the reference point and then he will make 7 before the point.
- As with "pass" and "don't pass" bets, players can increase "come" and "don't come" bets with "odds" bets, which cannot be placed until the score is set. reference.
Step 6. The dice are rolled to try to get the reference score
The shooter continues to throw until he rolls the point or a 7.
- If the shooter rolls the point on the first roll, the "pass" and "come" bets win, while the "don't pass" and "don't come" bets lose. It is not necessary for the shooter to score the point with the same combination with which he set it: if the point was a 4 and was fixed by rolling a 1 and a 3, the same point can be made with both a 1 and a 3. 3 than with two 2.
- If the shooter rolls the point on any roll after the first, the "pass" bets win and the "don't pass" bets lose.
- If the shooter rolls an 11 on the first roll, the come bets win and don't come bets lose. The "pass" and "don't pass" bets remain valid for the next roll - the release of an 11 after the first roll has no effect on the "pass", "don't pass", "come" bets. and "don't come".
- If the shooter rolls a 7 on the first roll, the "come" and "don't pass" bets win. Pass and don't come bets lose.
- If the shooter rolls a 7 on any subsequent roll but before redoing the point, the "don't pass" and "don't come" bets win, while the "pass" and "come" bets lose. The caster's turn ends and a new one is chosen.
- If the shooter rolls a 2, 3, or 12 on the first roll, the "come" bets lose. Don't come bets win if a 2 or a 3 is rolled, but are returned if a 12 is rolled - hitting one of these combinations after the first roll does not affect the outcome of the "pass", "don't come" bets. pass "," come "and" don't come ".
- If the shooter rolls another result on the first roll, a new point is set for the "come" and "don't come" bets, while the previous reference score remains fixed for the "pass" and "don't pass" bets. ". If the "come" point comes up before a 7, the "come" bets win and the "don't come" bets lose. If a 7 is rolled before the "come" point, "don't come" bets win and "come" bets lose. If the reference score comes out before the "come" point, the "pass" bets win, the "don't pass" bets lose, and the "come" and "don't come" bets stand and are postponed to the next round. game that starts to set a new benchmark.
Method 2 of 7: Street Version Craps
Step 1. A launcher is chosen
This player will have to roll a pair of equal dice. Before rolling, however, he must place a bet.
In order to play "Craps" in the street version, there is no need for a specific bank or area within which to roll the dice, although players can choose whether to use a wall or a curb as a bank or roll the dice on a blanket. stretched out
Step 2. The other players must place a bet against the shooter
They can "pass" or bet an amount up to the maximum equal to that of the shooter. If they do not cover the pitcher's full bet, the shooter will have to withdraw the uncovered portion of the bet.
Players can also place additional bets, for example by betting that the shooter will hit a winning number or make a certain combination
Step 3. The dice are rolled to determine the reference score
The possibilities are similar to those of casino "Craps".
- If a 7 or 11 is rolled with the reference roll, the shooter wins the other players' money. He can bet again and make a new roll for the reference score or pass the dice to the player on his left.
- If the reference score is a 2, a 3 or a 12, the shooter loses the bet in favor of the other players. Also in this case he can decide whether to bet again or to pass the dice.
- If the baseline score is any other number, this becomes the point. The other players can then bet that the shooter will or will not make the point.
Step 4. The dice are rolled to try to make the point
Again the possibilities are similar to casino "Craps".
- If the shooter scores, he wins and decides whether to play another turn or pass.
- If the shooter rolls a 7 (craps), he loses all of his money and must pass the dice to the next player.
- If the shooter rolls any other score, he rolls again until he scores or "craps" (a 7). Unlike the over the counter variant, there are no points and "like" bets in this variant.
Method 3 of 7: Hazard
Step 1. Choose the "caster" (spreader)
In the game "Hazard" the player who rolls the dice is called the "caster" rather than the thrower.
Step 2. The caster must choose a number between 5 and 9
This main number determines which ones win and which ones lose when the dice are rolled.
- In some versions of "Hazard", particularly according to the French rules, the main number is established by a preliminary roll of the dice.
- Since 7 is the number most likely to come out with the roll of two dice (1 chance every 6 throws), many "casters" choose this as their main one, and in doing so they bring the game back to that of "Craps". ".
Step 3. Bets are placed on the numbers that will come out
The "caster" bets against all other players individually or as a group, or against the dealer. In this phase it is wagered that the "caster" may or may not get the announced main number or a score that still wins even if the main number has already been chosen.
Step 4. The dice are rolled
The score resulting from the first roll determines whether a bet wins, loses or is postponed to the next roll.
- If the "caster" has rolled the announced main number, he wins ("nick").
- If the caster rolled a 2 or a 3, he loses (gets thrown out).
- If the caster called a 5 or 9 as the main number, but rolled an 11 or 12, he is thrown out.
- If the caster called a 6 or 8 as the main number, but rolled a 12, he wins.
- If the caster called a 6 or 8 as the main number, but rolled an 11, he is thrown out.
