---
title: Craps Dealer Guide
---

WF

[Craps Dealer GuideWhite Felt Casino Events](https://info.whitefelt.com/dealer-training/craps#home)

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[Home](https://info.whitefelt.com/dealer-training/craps#home) [*01*Table Control](https://info.whitefelt.com/dealer-training/craps#s1) [*02*The Bets](https://info.whitefelt.com/dealer-training/craps#s2) [*03*What We Pay](https://info.whitefelt.com/dealer-training/craps#s3) [*04*Running a Roll](https://info.whitefelt.com/dealer-training/craps#s4) [*05*Reading the Roll](https://info.whitefelt.com/dealer-training/craps#s5) [*06*Where to Look](https://info.whitefelt.com/dealer-training/craps#s6) [*07*Chip Placement](https://info.whitefelt.com/dealer-training/craps#s7) [*08*Edge Cases](https://info.whitefelt.com/dealer-training/craps#s8)

White Felt Casino Events · Dealer Training

# Craps Dealer Guide

Party-game dealing for dealers who already understand basic craps. Keep the game moving, keep every bet obvious, pay accurately, and make the table fun.

PUCK *→* ROLL *→* LOSERS *→* WINNERS *→* RESET

#### Before your first event

[01**The Dealing Mindset**Table control, communication, and the standards every dealer works to.](https://info.whitefelt.com/dealer-training/craps#s1)[02**The Bets & How to Teach Them**Every bet in teaching order, with the exact words to use on a guest who has never played.](https://info.whitefelt.com/dealer-training/craps#s2)[03**What We Pay**Our true-odds place payouts and why they are different, plus a live calculator.](https://info.whitefelt.com/dealer-training/craps#s3)

#### Running the game

[04**Running a Roll**The same six steps on every roll. Puck, roll, losers, winners, reset.](https://info.whitefelt.com/dealer-training/craps#s4)[05**Reading the Roll**Puck OFF or puck ON — tap what rolled and see exactly what to do.](https://info.whitefelt.com/dealer-training/craps#s5)[06**Where to Look**Narrow your attention by roll type so you stop scanning the whole layout.](https://info.whitefelt.com/dealer-training/craps#s6)

#### On the floor

[07**Table Map & Chip Placement**The table map and the ownership system. Who owns what, on every number.](https://info.whitefelt.com/dealer-training/craps#s7)[08**Edge Cases & Habits**Disputes, unclear bets, and the habits that make the game feel professional.](https://info.whitefelt.com/dealer-training/craps#s8)

**New to our tables?** Read the first three before your first event and you are ready to stand at a table. Section 02 is the one that matters most on the floor — you will spend more of the night teaching guests than dealing to players who already know the game.

Section 01

# Table control

Party-game dealing for dealers who already understand basic craps. Keep the game moving, keep every bet obvious, pay accurately, and make the table fun.

**This is an entertainment game.** Clear communication matters more than casino-speed dealing. A clean ten-second payout beats a fast wrong payout every time.

**Control the table.**You should always know whether the puck is OFF or ON, what the point is, whose bets are working, and what must be paid or cleared after each roll.

**Say what you are doing.**Call the roll, announce the result, then pay and collect in a consistent order. Guests should be able to follow the game from your voice alone.

**Protect the layout.**Do not let players reach across the table, move established bets, or throw chips into active areas while you are settling a roll.

**Accuracy before speed.**If a payout is unclear, stop, count it, and make it right.

**Teach without slowing the game down.**Give quick answers and simple suggestions, but avoid turning every roll into a full lesson.

[← **Back to***All sections*](https://info.whitefelt.com/dealer-training/craps#home)[**Next***The Bets* →](https://info.whitefelt.com/dealer-training/craps#s2)

Section 02

# The bets, and how to teach them

Most of our guests have never played. You are the reason they either have a great night or stand back and watch. Teach the bets in this order — it is built so each one makes sense because of the one before it.

**Explain any bet in three sentences.** What it wins on. What it loses on. What it pays. That is it. If you need a fourth sentence, the guest is not ready for that bet yet.

### The teaching order

Shared bet first, then the best payout, then the ones that need nothing from you, then the ones that do.

Pass LinePlaceFieldHardwaysOne-rollHornComeDon't Pass

1**Pass Line***Everybody's bet*▸

Say this

Chips on the Pass Line. Right now we want a 7 or an 11 — that wins straight up. A 2, 3 or 12 loses. Anything else becomes our number, and then we just need it to roll again before a 7 shows up.

