Craps seems like a complicated game because there are so many terms and slang for different bets. Learning the lingo can help you understand the game.
- 2-Way: Player betting one roll wager for himself AND the dealers.
- 3-Way Craps: A bet made in units of 3 with one unit on 2, one unit on 3, and one unit on 12.
- Aces: Betting that the next roll will be the total sum of 2. Also called Snake Eyes.
- Any Craps: A bet that the next roll will be 2, 3, or 12.
- Any Seven: A bet that the next roll will be 7.
- Big Red: Another word for seven. Players will not use the world seven at the table.
- Black: Dealer slang for $100 gaming chips which in most casinos are black.
- Bones: Another name for dice.
- Boxcars: Slang for the 12. Also called midnight.
- Boxman: Table supervisor who sits between the dealers and opposite the stickman.
- Box Numbers: These are the place bet numbers; 4-5-6-8-9-10.
- Boys or The Boys: Slang for the Dealers.
- Cold Dice: Expression used to describe the table when no one is making their point.
- Color In: What you say when cashing out smaller valued chips for larger valued chips when leaving the craps table.
- Come bet: A bet made after the point is established. It is exactly like a pass line bet.
- Come out roll: The first roll of the dice to establish a point.
- Comp: Complimentary or freebies provided to players based on their action.
- Crap Numbers: The numbers 2,3 and 12.
- Craps Check: Betting on any craps during the come out roll to hedge your pass line bet.
- Don't Come bet: A don't pass bet made after the point is established.
- Don't Pass bet: A bet that the shooter will not make his point.
- Double odds: An odds bet that is twice the size of the original pass/come bet. Some casinos offer higher odds.
- Eye in the Sky: Surveillance department or the cameras in the ceiling to watch the players and dealers.
- Front Line: Another name for a pass line bet.
- Garden: Slang for the field bet.
- George: A player who is a good tipper.
- Green: Dealer slang for $25 gaming chips which in most casinos are green.
- Hard Way: A bet on 4, 6, 8, or 10 that wins only if the dice roll as pairs; 2-2, 3-3, 4-4, 5-5.
- Hi-Lo: A one roll bet on 2 & 12
- Hi-Lo-Yo: A one roll bet on 2,12 & 11.
- Hop bet: A bet that the next roll will result in one particular combination of the dice, such as; 3-5. 2-2, 3-3, 4-4 etc.
- Horn bet: A bet that the next roll will be 2, 3, 11, or 12, made in multiples of 4, with one unit on each of the numbers.
- Horn High bet: A bet made in multiples of 5 with one unit on 3 of the horn numbers, and two units on the 'high' number (number 12).
- Hot Dice or Hot Table: When players are winning or a player is rolling a lot of numbers.
- Inside Numbers: Place bets on the numbers 5-6 -8-9
- Lay bet: A bet that a 7 will be rolled before the number you are placing (4,5,6,8,9, or 10) comes up.
- Lay-Out: The printed area on the felt where wagers can be placed.
- Lay Odds: After a point has been established an additional odds bet can be made that will win if the original don't pass bet wins.
- Little Joe: Slang for a pair of twos or Hard 4.
- Marker: The plastic disk used to mark the point. One side is printed 'on' and the other 'off'.
- Mark the Point: The dealer puts the Puck on the layout to indicate the point number.
- Midnight: Slang for the 12. Also called box cars.
- Natural: A seven or 11 thrown on the come out roll for a winning bet.
- One Roll Bet: A bet in craps that is one or lost in a single roll.
- Odds Bet: An additional wager made in addition to the pass line bet.
- Off: What you say to indicate that they are not active on the next roll of the dice.
- Off and On: Refers to the way that Dealers pays off COME BETS when a new come bet is the same number as one already established.
- On: This means that your bets are working or in action.
- Outside Numbers: Place bets on the 4-10 –5-9.
- Parlay: Adding your winnings to an original bet and wagering it all.
- Pass Line Bet: A wager made on the come out roll in which you are betting that the shooter will make the point.