- If the caster called a 7 as the main number, but rolled an 11, he wins.
- If the caster called a 7 as the main number, but rolled a 12, he is thrown out.
- If the "caster" is knocked out at this stage, he can choose a new main number, bet and roll the dice again, unless it is his third consecutive loss, after which the player at his caster becomes caster. left.
- If the "caster" gets a different score from the main number, but not one of the losers, that score becomes the number (point) of luck the caster must get to win.
Step 5. If the dice have to be rolled, bets are placed on the number of luck that will come up
The caster and the other players can increase their starting bets by betting that the lucky number is rolled before the main number. Bets are odds given based on the probability of getting the lucky number before the main number.
Step 6. The dice are rolled for the lucky number
The result obtained determines whether the caster wins, loses or has to roll again.
- If the caster rolls the lucky number, he wins.
- If the caster gets the main number at this stage, he loses. Having reached the third consecutive loss, the "caster" passes the dice to the next player who becomes the new "caster".
- If the caster gets another score, he rolls again until he gets either the lucky number or the main number.
Method 4 of 7: Cho-Han Bakuchi
Step 1. Two dice are placed in a cup
In Japan, where this game was invented by traveling gamblers, sitting on a tatami mat on the ground and the cup or bowl was made of bamboo.
Step 2. The dice are shaken in the cup, which is then turned over on the floor with the dice hidden
Traditionally, the dealer, the player who shakes the dice, kneels with the buttocks resting on the heels and the instep on the ground (in seiza position) and remains shirtless to avoid any accusation of cheating by hiding other dice in the sleeves or pants.
Step 3. Bet on the score of the dice, even or odd
Players can be against each other or against the dealer.
- Players who bet "Cho" bet that the sum of the dice is an even number (2, 4, 6, 8, 10 or 12).
- Players who wager "Han" bet that the sum of the dice is an odd number (3, 5, 7, 9 or 11).
- When players bet against each other, usually the same number of players will bet "Cho" as "Han".
Step 4. The cup is raised to reveal the dice
The losers pay the winners, with the dealer retaining a percentage of the winnings, if the dealer is a casino employee.
Currently this is a very popular game among the members of the yakuza (the Japanese mafia), and is mentioned in the yakuza and chambara movies. It is also reported as a mini-game in the Ryu ga Gotoku (Yakuza) video game series
Method 5 of 7: Under-Over 7 (Over-Under 7)
Step 1. Bets are placed on the outcome of the roll of the dice
Only three types of bets are accepted:
- An even money bet that the total will be less than 7.
- An even money bet that the total will be greater than 7.
- A bet that the total will be just 7. Usually the odds are 4 to 1, although some casinos only pay 3 to 1 - although a 7 is the most likely number to roll two dice, the true odds are of 5 to 1.
Step 2. The dice are rolled
Usually the (wooden) dice are thrown by those who hold the dealer on an inclined plane.
Step 3. Winning bets are paid and losing bets are cashed according to the result of the roll
Instead of throwing the dice on an inclined plane, you can also throw them with the cup and leave them hidden as in "Cho-Han Bakuchi"
Method 6 of 7: Mexico (Mexico)
Step 1. Each player must agree to wager a total amount of money for the entire game
It is similar to "Cashin in" in poker or "Craps". At the end of each hand, if a player loses, he will have to put a portion of that money into the pot.
Step 2. You choose the initial launch order
Each player rolls a die; the one with the highest score begins, with the game then passed to the player to his left. Whoever gets the lowest score puts the money in the pot.
It is advisable to have a table or surface with a sideboard against which to roll the dice to prevent them from falling out
Step 3. Each player in turn must roll the two dice up to 3 times
The player leading the game for that hand determines how many times others can roll the dice based on the times he threw them. The other players can only make fewer throws than the leader, not more. The results are ranked from the highest to the lowest score, following this system:
- A roll that rolls a 2 and a 1 and reads "21" - the face value of the major die reads as the ten of a two-digit number, and the minor face value as units. This is the highest score which is called "Mexico" from which the game gets its name.
- The roll of double numbers is ranked from 6-6, or "66", to 1-1, or "11".
- Then come the rolls with unequal numbers, which are placed in the ranking with the highest number as ten and with the lowest number as a unit. So 3-1, or "31", is the minimum possible roll.
- Scores cannot be combined; if a player rolls a 34 on the first roll and a 31 on the second, they cannot add up to make 65.
- If the leading player rolls "Mexico" on each of the available rolls, the dice immediately advance to the next one, which can make up to three rolls (and decides how many subsequent players can do if he chooses not to roll all three. launches). If that player also rolls a "Mexico", the next player takes the dice to make up to three rolls, and so on.
- Obtaining a "Mexico" by the player who leads the game results in a doubling of the stake for the player who loses. Before starting, players should decide whether or not the release of other "Mexicos" during a hand can further increase the stakes and to what extent. However, if any player other than the handler in a hand throws the first meld 2-1, he is not counted as "Mexico" and the stakes do not increase.