#### Why it sits here in the order

Start here every single time. It is the one bet the whole table shares, so the room wins and loses together — that is where the energy comes from. Do not teach anything else until they have watched one full point cycle.

#### Pays

Even money on the flat bet.

#### They will ask

**“What's that little disc?”**Black side up means we are starting fresh. When it flips white and sits on a number, that is our number and the whole table wants it.

**“Can I take it back?”**Once the number is set, no — that bet is locked in until the number or the 7 shows.

#### Dealer note

Once they have seen one point made, introduce odds: “You can back that up with more money behind the line, and it pays true odds — no house edge at all.” Do not lead with odds. It is the second conversation, not the first.

2**Place bets***Our best payout*▸

Say this

Hand me your chips and just tell me a number. The 6 and the 8 come up the most. If your number rolls before a 7, I pay you.

#### Why it sits here in the order

Second, because it is the easiest way for a new guest to win money and our payouts are genuinely generous. This is the bet that turns a spectator into a player.

#### Pays

6 / 8 pay **6 to 5** · 5 / 9 pay **3 to 2** · 4 / 10 pay **2 to 1**. True odds — no house edge.

#### They will ask

**“Which number should I pick?”**The 6 or the 8 — they roll more than anything except the 7.

**“Do I get paid every time?”**Every time your number rolls, and the bet stays up for the next one.

#### Dealer note

They hand you the chips — they never place these themselves. Say the payout out loud as you pay it. “Ten dollars pays twelve” lands better than sliding chips across in silence.

3**Field***Self-service, instant*▸

Say this

This one is a single roll. If the very next number is a 2, 3, 4, 9, 10, 11 or 12, you win. A 5, 6, 7 or 8 and it is gone. Those two circled numbers pay extra.

#### Why it sits here in the order

Third, because it needs nothing from you. A nervous guest who does not want to talk to the dealer can play the Field all night and stay in the game.

#### Pays

Even money on most numbers; the circled 2 and 12 pay a multiple under the event rule set.

#### They will ask

**“Why did I lose? The number was right there.”**Point at the felt. The winners are printed on it — that is the fastest way to end the conversation.

**“Can I leave it up?”**Yes, but it has to be replaced every roll — it wins or dies immediately.

#### Dealer note

Players place their own Field bets. Resolve it on every single roll, before you touch anything else, or it gets skipped.

4**Hardways***The fun bet*▸

Say this

Both dice have to match. A hard 8 means two 4s. If the 8 shows up any other way — a 6 and a 2, a 5 and a 3 — the bet is over. That is why it pays 9 to 1.

#### Why it sits here in the order

Fourth. It is the bet people remember, it pays big, and the dice make it easy to explain. Perfect for a guest who wants a story to tell.

#### Pays

Printed on our felt: Hard 6 and Hard 8 at **9 to 1**, Hard 4 and Hard 10 at **7 to 1**.

#### They will ask

**“Wait, the 8 hit — why did you take it?”**Show them the dice. “Came easy — 5 and 3. We needed two 4s.” Say it before you clear the chip, not after.

**“Does it stay up?”**Yes, until it comes hard, comes easy, or a 7 rolls.

#### Dealer note

These go to the stickman, not to you. Slide the chips toward the center and call the bet so the stickman hears whose it is.

5**One-roll bets***Live fast, die fast*▸

Say this

All of these live or die on the very next roll. Big payouts, but they are gone in a second. Most people throw a dollar at them for fun, not to make money.

#### Why it sits here in the order

Fifth, once the table is warm. Any Seven, Any Craps, the Yo, the 2, the 12, C and E. These are impulse bets — teach them when the energy is high, not when someone is trying to learn.

#### Pays

Per the event rule set — the numbers are printed in the center box.

#### They will ask

**“What's the best one?”**Be honest: “They all pay well because they almost never hit. Throw a dollar, do not build your night on it.”

#### Dealer note

Toss them to the stickman and call the bet out loud. Never let a guest reach into the center of the table — that is how bets get lost and arguments start.

6**Horn***One bet, four numbers*▸

Say this

A Horn is one bet split four ways — the 2, the 3, the 11 and the 12. Bet it in fours so it divides evenly: four dollars means a dollar on each.

#### Why it sits here in the order

Sixth, and only after they understand one-roll bets, because the Horn is four of them stacked together.

#### Pays

Each of the four numbers pays its own rate, minus the three that lost.

