[41 Pa.B. 2981]
[Saturday, June 11, 2011]
[Continued from previous Web Page]
CHAPTER 623a. CRAPS AND MINI-CRAPS Sec.
623a.1. Definitions. 623a.2. Craps and Mini-Craps tables; physical characteristics. 623a.3. Permissible wagers. 623a.4. Making and removal of wagers. 623a.5. Payout odds. 623a.6. Supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds). 623a.7. Dice retention and selection. 623a.8. Throw of the dice; invalid roll of the dice. 623a.9. Point throw; settlement of wagers. 623a.10. Continuation of shooter; selection of new shooter. 623a.11. Additional procedures and rules for the Fire Bet. § 623a.1. Definitions.
The following words and terms, when used in this chapter, have the following meanings, unless the context clearly indicates otherwise:
Boxperson—An employee of a certificate holder whose primary function is to participate in and supervise the conduct of gaming at a single Craps table.
Buy Bet—A Place Bet to Win which offers a payout of true odds.
Call Bet—A wager made without cash or chips for a known customer.
Come out point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the come out roll.
Come out roll—The first roll of the dice at the opening of the game and the first roll of the dice after a decision with respect to a Pass Bet and Don't Pass Bet has been effected.
Come point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the next roll following placement of a Come Bet or Don't Come Bet.
Lay Bet—A Place Bet to Lose which offers a payout of true odds.
Stickperson—An employee of a certificate holder whose primary function is to control the selection and use of the dice at a Craps table.
§ 623a.2. Craps and Mini-Craps tables; physical characteristics.
(a) Craps and Mini-Craps shall be played on an oblong table with rounded corners and high walled sides.
(b) A Craps table may not be larger than 14 feet in length.
(c) A Mini-Craps table may not be longer than 9 1/2 feet in length and have seating locations for a maximum of nine players.
(d) The layout for a Craps or Mini-Craps table shall be approved by the Bureau of Gaming Operations and contain, at a minimum:
(1) The name or logo of the certificate holder.
(2) Specific areas designated for the placement of wagers permitted under § 623a.3 (relating to permissible wagers).
(3) The words ''no call bets.''
(e) Each Craps and Mini-Craps table must have a drop box and tip box attached to the table in locations approved by the Bureau of Casino Compliance.
(f) In addition to the requirements in subsection (d), if the Fire Bet in the game of Craps is offered by a certificate holder, the Craps table must, at a minimum, include:
(1) No more than 16 designated areas for the placement of Fire Bets in locations approved by the Bureau of Gaming Operations. The Fire Bet areas must be located around the perimeter of the layout, corresponding to player positions at the table, and be sequentially numbered in a clockwise direction, with the area numbered 1 being located immediately to the left of the boxperson or dealer.
(2) A designated area of the layout, in a location approved by the Bureau of Gaming Operations, for the relocation and identification of all Fire Bets placed by players prior to the come out roll of a shooter. The designated area must be located in front of the boxperson and contain numbered areas which correspond to the location of the numbered areas described in paragraph (1).
(3) The following information, visible to all player positions, on the inside wall of the table in a location approved by the Bureau of Gaming Operations:
(i) The payout odds for four, five and six different unique points made.
(ii) Fire Bets shall be accepted only prior to a shooter's initial come out roll.
(iii) The wager limitations applicable to the Fire Bet.
§ 623a.3. Permissible wagers.
(a) The following wagers may be used in the games of Craps and Mini-Craps:
(1) A Pass Bet placed on the Pass Line of the layout immediately prior to the come out roll. A winning or losing Pass Bet shall be determined as follows:
(i) A Pass Bet shall win if, on the come out roll, either:
(A) A total of 7 or 11 is thrown.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.
(ii) A Pass Bet shall lose if, on the come out roll, either:
(A) A total of 2, 3 or 12 is thrown.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.
(2) A Don't Pass Bet placed on the Don't Pass Line of the layout immediately prior to the come out roll. A winning or losing Don't Pass Bet shall be determined as follows:
(i) A Don't Pass Bet shall win if, on the come out roll, either:
(A) A total of 2 or 3 is thrown.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.
(ii) A Don't Pass Bet shall lose if, on the come out roll, either:
(A) A total of 7 or 11 is thrown.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.
(iii) If a total of 12 is thrown on the come out roll, a Don't Pass Bet shall be void and any Don't Pass Bets shall be returned to the players.
(3) A Come Bet placed on the Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Come Bet, the dealer shall move the Come Bet into the numbered box corresponding to the number that was thrown. A winning or losing Come Bet shall be determined as follows:
(i) A Come Bet shall win if either:
(A) A total of 7 or 11 is thrown on the roll immediately following placement of the Come Bet.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and that total is thrown again before a 7 is thrown.
(ii) A Come Bet shall lose if either:
(A) A total of 2, 3 or 12 is thrown on the roll immediately following placement of the Come Bet.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and a 7 is subsequently thrown before that total is thrown again.
(4) A Don't Come Bet placed on the Don't Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Don't Come Bet, the dealer shall move the Don't Come Bet into a box adjacent to the numbered box corresponding to the number that was thrown. A winning or losing Don't Come Bet shall be determined as follows:
(i) A Don't Come Bet shall win if either:
(A) A total of 2 or 3 is thrown on the roll immediately following placement of the Don't Come Bet.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet and a 7 is subsequently thrown before that total is thrown again.
(ii) A Don't Come Bet shall lose if either:
(A) A total of 7 or 11 is thrown on the roll immediately following placement of the Don't Come Bet.
