Come-out roll
A new round starts with the puck OFF. Pass Line and Don't Pass are the two classic starting contract bets.
You do not need to memorize every bet before you start. Learn the puck, the point cycle, and a few core wagers first. Then use the Lucky Penny Gaming craps table to practice the exact situation until it feels natural.
A new round starts with the puck OFF. Pass Line and Don't Pass are the two classic starting contract bets.
If 4, 5, 6, 8, 9, or 10 rolls, that number becomes the point and the puck turns ON.
The shooter keeps rolling until the point repeats or a 7 appears. Then the round resets to a new come-out roll.
Guided lessons open directly on the live craps table where available. Other wagers still open the full table for free practice.
Wins on 7 or 11 on the come-out. Loses on 2, 3, or 12. If a point is established, the bet wins if that point repeats before a 7.
Practice Pass Line →After a point is established, you can place odds behind your Pass Line bet. Odds pay true odds and add no additional house edge.
Practice Pass + Odds →Generally works opposite the Pass Line. It wins on 2 or 3 on the come-out, pushes on 12, and then wants a 7 before the point repeats.
Practice Don't Pass →Place bets win when their number rolls before a 7. Six and eight are common starting place bets because of how often they roll.
Practice Place 6 & 8 →A Come bet acts like a new Pass Line bet after a point is already ON. If it travels to a number, that flat bet remains working on later come-out rolls.
Practice Come Bets →The dark-side counterpart to Come. Once it travels to a number, the flat bet remains working until it wins or loses.
Practice Don't Come →A one-roll wager on 2, 3, 4, 9, 10, 11, or 12. It resolves immediately on the next roll.
Practice Field Bets →Hard 4, 6, 8, or 10 wins when the number is rolled as a pair before an easy version of that number or a 7.
Practice Hardways →Craps Strategy Mode coaches each next move and highlights the matching table location.