


KEYTURN GAMING

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A round starts with the come-out roll. In standard craps a 7 or 11 wins the Pass line, 2/3/12 lose, and any other number becomes the point — now you need that number again before a 7. Crapless changes one thing: only a 7 wins the come-out, and every other number (including 2, 3, 11, 12) becomes a point.
Pass/Don't Pass and Come/Don't Come are the cheapest bets on the table (~1.4%), and free Odds behind them carry ZERO house edge. Placing the 6 and 8 is also strong at 1.52%. The coach tags every spot green (smart) or amber (sucker) so you build the right habits.
Hardways, Any Seven, the props, hop bets and the repeater/bonus bets are fun and high-variance, but they carry 9–20%+ edges. Hover any spot to see the exact number. Practice here is the cheapest place to learn that the center of the table is where bankrolls go to die.
Repeater bets need a number to hit a set count before a 7 (the 2/12 twice, the 6/8 six times). The Littles/Bigs bonuses want every small or every tall number before a 7, and Boom & Bust (the ATS 'All') wants every number 2–12 except 7. Each fills a dot per number as it lands (2 first, 12 last) — long shots, but you can watch how close you are.
Practice tool only — outcomes are simulated and don't predict real results. Pay tables and house edges shown are common defaults and vary by casino. Educational information, not betting advice. Must be 18+ (21+ where required). Play responsibly; if it stops being fun, call or text 1-800-GAMBLER.