(B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet and that total is thrown again before a 7 is thrown.
(iii) If a total of 12 is thrown on the roll immediately following placement of a Don't Come Bet, the Don't Come Bet shall be void and any Don't Come Bets shall be returned to the players.
(5) A Place Bet to Win on any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Win shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Place Bet to Win shall be determined as follows:
(i) A Place Bet to Win shall win if the number on which the wager was placed is thrown before a 7 is thrown.
(ii) A Place Bet to Win shall lose if a 7 is thrown before the number on which the wager was placed is thrown.
(6) A Place Bet to Lose placed in a box adjacent to any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Lose shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Place Bet to Lose shall be determined as follows:
(i) A Place Bet to Lose shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.
(ii) A Place Bet to Lose shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.
(7) A Four The Hardway Bet placed in a box which shows two dice, each of which displays a value of 2, that may be made at any time. A Four The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Four The Hardway Bet shall be determined as follows:
(i) A Four The Hardway Bet shall win if a total of 4 is thrown with a 2 appearing on each die before a 4 is thrown in any other way or before a 7 is thrown.
(ii) A Four The Hardway Bet shall lose if a total of 4 is thrown without a 2 appearing on each die or a 7 is thrown before a total of 4 is thrown with a 2 appearing on each die.
(8) A Six The Hardway Bet placed in a box which shows two dice, each of which displays a value of 3, that may be made at any time. A Six The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Six The Hardway Bet shall be determined as follows:
(i) A Six The Hardway Bet shall win if a total of 6 is thrown with a 3 appearing on each die before a 6 is thrown in any other way or before a 7 is thrown.
(ii) A Six The Hardway Bet shall lose if a total of 6 is thrown without a 3 appearing on each die or a 7 is thrown before a total of 6 is thrown with a 3 appearing on each die.
(9) An Eight The Hardway Bet placed in a box which shows two dice, each of which displays a value of 4, that may be made at any time. An Eight The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Eight The Hardway Bet shall be determined as follows:
(i) An Eight The Hardway Bet shall win if a total of 8 is thrown with a 4 appearing on each die before an 8 is thrown in any other way or before a 7 is thrown.
(ii) An Eight The Hardway Bet shall lose if a total of 8 is thrown without a 4 appearing on each die or a 7 is thrown before a total of 8 is thrown with a 4 appearing on each die.
(10) A Ten The Hardway Bet placed in a box which shows two dice, each of which displays a value of 5, that may be made at any time. A Ten The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Ten The Hardway Bet shall be determined as follows:
(i) A Ten The Hardway Bet shall win if a total of 10 is thrown with a 5 appearing on each die before a 10 is thrown in any other way or before a 7 is thrown.
(ii) A Ten The Hardway Bet shall lose if a total of 10 is thrown without a 5 appearing on each die or a 7 is thrown before a total of 10 is thrown with a 5 appearing on each die.
(11) A Field Bet placed in a box which shows the numbers 2, 3, 4, 9, 10, 11 and 12 that may be made at any time. A winning or losing Field Bet shall be determined as follows:
(i) A Field Bet shall win if a 2, 3, 4, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the Field bet.
(ii) A Field Bet shall lose if a 5, 6, 7 or 8 is thrown on the roll immediately following placement of the Field bet.
(12) An Any Seven Bet placed in a box which contains the phrase ''Any Seven'' that may be made at any time. A winning or losing Any Seven Bet shall be determined as follows:
(i) An Any Seven Bet shall win if a 7 is thrown on the roll immediately following placement of the Any Seven Bet.
(ii) An Any Seven Bet shall lose if any total other than a 7 is thrown on the roll immediately following placement of the Any Seven Bet.
(13) An Any Craps Bet placed in a box which contains the phrase ''Any Craps'' that may be made at any time. A winning or losing Any Craps Bet shall be determined as follows:
(i) An Any Craps Bet shall win if a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.
(ii) An Any Craps Bet shall lose if any total other than a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.
(14) A Craps Two Bet placed in a box which shows two dice, each of which displays a value of 1, that may be made at any time. A winning or losing Craps Two Bet shall be determined as follows:
(i) A Craps Two Bet shall win if a 2 is thrown on the roll immediately following placement of the Craps Two Bet.
(ii) A Craps Two Bet shall lose if any total other than a 2 is thrown on the roll immediately following placement of the Craps Two Bet.
(15) A Craps Three Bet placed in a box which shows two dice, one of which displays a value of 1 and the other of which displays a value of 2, that may be made at any time. A winning or losing Craps Three Bet shall be determined as follows:
(i) A Craps Three Bet shall win if a 3 is thrown on the roll immediately following placement of the Craps Three Bet.
(ii) A Craps Three Bet shall lose if any total other than a 3 is thrown on the roll immediately following placement of the Craps Three Bet.
(16) A Craps Twelve Bet placed in a box which shows two dice, each of which displays a value of 6, that may be made at any time. A winning or losing Craps Twelve Bet shall be determined as follows:
(i) A Craps Twelve Bet shall win if a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.
(ii) A Craps Twelve Bet shall lose if any total other than a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.
(17) An 11 in One Roll Bet placed in a box which shows two dice, one of which displays a value of 5 and the other of which displays a value of 6, that may be made at any time. A winning or losing 11 in One Roll Bet shall be determined as follows:
(i) An 11 in One Roll Bet shall win if an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.
(ii) An 11 in One Roll Bet shall lose if any total other than an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.
