Elexus Casino may set which bets are offered and different payouts for them, though a core set of bets and payouts is typical. Players take turns rolling two dice and whoever is throwing the dice is called the "shooter". Players can bet on the various options by placing chips directly on the appropriately-marked sections of the layout, or asking the base dealer or stickman to do so, depending on which bet is being made.
While acting as the shooter, a player must have a bet on the "Pass" line and/or the "Don't Pass" line. "Pass" and "Don't Pass" are sometimes called "Win" and "Don't Win" or "Right" and "Wrong" bets. The game is played in rounds and these "Pass" and "Don't Pass" bets are betting on the outcome of a round. The shooter is presented with multiple dice (typically five) by the "stickman", and must choose two for the round. The remaining dice are returned to the stickman's bowl and are not used.
Each round has two phases: "come-out" and "point". Dice are passed to the left. To start a round, the shooter makes one or more "come-out" rolls. The shooter must shoot toward the farther back wall and is generally required to hit the farther back wall with both dice. Casinos may allow a few warnings before enforcing the dice to hit the back wall and are generally lenient if at least one die hits the back wall. Both dice must be tossed in one throw. If only one die is thrown the shot is invalid. A come-out roll of 2, 3 or 12 is called "craps" or "crapping out", and anyone betting the Pass line loses. On the other hand, anyone betting the Don't Pass line on come out wins with a roll of 2 or 3 and ties (pushes) if a 12 is rolled. Shooters may keep rolling after crapping out; the dice are only required to be passed if a shooter sevens out (rolls a seven after a point has been established). A come-out roll of 7 or 11 is a "natural"; the Pass line wins and Don't Pass loses. The other possible numbers are the point numbers: 4, 5, 6, 8, 9, and 10. If the shooter rolls one of these numbers on the come-out roll, this establishes the "point" – to "pass" or "win", the point number must be rolled again before a seven.
The dealer flips a button to the "On" side and moves it to the point number signifying the second phase of the round. If the shooter "hits" the point value again (any value of the dice that sum to the point will do; the shooter doesn't have to exactly repeat the exact combination of the come-out roll) before rolling a seven, the Pass line wins and a new round starts. If the shooter rolls any seven before repeating the point number (a "seven-out"), the Pass line loses, the Don't Pass line wins, and the dice pass clockwise to the next new shooter for the next round. Once a point has been established any multi-roll bet (including Pass and/or Don't Pass line bets and odds) are unaffected by the 2, 3, 11 or 12; the only numbers which affect the round are the established point, any specific bet on a number, or any 7. Any single roll bet is always affected (win or lose) by the outcome of any roll.
While the come-out roll may specifically refer to the first roll of a new shooter, any roll where no point is established may be referred to as a come-out. By this definition the start of any new round regardless if it is the shooter's first toss can be referred to as a come-out roll.
Any player can make a bet on pass or don't pass as long as a point has not been established, or come or don't come as long as a point is established. All other bets, including an increase in odds behind the pass and don't pass lines, may be made at any time. All bets other than pass line and come may be removed or reduced any time before the bet loses. This is known as "taking it down" in craps.
The maximum bet for Place, Buy, Lay, Pass and Come bets are generally equal to table maximum. Lay bet maximum are equal to the table maximum win, so if a player wishes to lay the 4 or 10, he or she may bet twice at amount of the table maximum for the win to be table maximum. Odds behind Pass, Come, Don't Pass and Don't Come may be however larger than the odds offered allows and can be greater than the table maximum in some casinos. Don't odds are capped on the maximum allowed win some casino allow the odds bet itself to be larger than the maximum bet allowed as long as the win is capped at maximum odds. Single rolls bets can be lower than the table minimum, but the maximum bet allowed is also lower than the table maximum. The maximum allowed single roll bet is based on the maximum allowed win from a single roll.
In all the above scenarios, whenever the Pass line wins, the Don't Pass line loses, and vice versa, with one exception: on the come-out roll, a roll of 12 will cause Pass Line bets to lose, but Don't Pass bets are pushed (or "barred"), neither winning nor losing. The same applies to "Come" and "Don't Come" bets, discussed below.