4/1/2022

Dc-7 Craps System Free

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Dc-7 Craps System Free Rating: 9,9/10 3998 votes
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Craps -The Intimidating Table Game?

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  • DC 7 Place 1 unit on the Pass line and 1 on the Don't After the point is established Make a don't come bet of 1 unit Also lay odds on your Don't pass bet. So if the next role is a seven your odds bet will cover the bet you have in the don't come box once you your don't come bet makes it out of the box pick up your odds on the don't pass.

Who hasn’t walked past a craps table the first time feeling intimidation and excitement at the same time? Everybody that’s who!

Just to be fair to everyone that has bought several get rich craps systems, (that turned out to be a crappy system) may think that portions of DC-7 looks familiar to other craps systems on the market that sell for as little as $19.95. (One can't think too much of their own system if they sell it for peanuts).

Nevertheless, it doesn’t stop the curious from learning the game as quickly as possible. Novice player or not - it is for the real gambler, wanting real money action.

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Learn the ins and outs and that daunting sentiment quickly disappears. It’s not like the Hollywood portrayal of high-roller James Bond types. A dress code of men in white tuxes sipping on martinis and lovely ladies blowing on their dice isn’t reality.

Come as you are…shorts, sandals, beer in hand and a stack of chips

…and the best part is, it applies to online craps or land-based casinos!

Is Craps a Hard Game to Learn?

It might seem overwhelming and confusing at first. But let’s be honest that goes for anything when not well studied. With a bit of research, you’ll beat the house and be bumping elbows with the best of players. After all, it could be you as the next craps champion

Basic 'Must Knows'

Does the roll of the dice have any impact of the game? That is one controversial question with many players having their own theories. Watch each die long enough and decide for yourself!

Practice playing craps with my new and improved craps game.

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Rules

  1. 3-4-5X odds are allowed.
  2. To simplify the game, instead of offering both place and buy bets, I offer just one for each number. Each number pays the better odds between place and buy bets. I refer to these as 'buy bets.' They pay 7-6 on the 6 & 8, 7-5 on the 5 & 9, and 39-20 on the 4 & 10.
  3. Lay bets pay true odds, but player must prepay a 5% commission, based on the possible win. This works out to odds of 19-25 on the 6 & 8, 19-31 on the 5 & 9, and 19-41 on the 4 & 10.
  4. If the player selects 'keep bets working,' then all bets will be on for come out rolls. Otherwise, buy, hard ways, and odds on come bets will be turned off.
  5. If the player selects 'leave winnings bets up,' then only wins will be returned and the original wager will be re-bet. However, winning come and don't come bets are always returned. Winnings odds bets on come bets will remain up if there is a new come bet to associate them with. If the new come bet is less than the winning one, the amount of odds on the table will be the same multiple bet on the odds of the winning bet and the rest returned to the player.
  6. Bets may be taken down by shift-clicking.
  7. Put bets and taking down don't pass and don't come bets, that are already on a number, are not allowed.

To slow down the payment stage of the game, hold down the shift and control keys when you click 'roll'.

For fans of my buggy old version one, I still have it. However, I highly recommend playing this current version instead.

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The Craps Mini Field-Place System Tested
by Steve “Heavy” Haltom

Regardless of the fact that no system out there will beat a negative expectation game over the long run, articles about betting systems and strategies seem to get far more positive comments from readers than any other articles we publish. For that reason, in this article we’re going to focus on none other than with the infamous Field-Place System. Sold in magazines, bookstores, and on-line under dozens of different names for sixty years or more, the Field-Place System is one of the oldest strategies around. These days a popular variant is called the Iron Cross. Barstow used to call a similar strategy the Treadmill, which in itself should tell you what he thought of it. It’s been marketed as the 87% System, the Anything but Sevens System, the Fremont Street Grind, and under at least a dozen more names – many of which I won’t mention here because they were the names the players came up with for this play after investing hundreds of dollars in it and losing thousands more.