(18) A Craps-Eleven or C and E Bet placed in a area on the table layout that contains the letters ''C'' and ''E'' that may be made at any time. A winning or losing Craps-Eleven or C and E Bet shall be determined as follows:
(i) A Craps-Eleven or C and E Bet shall win if a 2, 3, 11 or 12 is rolled immediately following placement of the Craps-Eleven or C and E Bet.
(ii) A Craps-Eleven or C and E Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Craps-Eleven or C and E Bet.
(19) A Horn Bet placed in a box which contains the words ''Horn Bet'' that may be made at any time. A Horn Bet shall be placed in units of four. A winning or losing Horn Bet shall be determined as follows:
(i) A Horn Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.
(ii) A Horn Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.
(20) A Horn High Bet placed in a box which contains the words ''Horn High Bet'' and two dice with a total value of 2, 3, 11 or 12 that may be made at any time. A Horn High Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Horn High Bet shall break down a Horn High Bet into two separate wagers of four units on the Horn Bet and one unit on one of the boxes which contain two dice with a total value of 2, 3, 11 or 12. A winning or losing Horn High Bet shall be determined as follows:
(i) A Horn High Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.
(ii) A Horn High Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.
(21) A Whirl Bet placed in a box which contains the words ''Whirl bet'' that may be made at any time. A Whirl Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Whirl Bet shall break down a Whirl Bet into two separate wagers of four units on the Horn Bet and one unit on the Any Seven Bet. A winning or losing Whirl Bet shall be determined as follows:
(i) A Whirl Bet shall win if a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Whirl Bet.
(ii) A Whirl Bet shall lose if any total other than a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.
(22) A Four The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four The Hardway on the Hop Bet shall be determined as follows:
(i) A Four The Hardway on the Hop Bet shall win if a total of 4 is thrown with a 2 appearing on each die on the roll immediately following placement of the Four The Hardway on the Hop Bet.
(ii) A Four The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four The Hardway on The Hop Bet.
(23) A Six The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Six The Hardway on the Hop Bet shall be determined as follows:
(i) A Six The Hardway on the Hop Bet shall win if a total of 6 is thrown with a 3 appearing on each die on the roll immediately following placement of the Six The Hardway on the Hop Bet.
(ii) A Six The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Six The Hardway on the Hop Bet.
(24) An Eight The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Eight The Hardway on the Hop Bet shall be determined as follows:
(i) An Eight The Hardway on the Hop Bet shall win if a total of 8 is thrown with a 4 appearing on each die on the roll immediately following placement of the Eight The Hardway on the Hop Bet.
(ii) An Eight The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Eight The Hardway on the Hop Bet.
(25) A Ten The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Ten The Hardway on the Hop Bet shall be determined as follows:
(i) A Ten The Hardway on the Hop Bet shall win if a total of 10 is thrown with a 5 appearing on each die on the roll immediately following placement of the Ten The Hardway on the Hop Bet.
(ii) A Ten The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Ten The Hardway on the Hop Bet.
(26) A One-Three or Ace-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Three or Ace-Trey on the Hop Bet shall be determined as follows:
(i) A One-Three or Ace-Trey on the Hop Bet shall win if a total of 4 is thrown with a 1 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.
(ii) A One-Three or Ace-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.
(27) A One-Four or Ace-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Four or Ace-Four on the Hop Bet shall be determined as follows:
(i) A One-Four or Ace-Four on the Hop Bet shall win if a total of 5 is thrown with a 1 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.
(ii) A One-Four or Ace-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.
(28) A Two-Three or Deuce-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Three or Deuce-Trey on the Hop Bet shall be determined as follows:
(i) A Two-Three or Deuce-Trey on the Hop Bet shall win if a total of 5 is thrown with a 2 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.
(ii) A Two-Three or Deuce-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.
(29) A One-Five or Ace-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Five or Ace-Five on the Hop Bet shall be determined as follows:
(i) A One-Five or Ace-Five on the Hop Bet shall win if a total of 6 is thrown with a 1 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.
(ii) A One-Five or Ace-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.
(30) A Two-Four or Deuce-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Four or Deuce-Four on the Hop Bet shall be determined as follows:
(i) A Two-Four or Deuce-Four on the Hop Bet shall win if a total of 6 is thrown with a 2 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Two-Four or Deuce-Four on the Hop Bet.
(ii) A Two-Four or Deuce-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.
(31) A One-Six or Ace-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Six or Ace-Six on the Hop Bet shall be determined as follows:
(i) A One-Six or Ace-Six on the Hop Bet shall win if a total of 7 is thrown with a 1 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.
(ii) A One-Six or Ace-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.
(32) A Two-Five or Deuce-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Five or Deuce-Five on the Hop Bet shall be determined as follows:
(i) A Two-Five or Deuce-Five on the Hop Bet shall win if a total of 7 is thrown with a 2 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.
(ii) A Two-Five or Deuce-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.
(33) A Three-Four or Trey-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Four or Trey-Four on the Hop Bet shall be determined as follows:
(i) A Three-Four or Trey-Four on the Hop Bet shall win if a total of 7 is thrown with a 3 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.
(ii) A Three-Four or Trey-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.
(34) A Two-Six or Deuce-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Six or Deuce-Six on the Hop Bet shall be determined as follows:
(i) A Two-Six or Deuce-Six on the Hop Bet shall win if a total of 8 is thrown with a 2 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.
(ii) A Two-Six or Deuce-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.
(35) A Three-Five or Trey-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Five or Trey-Five on the Hop Bet shall be determined as follows:
(i) A Three-Five or Trey-Five on the Hop Bet shall win if a total of 8 is thrown with a 3 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.