#### They will ask

**“The 11 hit — why did I only get that much?”**Because three of the four pieces lost. Explain the split **before** you take the bet and this conversation never happens.

#### Dealer note

This is the single most common guest complaint on a craps table. Two sentences up front saves you five minutes later.

7**Come***Hardest to explain*▸

Say this

Think of it as your own personal Pass Line bet, starting right now. Same rules — 7 or 11 wins. Whatever else rolls becomes your number, and I move your chip onto it.

#### Why it sits here in the order

Seventh. Do not touch this in the first ten minutes. It only makes sense to someone who has already watched a point get established and resolved.

#### Pays

Even money on the flat. Odds behind it pay the same true odds as the Pass Line.

#### They will ask

**“Why did my chip move?”**“Your number is the 6 now — I moved it up there for you. It wins when the 6 rolls again.”

**“Is that different from a place bet?”**Yes — the Come bet had to survive the first roll to get there. A place bet goes straight onto the number.

#### Dealer note

You move the chip, never the guest. Say what you are doing as you do it — a chip that moves without explanation looks like the house taking money.

8**Don't Pass***Betting against the room*▸

Say this

This is the other side of the bet. You want the 7. It is a real bet and it wins plenty — just know the rest of the table will be cheering for the opposite.

#### Why it sits here in the order

Last, always. It is backwards from everything else and it puts the guest on the opposite side of the table's energy. Teach it only if someone asks.

#### Pays

Even money on the flat. Lay odds are reversed: 4/10 risk 2 to win 1, 5/9 risk 3 to win 2, 6/8 risk 6 to win 5.

#### They will ask

**“Why did nothing happen on the 12?”**The 12 is barred on the come-out — it is a push, nobody wins or loses.

**“Is everyone going to hate me?”**Laugh it off and keep it light. Never let the table make a guest feel bad for a legal bet.

#### Dealer note

Keep lay odds behind the flat bet, toward you. Pay the two pieces separately — the reversed math is where mistakes happen.

**Read the guest, not the clock.** A table that understands two bets and is having fun beats a table that has been lectured on eight. If someone is happy on the Pass Line all night, leave them there.

[← **Previous***Table Control*](https://info.whitefelt.com/dealer-training/craps#s1)[**Next***What We Pay* →](https://info.whitefelt.com/dealer-training/craps#s3)

Section 03

# What we pay

Our place bets pay true odds — there is no house edge on them. These numbers are not casino place-bet payouts. Learn them cold.

| Bet | Payout | Dealer note |
| --- | --- | --- |
| **Place 6 / 8** | **6 to 5** | No house edge. $10 wins $12. |
| **Place 5 / 9** | **3 to 2** | No house edge. $10 wins $15. |
| **Place 4 / 10** | **2 to 1** | No house edge. $10 wins $20. |
| **Pass Line Odds** | **No set max** | Players may back up the Pass Line with as much odds as the table and bankroll can reasonably handle. |

### Payout calculator

Bet amount ($)

Winnings shown — the original bet stays up unless the player takes it down.

**Everything else follows the event rule set.** For any bet not listed above, use the standard payout and rule set being used at that event. If you are unsure whether a bet is even offered, ask the event manager rather than inventing a rule.

### Pass Line and odds

The flat Pass Line bet pays even money. Back-up odds have no set maximum and are paid at standard true odds for the point: **4/10 pay 2:1**, **5/9 pay 3:2**, **6/8 pay 6:5**. Pay the flat bet and the odds as two separate pieces so your math stays clean.

[← **Previous***The Bets*](https://info.whitefelt.com/dealer-training/craps#s2)[**Next***Running a Roll* →](https://info.whitefelt.com/dealer-training/craps#s4)

Section 04

# Running a roll

A repeatable pattern is what prevents skipped bets. Same order, every roll, every table.

PUCK *→* ROLL *→* LOSERS *→* WINNERS *→* RESET

Do those five things in that order and you will handle most party craps tables cleanly.

1. **Before the roll**Confirm the puck and the point, take new bets, make change, and make sure every chip is in the correct betting box.
2. **Dice out**Send the dice only when the table is settled. Make sure players know betting is closed once the shooter is ready.
3. **Call the roll**Announce the total and the meaningful result: "Eight — easy eight," "Seven out," "Point is nine."
4. **Resolve losing bets first**Collect only the bets that lose on that roll. Work methodically so you do not accidentally take a winning bet.
5. **Pay winners**Pay in a consistent pattern around the layout. Put winnings next to the original bet unless the player clearly asks to press or change it.
6. **Reset the game state**Move the puck when a point is established or made. On a seven-out, clear the appropriate bets and prepare for the next shooter.

