Gaming Guides
Black Jack - Rules
Blackjack is
the most popular casino card game. The purpose of the game is to get a
hand as close to 21 as possible without going over. A hand with a value
over 21 is called a "bust," and it is an automatic loser. Your opponent in blackjack is the dealer, and in order to win, you must beat
the dealer's hand. So whatever hand you get must be less than 21, but still
higher than what the dealer has. The dealer must "hit" or
accept another card on 16 and "stay" on 17.
Blackjack is
achieved when two cards total 21 ( an "Ace" and any other "10
value" card) and is the highest possible hand. If the dealer also
has "Blackjack" it is regarded as a tie or "push" and no
one wins or loses.
Blackjack Breakdown
BLACKJACK
Blackjack is a 2 card 21, and the payoff is 2 to 1 on your original bet. |
TIES
All ties between a Player and the Dealer PUSH (no one wins, no one loses).
You do not win or lose.
A third card is not drawn.
You may leave your bet for the next hand, increase it, or remove it. |
DEALER BLACKJACK vs. PLAYER BLACKJACK
This is considered a PUSH.
The Player does not win or lose his bet. |
DOUBLE DOWN
A Player may Double Down on his hand.
When Doubling Down the Player must match his original bet, and is then dealt
only one additional card.
The optimum hands for Doubling Down are 9, 10 or 11. |
SPLITTING
A Player may Split his hand if his two cards are of the same numerical value.
The Player then matches his original bet and plays his cards as two hands.
A Player may Split his hand more than once if he is once again dealt a card
of the same numerical value. |
SPLITTING ACES
Aces are considered extremely valuable cards and may be Split only once.
Because they are so valuable, Players are dealt only one additional card per
Ace.
When Aces are Split and a Player is dealt a face card or a ten, the hand is
considered 21 - not Blackjack - and the payoff is 1 to 1. |
DOUBLE DOWN AFTER SPLIT
A Player may Double Down after Splitting his cards. |
FIVE CARD CHARLIE
When the fifth card dealt to a Player brings the total of his cards to 21 or
less, the Player automatically wins the hand (no matter what the Dealer's
hand totals).
The payoff for a Five Card Charlie is 2 to 1. |
Roulette Table - Rules |
Roulette,
the classy game with European origins, involves a fancy spinning wheel that
contains slots numbered 1 to 36, and well as two additional slots, 0 an
00. A white ball is spun around the wheel as the wheel rotates, and
when the ball loses speed, it drops, falling into one of the numbered
slots.
Of the
slots 1 to 36, half are black and half are red. The 0 and 00 slots
are green.
The purpose
of the game is to try and guess which numbered slot the ball will fall into
next. You place your bets on the roulette layout according to where
you think the ball might land.
There are
numerous bets you can place on a roulette wheel, but all bets fall into one
of two categories: inside bets and outside bets. You can place as
many different bets, and as many different types of bets as you want for
each spin of the wheel, as long as your bets do not exceed the table limit.
Typical layout of a Roulette table and
betting opportunities. |
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Roulette Inside
Bets |
Example Position |
Description |
Pay Off |
1. Striaght Up Bet |
Each number including zero and
double zero. |
35 to 1 |
2. Split |
Two-number bet. |
17 to1 |
3. Street |
Three-number
bet. |
11 to 1 |
4. Corner |
Four-number
bet. |
8 to 1 |
5. Five Numbers |
0,00,1,2,3 |
6 to 1 |
6. Line |
Any one group of six numbers
in two rows. |
5 to 1 |
Roulette Outside
Bets |
Example
Position |
Description |
Pay Off |
7. Dozen |
Set
of twelve numbers. |
2 to 1 |
8. Column Bets |
All
12 numbers in the column. |
2 to 1 |
9. 1st. 18 |
1 through
18 |
Even Money |
10. 2nd 18 |
19
through 36 |
Even Money |
11. Red or Black |
The
color of the wining number. |
Even Money |
12. Odd or Even |
All
odd or all even numbers. |
Even Money |
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Craps Table - Rules
At the start,
the shooter rolls the dice, and this beginning roll is called a
"come-out" roll. The shooter continues making
"come-out" rolls until something OTHER than a 2, 3, 7, 11, or 12
shows up. When this happens, the number rolled is called the
"point." So if a shooter rolls a 2, 7, and then an 8, the
8 becomes the point. Then, the shooter continues to roll the dice until
the point (in this case, 8) repeats, or a 7 comes up. When either of
these things happen, that particular round of play is over, and the shooter
makes a new come-out roll.
