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The creation of Card Craps was the answer to the prayers of gamblers and operators in towns where crap shooting is forbidden  by the local police, although card games are not molested.  This game is crap shooting with playing cards.  I know the gamblers who created the game; indeed I was a witness to the first Card Craps game ever operated, in the Horseshoe district of craps-banning Jersey City early in the spring of 1945.  At that time the professionals coundn’t calculate the correct percentage on the bets they were handling; so they came to me for advice on the odds.  I wrote and published a small monograph on the game.  It appears to have had some esteem in the trade; at least now, early in 1972., gambling establishments are featuring Card Craps in cities where local moralities and police will positively not let a low dice game run.
            The present game has been so evolved that if the specified rules, methods of play, and betting odds are scrupulously followed, the right and wrong bettors   each will have an equal chance of winning.  There is one exception:   The center bet has a 1.21 percent advantage for the fader.  This is perceptible improvement on the 1.41 percent for this bet at craps with dice; the shooter’s and the fader’s chances at Card Craps are 20 percent nearer even on this bet.  In the long run such a factor, infinitesimal as it may seem on paper, can add up to a good pocketful of cash.

  1. A special deck of dice poker cards consisting of 48 cards.  There are two each in all four suits of the aces, deuces, threes, fours, fives, and sixes.  That is, there must be eight cards of each denomination.  A complete deck must be used at all times.
  2. A set of chips or other objects to be used as markers.  Each player at the start of the game gets by buying them, of course –and equal number of markers.  The winner is the  player who, at the game’s end, has the most chips.


  1. Any number may play.
  2. The player who deals the cards is called the shooter
  3. Any player may, by consent of the others or by any method of choice they elect, start the game by becoming the shooter.  A new player may enter the game any time there is an opening at the table.  The deal moves around the table.  The deal moves around the table to the left, clockwise.

Shuffle and Cut.  The shooter shuffles the pack.  Any other player may call for the shuffle at any time before the cards are cut.  The shooter has the right to shuffle last.  The cards are then offered to the player at the shooter’s left to be cut.  Any other player may demand and have the right to cut, but the player at the shooter’s left retains the right to cut last if he wants to.  If he declines to cut, then some other player must cut.
            The Play or Deal.  The shooter deals off the top of the deck two cards face up onto the playing surface, one at a time.  The numerical values of these two cards are added to form a deciding number (just as the top-surface numbers on two dice are added).  Any combination of two cards dealt by the shooter is called a throw.
            The first throw of the cards starting any new decision is called a come-out.  The two cards of each come-out throw must be returned to the pack for the new deal, regardless of whether the come-out throw is a crap (2, 3, or 12), a natural (7 or 11), or a point number (4,5,6,8,9, or 10).  Note:   It is critically important that the above rule be faithfully obeyed.  Failure to obey it will corrupt the mathematical possibilities and derange the betting odds.
            If on the first throw the shooter deals a natural 7 or 11, it is a winning decision called a pass.  If he deals a crap, 2,3 or 12, it is a losing decision called a miss-out.  If he deals a 4,5,6,8,9, or 10, then that number becomes the shooter’s point.  The two dealt cards are then shuffled back into the pack, which then shuffled back into the pack, which then must be cut, and the shooter continues dealing the cards in pairs until he (a) throws his point, which is a winning decision (pass);  (b)  throws a 7, which is a losing decision (miss-out); or (c) exhausts the entire pack without getting a decision; in which case  the pack is reshuffled and cut and the shooter continues dealing.
            When by throwing a 7 the shooter misses out on the point, the cards pass to the player at the shooter’s left, and it becomes his turn to shoot.  The shooter may, if he likes, pass the cards to the next player on completion of any winning decision, without waiting to miss out on the point.  Any player may, if he wishes, refuse to shoot in his turn, and may pass the cards to the player next to his own left.
            When two decks are available, players may call for and have a change of packs, the exchange taking place immediately before the next succeeding deal.
            Betting.  The contribution of markers to a pool by the players is called betting.  Here are various bets available:

  1. Right bet.  This is a bet that the shooter will pass (win  either by throwing a natural on the come-out, or by throwing a point on the come-out, or by throwing a point on the come-out and then repeating the point before throwing a 7).
  2. Wrong bet.  This is a bet that the shooter won’t pass.
  3. Center Bet.  Before the come-out, the shooter may (but he is not required to ) bet that he will pass.  Players who cover this bet by poker betting an equal amount against the shooter fade the shooter, and are known as faders.  Their bets, placed in the center of the playing surface, are center bets.
  4. No Bet.  If only a part of the shooter’s center bet is covered, he may shoot for that amount; or he may call off the bet by saying  “No bet!”
  5. Side Bet.  Any bet not a center bet is a side bet.  The player may make any side bet, including the following:
  6. Flat Bet.  This is a side bet made before the come-out that the shooter does pass (wins) or doesn’t pas (loses).  It is the same as a center bet, except that the shooter is not being faded and the bet is being placed at the side.
  7. Point Bet.  A bet made by a right bettor, after the shooter has thrown a point on the come-out, that the shooter makes his point is a right-point bet.  A bet by a wrong bettor that the shooter misses his point is a wrong-point bet.  The right bettor takes the odds on that point; the wrong bettor lays the odds on that point.
  8. Double Hardway.  Making a point the double hardway consists in making any of the even point numbers (4,6,8,or 10) with duplicate or paired cards.  for example, making the point  4 with two deuces of spades, or with any two deuces of the same suit is making 4 the double hardway.

The Betting Odds.  The odds against passing on the center or flat bet are even money, one to one.



Correct odds



2 to 1

(Except when thrown the double hardway, in which case the wrong bettor must pay off at four to one)


2 to 1



3 to 2



3 to 2



6 to 5

(Except when thrown  the double hardway, in which case the wrong bettor must pay off at twelve to five)


6 to 5


            The double payoff on the point numbers 4, 6,8 and 10, when made the double hardway, serves to equalize the right and wrong bettors ’ chances of winning a point bet on the even  point numbers.
            For larger Groups.  When a relatively large numbers of players want to get into the game, I recommend that a deck of 72 cards be used.  This deck is made up of three each in all four suits of the aces, deuces, threes, fours, fives, and sixes.  The odds remain the same as with the 48-card deck, except for the payoff on the double hardway.  the point 4 or the point 10 made the double hardway pays off at three to one  on point bets in the 72-card deck.  The point 6 or the point 8 made the double hardway pays off at nine to five.
            The Book at Card Craps.  The book, who is a man, not a bound document, works the same at Card Craps as at Open Craps.  That is, he takes win or lose bets, accommodating all comers, and for this banking service he collects a charge called vigorish.  Some books charge more than others, but we shall deal here with the average nation-wide practice.  As a general rule, most books charge 5 percent of the bet; while some charge 3 percent of the bet and pick it up on right and wrong action alike.
            Following in tabular form are the correct percentages against the player for both 5 percent and 3 percent charges.
            A word of advice:   Any man playing in a private game of  card Craps that is, a game without benefit of book by accepting the correct odds and shooting no more often than the other players, has as healthy a chance  of winning as anybody else at the table.  Temperament and the degree of understanding of the game’s nature will, of course, make some difference; but, granted these  are equal, the chances are equal.  But if you play in a good game and consistently bet the book, you must and will go broke eventually.  No system, no lucky streak, can beat the percentages.


Right Bettor Pays-  4.761 + percent , or about 25C when taking $5 worth  of odds on any point number.

Wrong Bettor Pays-  2.439+percent, or about 12c when lying odds of $10 to $5 on point number 4 or 10.

  1. +percent , or about 15c when laying odds of $7.50 to $5 on point number 5 or 9.

4.000+percent, or 20c when laying odds of $6 to $5 on point  6 or 8.


Right Bettor  -  2.912+percent, or about 15c when taking $5 worth of odds on any point number.

Wrong Bettor Pays -  1.477+percent , or 7c when laying odds of $10to $5 on point number 4 or 10.
1.960+percent , or about 10c when laying odds of $7.50 to $5 on po9int number 5 or 9.

2.439+percent, or about 12c when laying odds of $6 to $5 on point number 6 or 8.


This game is a fascinating combination of red dog poker and the kind of Put and Take normally played with a spinning top or with dice.  In some parts of the country, this game is called Up and Down the River.

  1. A standard pack of 52 playing cards.
  2. Fro0m two eight players.

Selecting the Banker.    The player cutting high card becomes the banker (dealer).  On completion of a deal, the bank rotates to the player at the dealer’s left.
            The Deal.  The banker deals each player excluding himself five cards, one at a time, starting with the player to his left and rotating clockwise.
            The Betting Limit.  The value of the betting unit is fixed by mutual consent.  Bets consists of from one to 16 units, as prescribed by the rules of the game.
            Putting and Taking. 