[← **Previous***What We Pay*](https://info.whitefelt.com/dealer-training/craps#s3)[**Next***Reading the Roll* →](https://info.whitefelt.com/dealer-training/craps#s5)

Section 05

# Reading the roll

The table only ever has two states. Look at the puck, pick the state, tap what the shooter threw. This tells you what comes down, what gets paid, and what happens next. Use it to build the reflex — after a few shifts you will not need it.

OFF **Puck OFF***Come-out roll — no point yet*

ON **Puck ON***Point is established*

WHAT ROLLED *→* WHAT COMES DOWN *→* WHAT GETS PAID *→* WHAT CHANGES

1 · the point is

4

5

6

8

9

10

The shooter rolled

Puck position **OFF vs ON**

Puck OFF parks in the Don't Come box, black side up. Puck ON sits centered on the point number box, white side up. Never leave it ambiguous between rolls.

**Payout reminder.** Whenever a place number hits: 4/10 pay 2:1, 5/9 pay 3:2, 6/8 pay 6:5. True odds — not casino place-bet payouts.

#### Every roll, on one page

| Roll | Pay these | Take these down | Then |
| --- | --- | --- | --- |

The table above follows whichever state is selected. "Horn / one-roll props" means the center one-roll bets your event offers (2, 3, 11/Yo, 12, Horn, Any Craps, Any Seven). Only the proposition matching the roll wins; the rest are cleared.

[← **Previous***Running a Roll*](https://info.whitefelt.com/dealer-training/craps#s4)[**Next***Where to Look* →](https://info.whitefelt.com/dealer-training/craps#s6)

Section 06

# Where to look

Do not look for bets that cannot possibly be affected by the roll. The faster you narrow your attention to the relevant areas, the cleaner and more accurate the game becomes.

**2, 3, 11, 12**Think CENTER + FIELD. Do not waste time scanning place bets or the point.

**5**Think 5 + clear FIELD and one-rolls.

**9**Think 9 + FIELD + clear one-rolls.

**Hard 4 / 6 / 8 / 10**Think NUMBER + matching HARDWAY + whether it is the POINT.

**Easy 4 / 6 / 8 / 10**Think NUMBER + KILL the matching HARDWAY + whether it is the POINT.

**7**Think CLEAR THE TABLE: Pass and odds, places, hardways, Field and losing one-roll props. Then puck OFF.

Attention map **where to look, by roll**

Roll

2 / 3 / 11 / 12

5 / 9

Hard 4/6/8/10

Easy 4/6/8/10

7

[← **Previous***Reading the Roll*](https://info.whitefelt.com/dealer-training/craps#s5)[**Next***Chip Placement* →](https://info.whitefelt.com/dealer-training/craps#s7)

Section 07

# Table map & chip placement

The exact inches do not matter — consistency does. Assign each player a position and use that same position on every number, every bet, all night. If two players are on the 6, their stacks stay side by side in their assigned slots, never combined.

Full table

Half-table zones

Player positions

Place bets

Come bets

Don't Pass & odds

Hardways

Side by side

Our layout, from above **both halves + center box**

Tap any zone to read what belongs there. Dealers work the top edge; players wrap both outer ends and the whole bottom edge with the stickman in the middle. The Don't Come box sits in the outer corner of each half.

### Reading the table

**Numbers are closest to the dealers.**You work the number row from behind it. Everything a player touches — Come, Field, Don't Pass, Pass Line — is between them and you.

**Pass Line and Don't Pass wrap the outer edge.**Both run as an L: up the outer end of your half and along the entire player edge. A player at the curved end still has full access to both.

**The center box is shared.**Hardways and one-roll props belong to the stickman, not to you. The C and E circles down each edge are one per player position.

**No Big 6 / Big 8 on our layout.**If a guest asks for it, it is not on the felt. Steer them to a Place 6 or Place 8 — which pays them better anyway at 6:5.

Your half, working view **one base dealer's end**

Tap any zone to read what belongs there. Numbers run 4 → 10 from the outer end toward the stickman, with the Don't Come box next to the 4.

### Zone detail

Tap a zone on either layout above.

**The White Felt ownership rule.** Slots run left to right in the same order the players stand along the rail. The player at the far end (next to the Don't Come corner) owns the left edge of every box. The player nearest the stickman owns the right edge. Same slot on every number, every time.