- Place bet: A bet that a particular number (4, 5, 6, 8, 9, or 10) will be rolled before a 7 is rolled.
- Point: The number established by the come out roll.
- Proposition Bet: A wager on one of the bets in the center of the layout.
- Right Better: A player with a bet on the pass line.
- Rack: The grooved rail where you keep your chips.
- Seven Out: Expression when a shooter rolls a seven before making their point thus losing the pass line bet.
- Shooter: The player rolling the dice.
- Snake Eyes: Slang for the number 2. Also called aces.
- Stickman: The dealer with the stick that pushed the dice to the shooter and calls the rolls.
- Toke: Another word for a tip.
- World Bet: A bet on the horn numbers along with any seven. (2-3-11-12)
- Wrong Bettor: A player betting against the shooter.
- Yo or Yo-leven: The word used for rolling an eleven so as to not confuse it with 'seven.'
Mexico is an elimination dice game. It can be played by any number of players but it is ideal to have three or more. Mexico requires the use of two dice and players must agree on a fixed number of rounds before starting the game. The goal of the game is to be the only player left standing; players are eliminated when they run out of turns to participate in the next rounds. As the game is fairly simple and easy-to-follow, it is often used for gambling. There are also several variations of this popular dice game, although most variants follow different mechanics. I have Greek friends who often play this game, though they refer to it as 'acey-deucey'.
Single Dice
The current standard dice set for D&D dice is the 7-dice set. This set includes one each of all of the D&D dice, plus a percentiles d10. In the 80s and early 90s a 10-dice set was popular for D&D dice, that included all of the dice in the 7-dice set, but had 4 six-sided dice instead of just one. One is called a die, multiple is called dice. Just like 1 mouse is a mouse, multiple are mice.
Mexico is a pretty straightforward game with simple mechanics, which is why it has gained popularity as a gambling game. Before the game, players must agree on the number of rounds. Each player rolls one die and whoever rolls the highest gets the first turn followed by the player to his left or right. The goal of the game is to get the highest roll or at least, avoid getting the lowest roll.
In a regular game of Mexico where money is not involved, every player is given an extra die (apart from the two dice used for rolling). The die marks the number of lives the player has in every turn. At the beginning of the game, the die is placed with the '6' symbol facing up. The lowest roller loses the round and therefore, loses a life. Every time a player loses a round, the die is rotated to the next lower number to show how many lives he or she has left.
In a game of Mexico where money is involved, the amount is agreed on beforehand. Each player starts with a certain amount of money, which is then split into the number of rounds. The lowest roller must put a portion of his money in the pot. Imac 2006 boot from usb. The losing player in the last round gets to take the first turn on the next round, regardless of whether he or she rolled last. When a player no longer has lives or no longer has money left to add to the pot, he or she is eliminated from the game.
- The most common iteration of Bar Dice is known as 'Ship, Captain, Crew,' and it's played with a six-sided dice. You don't need to play this game at a bar, but you do need as many friends or family members as possible. Also Check Out: How to Play Dominoes (Everything You Need to Know) How to Play Bar Dice.
- Terms will differ in individual games and groups, but usually the total result (natural roll plus any modifiers) is just called your 'roll,' or we'll say 'I got a 25.' In some systems (sounds like you're reading a D&D book), your natural roll has implications regardless of the modifiers you can add to it, so it's important to have a way to talk.
- See 20 authoritative translations of Dice in English with example sentences, conjugations and audio pronunciations.
Whoever takes the lead spot gets the privilege of rolling the dice up to three times, which then determines how many times the next players are allowed to roll. It is worth noting, however, that only the last roll counts as a turn. The values of the two dice are combined to determine the score. However, the face value is not used but rather, the two values are combined to create a two-digit number. For example, a player rolls 3 and 6, the score that player receives is 63. This is because the higher value is designated the tens column spot and the lower value is designated the ones column spot. This rule applies to all number combinations provided that it is a mixed roll (i.e. two different values). When a player rolls a double (e.g. 6-6, 5-5, 4-4), the player is given a higher score. A double, therefore, ranks higher than a mixed roll even if its face value is lower. The highest roll a player can get is a 2-1, which is higher than any double or mixed roll. A 2-1 roll or twenty-one is the highest possible roll in the game and is called 'Mexico'. The lowest possible roll is 3-1.