  1. Putting units into the pot.  The banker gives himself five cards, as described below, and the players ante into the pot as specified, card by card:
    1. The banker give himself one card face up on the table.  Each player holding a card of the same denomination as that card must put one betting unit into the pot-one for each card he has of that rank.
    2. The banker’s second card calls for four units.
    3. The banker’s third card calls for four units.
    4. The fourth requires eight units.
    5. The fifth requires 16 units.

2.  Taking units out of the pot.  The banker now picks up his five cards, places them face up on the bottom of the pack, and deals himself, off the top of the pack, five more cards, one at a time.  But this time, each player takes on the first card one unit from one unit from the pot for each card he holds of the same denomination as the banker’s.  And he gets two on the second card, four on the third, eight on the fourth, and 16 on the fifth.  Any units remaining in the pot at the end of the play go outright to the banker.  If the pot owes any player or players money, the banker must cover its deficit out of his pocket.

Red and Black Variation.  Some players have speeded up the game with his variation: any player holding three or more cards the same color as the dealer’s (first)card must put one until into the pot.  On the second card the three-card holder’s ante is two units; on the third, three; on the fourth, four; and on the fifth, five.  They take out at the same rate on the dealer’s second (take turn of play.

This is one of the more popular private banking games in which the deal rotates from player to player. It is a modern adoption of the old Italian game of Trenta-Cinque.
1. A standard pack of 52 playing cards.
2. From two to five players.
Value of the Cards. The court cards- kings, queens, and jacks-count 10 points; all other cards have their face value: ace, 1; deuce, 2; and so on.
Object of the Game. To win by having in the hand a card count of 35 or more in one suit. Example: Among the cards in his hand the player holds the following clubs: ace, queen, jack, ten, and five. These cards ’ value totals 36. The player wins his bet.
Selecting the First Dealer. Any player by mutual consent having shuffled the cards and put the deck face down on the table, each player cuts a group of cards. That player cutting the highest-ranking card becomes first dealer. In case of a tie for high, the tied players cut again, and again, to a decision. Thereafter, the deal passes to the player on the dealer’s left; on the completion of each deal, it moves to the left around the table, clockwise.
The Ante. Each player antes in the center of the table a sum of chips mutually agreed upon; this becomes the pot.
The Shuffle. The dealer shuffles the cards. Any player may ask for and have the right to shuffle, but the dealer can shuffle last. The player to the dealer’s right should cut the cards; but, if he declines, the player to his right may cut them. If all other players refuse to cut, the dealer must cut. The cut must be such that there are at least five cards in each cut group.
The Deal. To each player including the dealer gives one card face down, starting with the player to his left and dealing clock-wise. He deals the next card face down in the center of the table. This he repeats, until each player has four cards and there are four cards face down on the table. The latter four cards are called the buy. Thereafter, each player is dealt a face-down card in turn until all hands have nine cards each; but no more cards are dealt onto the table; and the rest of the cards are set aside. They are dead. They do not enter into the subsequent play.
Taking the Buy. The bidding starts now. The player to the dealer’s left makes his bid for the buy. The bid may be any part or the whole amount of the pot. The man to the first player’s left now has his turn to bid. He may:
1. Decline to make a higher bid than the first player, in which case he passes by throwing his nine cards aside. They’re dead.
2. Raise the bid. That’s all there is to this; he just bids more money for the buy.
So it goes, around the table, until one player is identified as the highest bidder. This player discards four cards from his hand, and takes the four cards in the buy.
The Payoff. The Payoff is as follows:

  1. If this player holds a card count of 35 or more in one suit, he takes ’ out of the pot an amount of cash equal to his bid. (Note: If the bid is more than the amount in the pot, he takes the pot only; there is no assessment against the other players.)
  2. Should he hold a count of 34 or less, he must put the amount of his bid into the pot.
  3. If a player at the very outset is dealt a count of 35 or more, he announces it then and there, and takes the pot. If more than one player is dealt a count of 35 or more, the tied players divide the pot equally.

The players may, at the start of the family card game, establish a maximum tolerable limit  on the pot.  If during play the pot is swollen beyond that maximum, it is divided equally among all players.



Pinochle many Variations

Pinochle many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

Other Members of the Bezique Family

The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Boo-Ray or BOURÉ

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game

Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer
Applying All Card Games Poker

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The match Game

Glossary of Game Terms


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