Player position → chip slot **tap a player**

The highlighted column is where that player's chips go on every number box, for both place bets and come bets.

**Never guess ownership.** If placement is unclear, stop before the next roll, identify the player, and re-set the chips cleanly. A wrong payout on a party table costs you the room's trust faster than a slow one.

Place bets **on the rail below the box**

Place bets sit on the lower rail of the number box, outside the printed box. Come bets sit inside it. That one habit is what lets you tell a Place 6 from a Come 6 without asking.

### The three rules

**Same column, every number.**A player's slot never changes during a shoot. If P3 is the third column on the 6, P3 is the third column on the 9 and the 10.

**Stacks stay separate.**Two players on the same number keep two side-by-side stacks. Never combine, even if the amounts are identical.

**Winnings next to the bet.**Pay beside the original stack. Do not press unless the player says "press," "same bet," or otherwise directs you.

### OFF and working

Place bets are normally **working when the puck is ON** and **off on the come-out**. If your event lets players call them working on the come-out, make that status explicit — an OFF lammer on the stack, called out loud — so there is no dispute.

**Payouts on our tables.** 4/10 pay 2:1  |  5/9 pay 3:2  |  6/8 pay 6:5. True odds, no house edge. A $10 place 6 wins $12, not $11.

**This is the part dealers fumble.** A Come bet is a second Pass Line bet that travels. Once the shooter rolls a box number, that chip has to move into the number box — in that player's slot — and it stays there until the number repeats or the seven comes.

Come bet travel **step 1 of 4**

1. Bet placed

2. Number rolls

3. Odds added

4. Resolution

### Come bet sequence

1. **Player drops the chip in COME**Players place their own Come bet. It rides the very next roll like a come-out: 7 or 11 wins, 2/3/12 loses.
2. **A box number rolls — you move the chip**Dealer's job, not the player's. Move the flat Come chip from the COME area into that number's box, in that player's ownership slot, tucked up under the printed number.
3. **Player may add odds behind it**Odds are handed to you, not thrown. Place them as a separate touching stack directly beneath the flat bet so you can count and pay the two pieces independently.
4. **Number repeats — pay and take it down**Flat pays even money, odds pay true odds for that number. Both the flat and the odds come down and go back to the player with the winnings unless they say "same bet."

**Come odds are OFF on the come-out** under standard rules, unless the player calls them working. The flat Come bet on the number always stays working. Call it out so the table hears it.

**Both are extensions of the Pass Line.** Keep the flat bet and its odds visibly paired, and keep every player in the same ownership column you use everywhere else.

### Don't Pass + lay odds

Come-out: **2 or 3 wins**, **7 or 11 loses**, **12 pushes**. Once a point is ON, the Don't Pass wins if a 7 comes before the point and loses if the point repeats.

Lay odds are the reverse of Pass odds: **4/10 risk 2 to win 1**; **5/9 risk 3 to win 2**; **6/8 risk 6 to win 5**.

Keep lay odds directly behind the flat Don't Pass bet, toward the dealer. Pay the flat bet and the lay odds separately.

### Come + come odds

A Come bet starts like a new Pass Line bet on the next roll: **7/11 wins**, **2/3/12 loses**. If 4, 5, 6, 8, 9 or 10 rolls, move that player's Come chip from COME onto that number in the player's normal ownership position. The player may then add odds.

Come odds pay exactly like Pass odds: **4/10 = 2:1**, **5/9 = 3:2**, **6/8 = 6:5**. On a hit, pay both. On a seven-out, clear both.

**Dealer shortcut.** Don't Pass = root for the 7 after the point. Come = create a second mini Pass Line bet that travels to its own number.

Odds pairing **pass, don't pass, come**

Flat bet and odds are always two separate touching stacks — never merged into one pile. You need to count and pay them independently.

Hardway box ownership **center / stickman's area**

Treat each hardway box as a small map of the table. A player standing on your left goes to the left of the box; a player standing on the far side goes to the top row. Keep the same mapping in all four boxes.

Hard vs easy **which combinations kill the bet**

The hardway wins only on the pair. Any easy way makes the number and kills the hardway at the same time — pay the place bet, take the hardway.

### What kills a hardway

**The pair hits**Hard 8 on 4+4 — the bet wins. Pay it and leave it up unless told otherwise.

**The number comes easy**8 on 2+6 or 3+5 — pay the Place 8, then take the Hard 8 down. This is the most commonly missed clear on the table.