Additional Rules:
In the event that the lead roller manages to roll a 2-1, the turn is passed unto the next player even if the lead roller still has rolls left. In effect, the second player becomes the first player by default and is allowed to determine how many rolls the subsequent players can take. This is because the lead roller is automatically out of danger because his last roll was already a Mexico and is the highest possible score in that round. In the off chance that the next player also rolls a Mexico, the turn is passed on to the next player and so on. If a player manages to roll a 2-1 but the lead roller fails to do so, the roll is not considered a Mexico but the scoring remains the same. Therefore, a player who manages to roll a 2-1 still has a high chance of winning the round even if he does not assume the role of lead roller.
If money is involved in the game, every time a player in one round rolls a Mexico, the stakes are doubled. This means that whoever loses the round will have to double the amount of money he puts in the pot for that round. If more than one player rolls a Mexico in one round, it is up to the group to decide whether they would want to add another unit to the stakes to match the number of players who manages to roll a Mexico (i.e. if two players roll a 2-1 in one round, the stakes are tripled and so on). This should be determined before the game starts so that the rules are clear. In some versions, if two players get rolls that are equally low, both lose a life each and if several players roll a Mexico, the loser loses two lives.
The best way to play Mexico is live with friends sitting around a table with a pair of dice. There is no actual digital version of the dice game Mexico online or on mobile platforms that I'm aware of but there are digital versions of dice that you can use for playing Mexico. Just set up the rules of the game yourself. http://www.roll-dice-online.com/ offers a venue for players to roll digital dice. You can set the number of sides, the number of dice to roll, and the number of rolls on the site. There are also various mobile applications downloadable via the Google Play store and Apple App Store that allow you to use digital dice in lieu of actual dice. Although, nothing will still beat physically rolling actual dice, as it makes the game much more fun and exciting.
Strategizing in a game of Mexico can be very technical and involves having to calculate the odds of the results. Fortunately, you can find a table of median rolls on this link https://en.wikipedia.org/wiki/Mexico_(game). It can be rather stressful to have to calculate the odds for each round especially since rolling dice involves mostly luck than strategy. Although, knowing the odds and median results can be helpful in determining whether you should roll again in cases where you get up to three rolls.
The first player or lead roller has a bit of advantage as he or she determines how many rolls each player can get, which can increase the odds of getting a lower roll. The table of Strategies and Odds shows that there is a higher chance of getting a low roll if the dice is rolled up to three times. This is why it is recommended to stick to a roll even if it isn't your ideal result, as the objective of the game is simply to avoid getting the lowest roll, not necessarily always the highest roll in the round. https://soft-dyna.mystrikingly.com/blog/catcher-snippet. Therefore, an average roll is better than risking getting a much lower result by re-rolling the dice. The more rolls a player takes, the higher his risk of getting a low result. You can choose to only roll once even if the lead player rolls twice or thrice if you are already satisfied with the results. https://coppersoft.mystrikingly.com/blog/iron-man-2-slot. In fact, unless your first roll is really bad, it is recommended that you do not risk rolling again, as you can possibly end up with an even lower result.
Mexico is a pretty fun game and since it only requires dice to play, it can be played anywhere. Since the mechanics are fairly simple, it's quite easy to teach the game to new players provided that some of the additional rules are properly determined before starting the game.
Resources
A Single Dice Is Called What
For additional information about Mexico, you can visit the following links:
What Is One Dice Called
https://en.wikipedia.org/wiki/Mexico_(game)
http://www.tactic.net/site/rules/UK/02480.pdf Audiofinder 5 9 9 download free.