(ii) A Three-Five or Trey-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.
(36) A Three-Six or Trey-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Bet shall be determined as follows:
(i) A Three-Six or Trey-Six on the Hop Bet shall win if a total of 9 is thrown with a 3 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.
(ii) A Three-Six or Trey-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.
(37) A Four-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four-Five on the Hop Bet shall be determined as follows:
(i) A Four-Five on the Hop Bet shall win if a total of 9 is thrown with a 4 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Four-Five on the Hop Bet.
(ii) A Four-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Five on the Hop Bet.
(38) A Four-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing bet shall be determined as follows:
(i) A Four-Six on the Hop Bet shall win if a total of 10 is thrown with a 4 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Four-Six on the Hop Bet.
(ii) A Four-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Six on the Hop Bet.
(39) A 6-7-8 Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing 6-7-8 Bet shall be determined as follows:
(i) A 6-7-8 Bet shall win if a total of 6, 7 or 8 is thrown on the roll immediately following placement of the 6-7-8 Bet.
(ii) A 6-7-8 Bet shall lose if a 2, 3, 4, 5, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the 6-7-8 Bet.
(40) A Fire Bet that may only be made prior to the come out roll of a new shooter.
(i) A Fire Bet shall win if at least four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.
(ii) A Fire Bet shall lose if less than four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.
(41) In addition to Place Bets to Win on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under § 601a.2 (relating to table games Rules Submissions), offer players the option of placing a Buy Bet to receive true odds on the Place Bet to Win. A Buy Bet shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Buy Bet shall be determined as follows:
(i) A Buy Bet shall win if the number on which the wager was placed is thrown before a 7 is thrown.
(ii) A Buy Bet shall lose if a 7 is thrown before the number on which the wager was placed is thrown.
(42) In addition to or in lieu of the Place Bets to Lose on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under § 601a.2, offer players the option of placing a Lay Bet to receive true odds on the Place Bet to Lose. A Lay Bet shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Lay Bets shall be determined as follows:
(i) A Lay Bet shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.
(ii) A Lay Bet shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.
(b) Except as permitted under § 623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds)), the amount of a Craps or Mini-Craps wager:
(1) May not be less than the minimum wager.
(2) May not be more than the maximum wager.
(c) The amounts of the minimum and maximum Craps or Mini-Craps wagers shall be posted at each Craps or Mini-Craps table.
§ 623a.4. Making and removal of wagers.
(a) Wagers shall be made before the dice are thrown.
(b) Wagers shall be made by placing value chips or plaques on the appropriate areas of the layout. Verbal wagers accompanied by cash may be accepted provided that they are confirmed by the dealer and that the cash is expeditiously converted into value chips or plaques.
(c) A wager made on any bet may be removed or reduced at any time prior to a roll that decides the outcome of the wager except that:
(1) A Pass Bet may not be removed or reduced after a come out point is established with respect to the Pass Bet.
(2) A Come Bet may not be removed or reduced after a come point is established with respect to the Come Bet.
(3) A Fire Bet may not be reduced or increased at any time, and may not be removed prior to the throwing of a loser 7.
(d) A Don't Come Bet and a Don't Pass Bet may be removed or reduced at any time but may not be replaced or increased after the bet has been removed or reduced.
(e) Only players who are seated at a Mini-Craps table may place a wager at the game. Once a player has placed a wager, that player shall remain seated until the completion of the round of play.
§ 623a.5. Payout odds.
(a) The certificate holder shall pay out winning Craps and Mini-Craps wagers as follows:
Wager Payout Odds Pass Bet 1 to 1 Don't Pass Bet 1 to 1 Come Bet 1 to 1 Don't Come Bet 1 to 1 Place Bet to Win on 4 9 to 5 Place Bet to Win on 5 7 to 5 Place Bet to Win on 6 7 to 6 Place Bet to Win on 8 7 to 6 Place Bet to Win on 9 7 to 5 Place Bet to Win on 10 9 to 5 Place Bet to Lose on 4 5 to 11 Place Bet to Lose on 5 5 to 8 Place Bet to Lose on 6 4 to 5 Place Bet to Lose on 8 4 to 5 Place Bet to Lose on 9 5 to 8 Place Bet to Lose on 10 5 to 11 Four The Hardway Bet 7 to 1 Six The Hardway Bet 9 to 1 Eight The Hardway Bet 9 to 1 Ten The Hardway Bet 7 to 1 Field Bet: On a 3, 4, 9, 10 or 11 1 to 1 On a 2 or 12 2 to 1 Any Seven Bet 4 to 1 Any Craps Bet 7 to 1 Craps 2 Bet 30 to 1 Craps 3 Bet 15 to 1 Craps 12 Bet 30 to 1 11 in One Roll 15 to 1 Four The Hardway on the Hop Bet 30 to 1 Six The Hardway on the Hop Bet 30 to 1 Eight The Hardway on the Hop Bet 30 to 1 Ten The Hardway on the Hop Bet 30 to 1 One-Three or Ace-Trey on the Hop Bet 15 to 1 One-Four or Ace-Four on the Hop Bet 15 to 1 One-Five or Ace-Five on the Hop Bet 15 to 1 One-Six or Ace-Six on the Hop Bet 15 to 1 Two-Three or Deuce-Trey on the Hop Bet 15 to 1 Two-Four or Deuce-Four on the Hop Bet 15 to 1 Two-Five or Deuce-Five on the Hop Bet 15 to 1 Two-Six or Deuce-Six on the Hop Bet 15 to 1 Three-Four or Trey-Four on the Hop Bet 15 to 1 Three-Five or Trey-Five on the Hop Bet 15 to 1 Three-Six or Trey-Six on the Hop Bet 15 to 1 Four-Five on the Hop Bet 15 to 1 Four-Six on the Hop Bet 15 to 1 6-7-8 Bet: On a 6 that is a One-Five or 1 to 1 Two-Four, on any 7 or an 8 that is a Two-Six or Three-Five On a 6 that is a Three-Three or 2 to 1 an 8 that is a Four-Four (b) A Craps-Eleven or C and E Bet shall be paid as if 1/2 of the Craps-Eleven or C and E Bet had been placed as an Any Craps Bet (7 to 1) and 1/2 as an 11 in One Roll (15 to 1), and shall be paid as if two separate wagers were made for the one roll.