**A seven rolls**All four hardways come down with everything else.

**Nothing else touches them**2, 3, 5, 9, 11, 12 do not affect hardways at all. Do not scan the center for them.

### Payouts

Our layout prints the standard set right on the felt: **Hard 6 and Hard 8 at 9 to 1**, **Hard 4 and Hard 10 at 7 to 1**. Read the box before you pay — the number is there.

**Everything else in the center follows the event rule set.** Horn, Any Craps, Any Seven, C & E. If you do not know which set this event is using, ask the event manager. Do not invent a rule mid-game.

**The one diagram to memorize.** Three players, three bet types, one number box. If you can read this at a glance you can read a live table.

One box, everything on it **place vs come vs odds**

Vertical position tells you the bet type. Horizontal position tells you the owner. That is the whole system.

### Reading the box top to bottom

**1. Printed number**Never covered. If a chip is sitting on the numeral, move it.

**2. Come flat bet**Inside the box, tucked under the numeral, in the owner's column.

**3. Come odds**Directly beneath the flat, touching it, same column. Separate stack, never merged.

**4. Place bet**On the rail below the box line, outside the printed box, same owner column.

Some houses bridge come odds on top of the flat bet instead. We keep them as two touching stacks so both pieces can be counted and paid independently — it is slower to set and much faster to pay correctly.

[← **Previous***Where to Look*](https://info.whitefelt.com/dealer-training/craps#s6)[**Next***Edge Cases* →](https://info.whitefelt.com/dealer-training/craps#s8)

Section 08

# Edge cases & habits

What separates a dealer the room trusts from one they tolerate.

### Situations to stay on top of

**Come-out roll**Pass Line wins on 7/11, loses on 2/3; 12 follows the event rule (commonly bar 12 / push). A box number establishes the point. Keep the puck OFF until the point is established.

**Point made**Pay the Pass Line and odds, move the puck OFF, and begin a new come-out roll.

**Seven-out**Announce it clearly. Resolve the table carefully, remove the puck, and transfer the dice to the next shooter.

**Place bets**Normally working when the puck is ON. If your event allows them to be called working on the come-out, make that status explicit so there is no dispute.

**Odds**Keep odds physically behind the Pass Line bet and separate from the flat bet. Pay the two as distinct pieces.

**Late or confusing bets**If you cannot tell who made a bet or what amount was intended, do not guess. Ask the player and establish it before the next roll.

**Pressing**Do not automatically press. Default to paying the player unless they clearly direct you.

### Habits that make the game feel professional

**Keep the bank organized**Neat stacks, sorted by denomination. Make change immediately rather than letting loose chips accumulate.

**Use one payout path**Left to right, or closest to farthest — pick one and never deviate. A repeatable pattern prevents skipped bets.

**Scan once before the dice go out**Point, Pass Line and odds, place bets, propositions, and anything you just moved.

**Never argue over a party chip**On a genuine dispute, make the reasonable correction and keep the game moving. Involve the event manager if necessary.

**Engage the table**Celebrate good rolls, learn names when you can, and explain what just happened in one sentence. Energy is part of the job.

PUCK *→* ROLL *→* LOSERS *→* WINNERS *→* RESET

The five-second mental checklist. Every roll, every table.

[← **Previous***Chip Placement*](https://info.whitefelt.com/dealer-training/craps#s7)[**Finished***Back to all sections* →](https://info.whitefelt.com/dealer-training/craps#home)

**White Felt Casino Events** Internal Dealer Guide — not for distribution

#### White Felt payout reference

×

**True odds, no house edge.** These are not casino place-bet payouts.

| Bet | Pays | $10 wins | $25 wins |
| --- | --- | --- | --- |
| **Place / Come odds 6, 8** | 6 to 5 | $12 | $30 |
| **Place / Come odds 5, 9** | 3 to 2 | $15 | $37.50 |
| **Place / Come odds 4, 10** | 2 to 1 | $20 | $50 |
| **Pass Line flat** | Even money | $10 | $25 |
| **Come flat** | Even money | $10 | $25 |

#### Lay odds (Don't Pass)

| 4 / 10 | Risk 2 to win 1 |
| --- | --- |
| 5 / 9 | Risk 3 to win 2 |
| 6 / 8 | Risk 6 to win 5 |

#### Everything else

Hardways and center propositions follow the rule set in use at that event. Typical casino set is Hard 6/8 at 9:1 and Hard 4/10 at 7:1. Confirm with the event manager before paying.