The game is
tracked using a plastic "puck." The puck is black on one side,
and white on the other. If the puck is turned black side up, it simply
means that the shooter is making a come-out roll. After the shooter makes
a point, the puck is flipped over, with the white side up, and placed in a box
that corresponds to the point.
Typical Layout of Craps Table
Prior to the "come-out" roll a player
must make a wager on the pass line or don't pass line. After shooter has
established the "point" players can also place "odds bets.
A quick breakdown is included below:
Pass Line
An even money bet, made on the
first roll of the dice (known as the "come-out roll"). You win if a
7 or 11 roll, or lose if 2, 3, or 12 roll (also known as "craps").
Any other number that rolls becomes the "point" and the point must
roll again before a 7 to win. |
Don't Pass Line
An even money bet, which is the
opposite of the pass line bet. You lose on the "come out roll" if
if the shooter rolls a 7 or 11. You win on a 2 or 3. A 12 is a tie. Once a
point is established, you lose if the point is thrown and win if a 7 rolls. |
Come Bets
Made anytime after the first roll
when the shooter has a point to make. You win on 7 or 11 and lose on 2, 3, or
12. Any other number becomes your "come point" and must be repeated
for you to win before a 7 rolls. |
Don't Come Bets
Made anytime after the first roll
when a shooter has a point to make. It is the opposite of the come bet. You
win if a 2 or 3 roll (12 is a tie), and lose if 7 or 11 roll. Any other
number becomes your "come point" and if repeated you lose. If a 7
rolls you win. |
Field Bets
A one roll bet. You win even money
on 3, 4, 9, 10, 11. You win 2 to 1 on 2 and 12. You lose on 5, 6, 7, or 8. |
Big 6 and Big 8
These are a bet that the
appropriate number (6 or 8) will be rolled before the next seven. It pays
even money. |
Any Seven
You win if a seven is rolled on the first throw after you
have placed your bet. |
Hardways
A hardway bet is not
a one roll bet. You are betting that the shooter rolls a pair. Hardways win
if the dice roll as a pair and lose if a 7 rolls or a number is thrown
"the easy way." Example: If you bet a hard 8 and the dice roll 4,4
you win. If the dice roll "easy" 5,3 or 6,2 you lose. |
Craps
You win if a 2, 3 or 12 is rolled on the first throw after
you have placed your bet. |
Eleven
You win if an 11 is rolled on the first throw after you
have placed your bet. |
Place Bets
Once a shooter makes a point, you
may make a "place bet" on 4, 5, 6, 8, 9, and 10.
If the shooter rolls any of these numbers before a 7 you win the following
payoffs on
our tables: even money on the 6 or 8, 3 to 2 on the 5 or 9, 2 to 1 on the 4
or 10. |
Let It Ride - Rules
How to Play
You win with a pair of tens or better!
Bets: Each player places three (3) equal bets.
The Deal: Each player receives three (3) cards.
The Play: You are not playing against the dealer
or the other players. You are simply trying to get the best possible poker hand
by using your three cards and two cards called, "community cards," which
the dealer will expos.
After looking at your first three (3) cards, you
may ask for your first bet back or you may "Let It Ride."
The dealer then turns up one commmunity card.
You may ask for your first bet back or you may "Let It Ride."
The second community card is then truned over by
the dealer. At this point, all winning hands are paid according to the payout
schedule on the table layout (pair of 10's or better, two pair, etc).
Players cannot show their hands to other
players.
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