(c) A Horn Bet shall be paid as if it were four separate wagers on the 2, 3, 11 and 12, each of which equaling 25% of the Horn Bet.
(d) A Horn High Bet shall be paid as if it was four separate wagers on the 2, 3, 11 and 12, each of which equaling 20% of the Horn High Bet and a fifth wager on the 2, 3, 11 or 12, equaling 20% of the Horn High Bet.
(e) A Whirl Bet shall be paid as if it was two separate wagers with four units wagered as a Horn Bet and one unit wagered as an Any Seven Bet.
(f) A winning Fire Bet shall be paid once for the highest number of different unique points made at no less than the odds in one of the following pay tables selected by the certificate holder in its Rules Submission under § 601a.2 (relating to table games Rules Submission).
(Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)
Individual Unique
Points MadePayout A Payout B Four Points 24 to 1 39 to 1 Five Points 249 to 1 199 to 1 Six or More Points 999 to 1 499 to 1 (g) A certificate holder that offers Buy Bets and Lay Bets:
(1) Shall pay winning Buy Bet wagers as follows:
Wager Payout Odds Buy Bet on the 4 2 to 1 Buy Bet on the 5 3 to 2 Buy Bet on the 6 6 to 5 Buy Bet on the 8 6 to 5 Buy Bet on the 9 3 to 2 Buy Bet on the 10 2 to 1 (2) Shall pay winning Lay Bet wagers as follows:
Wager Payout Odds Lay Bet against the 4 1 to 2 Lay Bet against the 5 2 to 3 Lay Bet against the 6 5 to 6 Lay Bet against the 8 5 to 6 Lay Bet against the 9 2 to 3 Lay Bet against the 10 1 to 2 (3) May collect, at time the player makes the wager, a vigorish of up to 5%, as specified in the certificate holder's Rules Submission, of the amount wagered on the Buy or Lay Bet or may collect the vigorish only on a winning Buy or Lay Bet. If collecting a vigorish, the certificate holder shall specify in its Rules Submission which vigorish procedure it will utilize.
(h) Except as permitted under subsection (g)(3), a certificate holder may not charge a percentage, fee or vigorish to a player in making any wager in the game of Craps or Mini-Craps.
(i) Except as permitted under § 623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds)), a certificate holder may not accept any wager in excess of the maximum bet posted at the table.
§ 623a.6. Supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds).
(a) When a player makes a Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Pass Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Pass Bet. If the Pass Bet wins after a supplemental wager is made:
(1) The original Pass Bet shall be paid at odds of 1 to 1.
(2) The supplemental wager shall be paid at odds of:
(i) 2 to 1 if the come out point was 4 or 10.
(ii) 3 to 2 if the come out point was 5 or 9.
(iii) 6 to 5 if the come out point was 6 or 8.
(b) When a player makes a Don't Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Don't Pass Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don't Pass Bet. If the Don't Pass Bet wins after a supplemental wager is made:
(1) The original Don't Pass Bet shall be paid at odds of 1 to 1.
(2) The supplemental wager shall be paid at odds of:
(i) 1 to 2 if the come out point was 4 or 10.
(ii) 2 to 3 if the come out point was 5 or 9.
(iii) 5 to 6 if the come out point was 6 or 8.
(c) When a player makes a Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet, the player may make a supplemental wager in support of the Come Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Come Bet. If the Come Bet wins after a supplemental wager is made:
(1) The original Come Bet shall be paid at odds of 1 to 1.
(2) The supplemental wager shall be paid at odds of:
(i) 2 to 1 if the come point was 4 or 10.
(ii) 3 to 2 if the come point was 5 or 9.
(iii) 6 to 5 if the come point was 6 or 8.
(d) When a player makes a Don't Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet, the player may make a supplemental wager in support of the Don't Come Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don't Come Bet. If the Don't Come Bet wins after a supplemental wager is made:
(1) The original Don't Come Bet shall be paid at odds of 1 to 1.
(2) The supplemental wager shall be paid at odds of:
(i) 1 to 2 if the come point was a 4 or 10.
(ii) 2 to 3 if the come point was 5 or 9.
(iii) 5 to 6 if the come point was 6 or 8.
(e) Except as permitted under subsection (f), a certificate holder may allow a supplemental wager in support of a Pass or Come Bet in an amount up to 10 times the amount of the original Pass or Come Bet. A certificate holder may allow a supplemental wager in support of a Don't Pass or Don't Come Bet in an amount calculated as to provide a winning player with winnings not in excess of up to 10 times the amount originally wagered on the Don't Pass or Don't Come Bet. The original Pass, Don't Pass, Come or Don't Come Bet and any supplemental wager allowed in accordance with this subsection shall be paid at the same odds as the original and supplemental wagers are paid under subsections (a)—(d).