- If two or more players tie with the lowest score after all have rolled the dice, then a hand of "Mexico" is played only with each other to determine who will be the loser.
Step 4. The loser must pay the stake by placing it on the pot
If all the money originally agreed runs out, it is eliminated from the game.
Step 5. The dice are passed to the next player
The game continues with the player with the lowest score having to pay the stake by placing it in the pot and being eliminated if all the money runs out. The last player standing wins the pot.
Method 7 of 7: Shut the Box
Step 1. The players gather
"Shut the Box", also called "Batten Down", "Canoga", "High Rollers" (the game's name comes from how it is played), "Klackers", or the "Box of Zoltan", usually played by two to four players with money up for grabs, although it can be played as a solitaire.
When playing for money, everyone puts a certain amount into the pot, which the winner will cash out at the end of the game
Step 2. All the tiles in the box open
The box for playing "Shut the Box" has tiles numbered from 1 to 9. At the start of the game all tiles are open.
- Another type of box is the "Full House", which has tiles numbered from 1 to 12. A variation of this game is "I 300", which features a second box with tiles numbered from 13 to 24.
- The game can also be played with some of the tiles already closed. In the Even variant only the even numbers are left open, while the odd numbers are closed at the start of the game. In the Challenging Odd variant, only odd numbers are open and even numbers are closed. At "3 Down Extreme" the numbers 1, 2 and 3 are left closed and all the others open. At "7 Lucky Number" only the 7 tile is open and the box passes from one player to the other until one rolls a 7 and closes the box.
Step 3. Determine who starts
You can have the players roll a dice or two and whoever gets the highest score starts.
Step 4. Each player rolls the dice in turn
Depending on the version of the game being played, the player must roll both dice as long as the 7, 8 and 9 tiles remain open. Once closed, the player can choose whether to roll only one die or both at each turn.
- In some versions of the game, if a player rolls a double number, he is entitled to a new turn. This possibility was foreseen in the game "Rotelle", in which an insurance mark was given to the player if he made an allowed shot with the score obtained.
- In other versions of this game, a player must roll both dice until the sum of all the tiles left open is equal to or less than 6 (1, 2, 3; 1 and 5; 2 and 4; or 6)
Step 5. The total obtained by the roll of the dice determines which tile is closed
The tiles whose added value gives the same total as the sum of the dice rolled can be closed. If the sum of the roll is 7, any close of the following is allowed:
- Closing the card only 7.
- Closing of tiles 1 and 6, even if the value of the individual dice is not 1 and 6.
- Closing of tiles 2 and 2, even if the value of the individual dice is not 2 and 5.
- Closing of tiles 3 and 4, even if the value of the individual dice is not 3 and 4.
- Closing of cards 1, 2 and 4.
- If you play the "Thai" version, at each turn you can close only one tile or one with the value of one of the two dice or the one with the value of their sum. If a 7 is rolled as the sum of 3 and 4, the player can close tile number 3, number 4 or number 7, but no other tile besides these, not even a combination of them that adds 7.
- Other variations of this game require that a specific tile must be closed on the first turn, otherwise the player loses. At "2 to Go" (2 to start) card number 2 must be closed first; a first roll that results in a result of 4 automatically means that you are lost. At "3 to Go" (3 to start), card number 3 must be closed first; a first roll that results in a result of 2 automatically means that you are lost.
Step 6. Continue rolling the dice until you can no longer close any tiles
When a player rolls the dice with a score by which he cannot close any of the tiles left open, he loses his turn. At this point the player adds up the value of the tiles left open to determine his score; if only tiles 2 and 3 are left open, the player scores 5 - this is the variant known as "Golf".
- In the "Missionary" variant, the player's score is determined based on the number of tiles left open. If the remaining tiles are number 2 and number 3, the player scores 2 for the two tiles still open.
- In the "Numeric" or "Read what you see" variant, the player's score is a number made up of the numbers that can still be read after making the toss, with which no other tiles can be closed. If tiles 2 and 3 remain open, the player scores 23 instead of 5.
Step 7. The box and dice are passed to the next player
All the tiles are reopened and the next player tries to close them by rolling the dice until he can no longer close any with the last throw. This is repeated until all players have had a chance to close the box. The player with the lowest final score wins the pot.
- If a player manages to close all the tiles, he automatically wins the game and gets double the stake from everyone else.
- The game can be played in phases (tournament), using the variant of the Golf score, in which the score that each player obtains in each phase is added to the previous one. When a player reaches the sum of 100 at the end of a phase, the one with the lowest score wins. Elimination can also be played: the player who first reaches a score of 45 or higher is eliminated.
- In the "7 Unlucky Number" version, if a player rolls a 7, the game is over.
Advice
- Each of these games can be adapted to be played with the polyhedral dice used in role-playing games, such as 10-sided ones. In these cases the median value that can be obtained with a roll (11 with two 10-sided dice) takes the place of 7 in the games mentioned above and other adjustments of the rules will have to be made to take into account the greater or lesser possibilities of rolling.
- Probably some English idioms and idioms derive from these dice games.