The play itself is relatively simple. Most of you are well acquainted with it. You make Place bets on the Five, Six, and Eight plus a bet in the Field. The Field bet covers the Two, Three, Four, Nine, Ten, Eleven, and Twelve. You’ll sometimes see urban players running a similar strategy using the Big 6-8 bet instead of Place betting the Six and Eight. These guys like the “self-service” bets like the Big 6-8 and the Field and play more of an intuitive game than most of us. Irregardless, the idea is to cover every number on the dice except the Seven. It’s better to make two unit bets on the place action and one unit bets in the Field but you can play it at the one unit level, which is what we’re talking about here when we discuss the “Mini Field-Place System.” You risk four units total and you are guaranteed some sort of a win (or a push on the urban version assuming the player also places the five) on every toss – unless that Seven shows. For players who first “discover” this system it’s often some sort of a “Eureka!” moment. They believe they’ve found the Dutchman’s Lost Mine. Then they take it to the table and learn the truth about Fool’s Gold.

How do the payouts work in this play? Let’s assume a $5 game that pays double on the Two and triple on the Twelve in the Field. You’ll have to wager $6 each on the Six and Eight Place bets but can get by with $5 on the Five and in the Field, so your total wager will be $22. Now, you could take that same $22 and bet $22 inside, but you’d only get paid if an inside number rolled. Remember, the Field-Place System, which we’re playing at the table minimum, gets you paid on every decision unless the seven rolls. Here are the payouts:

Two Rolls – Pays $10 in the Field
Three Rolls – Pays $5 in the Field
Four Rolls – Pays $5 in the Field
Five Rolls – Lose the $5 Field bet – win $7 for the Place bet – Net Win $2
Six rolls – Lose the $5 Field Bet – win $7 for the Place bet – Net Win $2
Eight rolls – Lose the $5 Field Bet – win $7 for the Place bet – Net Win $2
Nine Rolls – Pays $5 in the Field
Ten Rolls – Pays $5 in the Field
Eleven Rolls – Pays $5 in the Field
Twelve Rolls – Pays $15 in the Field

So far the math looks great on this system. It’s all win win win – pay pay pay. Of course, on your two strongest numbers – the Six and the Eight – your wins are diluted by your loss in the Field. The loss on the win on the Five Place bet in the Field also dilutes the win there. Those diluted payoffs – combined with the frequency at which the Seven rolls in relation to the other numbers – turn this into a negative expectation strategy. On average, for every 36 rolls of the dice you’ll win $123, but you’ll also lose $132. That’s a $9 loss over 36 rolls, or .25 cents a roll for those of you who are struggling with Common Core math.

Of course, what the system player is looking for is enough variance in the game to put him ahead so that he can walk away with a win. He may approach the game with a number in mind – say to win $150. But to get the kind of variance he needs on a dollar per dollar basis he can’t rely on volatility alone. So he has to increase his bet size. Instead of betting $5 on the Five and $6 on the Six and Eight he tests out different amounts. Say $50 on the Five, $60 on the Six and Eight and $25 in the Field. The logic is that he’s always assured of getting green chips in his payout so he’ll reach that $150 win objective quicker. The problem is that variance is a two-edged sword. To front that sort of average bet he needs a session bankroll of $1500 instead of $150. The stack of quarters extracted from every decision adds up quickly. And don’t forget – you only WIN one bet at a time. When the Seven shows ALL of those bets lose. I recall standing next to a guy who was playing the system at this level once. He was loudly bragging to everyone at the table how great it was as he locked up a full rail of green chips. Then he started to get quiet as the chips began to migrate back to the other side of the table. In the end he gave it all back plus what he bought in for – and went back to the ATM for a bankroll infusion and re-buy. He had the volatility he needed. He just didn’t have the discipline to quit while he was ahead.

Out of curiosity, I noodled around and found an archival test of the Field-Place System against the 72 Hours at the Casino book. Admittedly, the 14,967 rolls in that book have a slight dark-side bias, so it was obvious that the system would fare worse than in the statistical example cited above. It was even worse than I expected. The total win was $50,969. The total loss was $56,628. The net loss was $5,659.

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72 hours at the casino. 72 of the most miserable hours of your life. It works out to about 36 two hour sessions or 18 four hour sessions. Hell, there was a time when I played that much in a single weekend. These days it might take me a month to get in that much play. Still, do you have an extra $5,659 to lose making $5 minimum bets?

Neither do I. And now you know why I hate this play.

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Do yourself a favor. Just say no to this sort of thing and learn to beat the game by influencing the dice and betting the dice right.

Dc-7 Craps System Free Download

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