(f) A certificate holder may accept a supplemental wager that exceeds an amount that is otherwise authorized by this section or posted as the maximum wager permitted if the excess amount of the supplemental wager is necessary to facilitate the payouts permitted by this section.
§ 623a.7. Dice retention and selection.
(a) A set of five dice shall be present at the Craps or Mini-Craps table during gaming. Control of the dice at a Craps table, or at a Mini-Craps table with an optional stickperson, shall be the responsibility of the stickperson at the table. Control of the dice at a Mini-Craps table without an optional stickperson shall be the responsibility of the dealer at the table. The stickperson or Mini-Craps dealer shall retain all dice, except those in active play, in a dice cup at the table.
(b) At the commencement of play:
(1) For Craps, the stickperson shall offer the set of dice to the player immediately to the left of the boxperson at the table. If that player rejects the dice, the stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.
(2) For Mini-Craps, the dealer or the optional Mini-Craps stickperson shall offer the set of dice to the player immediately to his left at the table. If that player rejects the dice, the dealer or stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.
(c) The first player to accept the dice when offered shall become the shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall:
(1) For Craps, be placed immediately in front of the Craps stickperson.
(2) For Mini-Craps, be placed immediately in front of the Mini-Craps dealer or stickperson.
§ 623a.8. Throw of the dice; invalid roll of the dice.
(a) After selection of the dice, the shooter shall make a Pass Bet or Don't Pass Bet after which the shooter shall throw the two selected dice so that they leave the shooter's hand simultaneously and in a manner which causes the dice to strike the end of the table farthest from the shooter.
(b) A roll of the dice shall be invalid when either or both of the dice go off the table or when one die comes to rest on top of the other.
(c) The individuals listed in subsection (d) shall have the authority to invalidate a roll of the dice by calling ''no roll'' for any of the following reasons:
(1) The dice do not leave the shooter's hand simultaneously.
(2) Either or both of the dice fail to strike the end of the table farthest from the shooter.
(3) Either or both of the dice come to rest on the chips constituting the Craps bank of chips located in front of the boxperson.
(4) Either or both of the dice come to rest in the dice cup in front of the Craps stickperson, in front of the Mini-Craps dealer or stickperson or on one of the rails surrounding the table.
(5) The use of a cheating, crooked or fixed device or technique in the roll of the dice.
(6) The Craps boxperson or stickperson, or the Mini-Craps dealer or stickperson, considers the throw to be improper.
(d) A throw of the dice which results in the dice coming into contact with any chips or plaques on the table, other than the Craps bank of chips located in front of the Boxman, will not be a cause for a call of ''no roll.''
(e) ''No roll'' may be called:
(1) In Craps, by a boxperson or stickperson.
(2) In Mini-Craps, by the dealer, stickperson or floorperson.
§ 623a.9. Point throw; settlement of wagers.
(a) When the dice come to rest from a valid throw, the Craps stickperson or the Mini-Craps dealer or stickperson shall at once call out the sum of the numbers on the uppermost or skyward sides of the two dice. Only one face on each die shall be considered uppermost or skyward.
(b) In the event either or both of the dice do not land flat on the table (for example, one edge of the die is resting cocked on a stack of chips), the side directly opposite the side that is resting on the chips or other object shall be considered uppermost or skyward. If more than one side of a die is resting on a stack of chips or other object, the roll shall be void and the dice shall be rethrown.
(c) In the event of a dispute as to which face is uppermost:
(1) In Craps, the boxperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.
(2) In Mini-Craps, the floorperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.
(d) In Craps, after calling the throw, the stickperson shall collect the dice and bring them to the center of the table between himself and the boxperson. All wagers decided by that throw shall then be settled, following which the stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the stickperson shall use a stick designed for that purpose.
(e) In Mini-Craps, after calling the throw, the dealer or stickperson shall collect the dice and bring them to the center of the table. All wagers decided by that throw shall then be settled, following which the dealer or stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the dealer or stickperson shall use a stick designed for that purpose.
§ 623a.10. Continuation of shooter; selection of new shooter.
(a) It shall be the option of the shooter, after any roll, either to pass the dice or remain the shooter except that:
(1) The shooter shall pass the dice upon throwing a loser 7.
(2) The Craps boxperson or the Mini-Craps dealer may order the shooter to pass the dice if the shooter unreasonably delays the game, repeatedly makes invalid rolls or violates either the act or this part.
(b) If a shooter, after making the come out point, elects not to place another Pass Bet or Don't Pass Bet, and other Come Bets or Don't Come Bets remain on the table, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the dice to the player immediately to the left of the previous shooter, as provided for in subsection (c). If there are no other players at the table, or if no other players at the table elect to make a Pass Bet or Don't Pass Bet to shoot the dice and continue the game, the previous shooter shall be allowed to shoot the dice without making a Pass Bet or Don't Pass Bet only for the purpose of effecting a decision on the remaining Come Bets or Don't Come Bets. The on/off marker shall be placed on the Don't Pass Line in the off position in front of the shooter to indicate that the shooter is rolling the dice only to effectuate a decision for the Come Bets or Don't Come Bets remaining on the layout. Once the remaining Come Bets or Don't Come Bets have been decided or a player wishes to place a Pass Bet or Don't Pass Bet, the game shall proceed in accordance with § 623a.8 (relating to throw of the dice; invalid roll of the dice).
(c) When a voluntary or compulsory relinquishment of the dice occurs by the shooter, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the complete set of five or more dice to the player immediately to the left of the previous shooter and, if he does not accept, to each of the other players in turn clockwise around the table.
(d) The first player to accept the dice when offered shall become the new shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall be placed immediately in front of the Craps stickperson or the Mini-Craps dealer or stickperson.
§ 623a.11. Additional procedures and rules for the Fire Bet.
(a) If a certificate holder elects to offer the Fire Bet in the game of Craps as permitted under § 623a.3 (relating to permissible wagers), the following additional procedures shall be observed:
(1) Each player shall, prior to a new shooter's initial come out roll, place his Fire Bet on the numbered designated area for the placement of Fire Bets that is closest to his position at the Craps table.
(2) When there is a voluntary or compulsory surrender of the dice by a shooter under § 623a.10 (relating to continuation of shooter; selection of new shooter) prior to the throwing of a loser 7, any pending Fire Bet shall be settled upon the successor shooter throwing a loser 7.
(3) Once all Fire Bets are placed, the dealer shall bring in each Fire Bet in numerical order and place it on the corresponding number of the designated area in front of the boxperson, where the Fire Bets shall remain until they are either lost or paid.
(4) With each individual point made by a shooter, the dealer shall place a Fire Bet point marker inscribed with the total number of different unique points made by the shooter in the area of the table layout containing the number of the point (4, 5, 6, 8, 9 or 10) which was just made. Each Fire Bet point marker must be visually distinguishable from and have a diameter larger than any authorized value chip. Fire Bet point markers shall be maintained by the boxperson or dealers at the Craps table.
(5) Fire Bets shall be collected or paid, as applicable, upon a shooter throwing a loser 7.
(6) Once four different unique points are made, the surveillance department shall be notified for the purpose of confirming all Fire Bets and payouts.
(b) If a certificate holder elects to offer the Fire Bet in the game of Craps under § 623a.3, the following additional rules shall apply:
(1) The minimum wager shall be $1 and the maximum wager shall be $5 and all wagers shall be made in increments of one dollar.
(2) When a shooter makes the same point total more than once, the total number of different unique points made for purposes of settling a Fire Bet shall not increment.
(3) The four or more different unique points required to win a Fire Bet are not required to be made in any specific order or combination.
CHAPTER 625a. SIC BO Sec.
625a.1. Sic Bo table; Sic Bo shaker; physical characteristics. 625a.2. Dice; number of dice. 625a.3. Permissible wagers. 625a.4. Placement of wagers. 625a.5. Procedures for opening and dealing the game. 625a.6. Payout odds. 625a.7. Irregularities. § 625a.1. Sic Bo table; Sic Bo shaker; physical characteristics.
(a) Each Sic Bo table must have a drop box and tip box attached on the same side of the gaming table as, but on opposite sides of, the dealer, as approved by the Bureau of Casino Compliance.
(b) Each Sic Bo table must have an electrical device, approved by the Bureau of Gaming Laboratory Operations, where the numeric value of each die shall be entered by the dealer and an area that depicts all permissible wagers under § 625a.3 (relating to permissible wagers) and which causes the winning combinations to be illuminated after the numeric value of each die has been entered by the dealer.
(c) The layout for a Sic Bo table shall be approved by the Bureau of Gaming Operations and contain, at a minimum:
(1) The name or logo of the certificate holder.
(2) Specific areas designated for the placement of the wagers authorized under § 625a.3.
(3) The payout odds currently being offered in accordance with § 625a.6 (relating to payout odds). If the payout odds are not on the layout, a sign identifying the payout odds shall be posted at each Sic Bo table.
(d) Sic Bo shall be played with a Sic Bo shaker approved by the Bureau of Gaming Operations, which shall be used to shake the dice to arrive at the winning combinations.
(1) A manual Sic Bo shaker shall be designed and constructed to maintain the integrity of the game and must, at a minimum, adhere to the following specifications:
(i) The Sic Bo shaker must have a compartment to secure the three dice and a separate cover which conceals the dice while the dealer is shaking the Sic Bo shaker. The compartment to secure the three dice must be transparent and the cover which conceals the dice must be opaque.
(ii) The Sic Bo shaker must have the capability of being sealed or locked to ensure the integrity of the dice contained inside the Sic Bo shaker.
(iii) The Sic Bo shaker must have the name or logo of the certificate holder thereon.
(2) An automated Sic Bo shaker, approved by the Bureau of Gaming Laboratory Operations, may be used in the game of Sic Bo, provided that:
(i) The shaker meets the requirements in paragraph (1)(i) and (ii).
(ii) The shaker, its location on the Sic Bo table and the procedures for shaking the dice are submitted to and approved by the Bureau of Gaming Operations.
(e) The Sic Bo shaker shall be the responsibility of the dealer and may not be left unattended while at the table.
§ 625a.2. Dice; number of dice.
(a) Sic Bo shall be played with three dice, which shall be kept inside the Sic Bo shaker while at the Sic Bo table.
(b) The dice that have been placed in a manual Sic Bo shaker may not be used for the play of the game for more than 24 hours. Dice that have been locked in an automated Sic Bo shaker and comply with the requirements of § 603a.12(c) (relating to dice; physical characteristics) may not be used for the play of the game for more than 1 month.
(Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)
§ 625a.3. Permissible wagers.
The following are the permissible wagers for the game of Sic Bo:
(1) Three of a Kind. A wager which wins if the same number is showing on all three dice and the player selected that number to appear on all three dice.
(2) Two of a Kind. A wager which wins if the same number is showing on two of the three dice and the player selected that number to appear on two out of the three dice.
(3) Any Three of a Kind. A wager which wins if the numeric value on all three dice is the same and the player wagered that any of the numbers 1 through 6 would appear on all of the three dice.
(4) Total Value Bet. A wager which wins if the numeric total of all three dice equals the total of the number wagered.
(5) Two Dice Combination. A wager which wins when the player wagered that a combination of two specific but different numeric values would appear on at least two of the dice and the two numeric values chosen are showing.
(6) Small Bet. A wager which wins if the numeric total of all three dice equals any one of the following totals: 4, 5, 6, 7, 8, 9 or 10 and loses if any other numeric total is shown or if a three of a kind appears.
(7) Big Bet. A wager which wins if the numeric total of all three dice equals any one of the following totals: 11, 12, 13, 14, 15, 16 or 17 and loses if any other numeric total is shown or if a three of a kind appears.
(8) One of a Kind. A wager which wins if one or more of the three dice shows a numeric value equal to the number wagered.
§ 625a.4. Placement of wagers.
(a) Wagers at Sic Bo shall be made by placing value chips or plaques on the appropriate areas of the Sic Bo layout. Verbal wagers accompanied by cash may not be accepted at the game of Sic Bo.
(b) Each player shall be responsible for the correct positioning of his wagers on the Sic Bo layout regardless of whether the player is assisted by the dealer. Each player shall ensure that any instructions given to the dealer regarding the placement of wagers are correctly carried out.
(c) Each wager shall be settled in accordance with its position on the layout when the dice come to rest and the numeric value showing on each die has been entered into the electrical device and illuminated at the table.
§ 625a.5. Procedures for opening and dealing the game.
(a) Prior to opening the Sic Bo table for gaming activity, the floorperson assigned to the Sic Bo table shall inspect the following items to insure that each is in proper working order:
(1) The electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer and the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 (relating to permissible wagers). At a minimum, the inspection shall be completed by entering three numeric values into the electrical device and verifying that all winning combinations are properly illuminated.
(2) The automated dice shaker, if one is in use. At a minimum, the inspection shall be completed by operating the device three times and verifying that the dice are being properly tossed.
(b) The dealer shall either:
(1) Place the cover on the manual Sic Bo shaker and shake the Sic Bo shaker at least three times to cause a random mixture of the dice.
(2) Activate the automated dice shaker to cause a random mixture of the dice.
(c) Prior to revealing the dice in the Sic Bo shaker, the dealer shall announce ''no more bets.''
(d) The dealer shall then remove the cover from the Sic Bo shaker, announce the numeric value of each die and enter the numeric value of each die into the electrical device on the table. The electrical device must then cause the winning combinations to be illuminated on the Sic Bo layout.
(e) After the winning combinations have been illuminated, the dealer shall first collect all losing wagers and then pay off all winning wagers at the odds currently being offered in accordance with § 625a.6 (relating to payout odds). A manual Sic Bo shaker shall remain uncovered until all winning wagers have been paid.
(f) After losing wagers have been collected and winning wagers paid, the dealer shall clear the previously illuminated winning combinations from the table.
§ 625a.6. Payout odds.
(a) The certificate holder shall pay off winning Sic Bo wagers as follows:
Wager Payout Odds Three of a Kind 150 to 1 Two of a Kind 8 to 1 Any Three of a Kind 24 to 1 Total Value Bet of 4 50 to 1 Total Value Bet of 5 18 to 1 Total Value Bet of 6 14 to 1 Total Value Bet of 7 12 to 1 Total Value Bet of 8 8 to 1 Total Value Bet of 9 6 to 1 Total Value Bet of 10 6 to 1 Total Value Bet of 11 6 to 1 Total Value Bet of 12 6 to 1 Total Value of Bet 13 8 to 1 Total Value of Bet 14 12 to 1 Total Value of Bet 15 14 to 1 Total Value Bet of 16 18 to 1 Total Value Bet of 17 50 to 1 Any Two Dice Combination 5 to 1 Small Bet 1 to 1 Big Bet 1 to 1 (b) One of a Kind shall be paid at:
(1) 1 to 1, if only one of the dice show the numeric value upon which the wager was placed.
(2) 2 to 1, if two of the dice show the numeric value upon which the wager was placed.
(3) 3 to 1, if all three dice show the numeric value upon which the wager was placed.
§ 625a.7. Irregularities.
(a) If all three dice do not land flat on the bottom of the Sic Bo shaker after being tossed, the dealer shall call a ''no roll'' and all wagers placed shall be returned to the players.
(b) If the electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer or the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 (relating to permissible wagers) malfunctions after the manual Sic Bo shaker has been uncovered or the automated Sic Bo dice shaker has tossed the dice, the dealer shall, in the presence of a floorperson or above, collect losing wagers and pay winning wagers. Once the wagers on the layout have been settled, all gaming at the Sic Bo table shall cease until the electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer or the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 has been fixed.
(c) If the automated Sic Bo shaker fails to operate or malfunctions when activated, the round of play shall be void and wagers placed shall be returned to the players.
(d) If an automated Sic Bo shaker malfunctions or cannot be used, the dice must be removed and the automated Sic Bo shaker must be covered or have a sign placed on the device indicating that the automated Sic Bo shaker is out of order before a manual Sic Bo shaker may be utilized.
[Pa.B. Doc. No. 11-969. Filed for public inspection June 10, 2011, 9:00 a.m.]
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