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Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack
Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack
Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack
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Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack

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This text contains a detailed treatise on card and dice games, providing information on odds, tips, tactics, and rules for a number of popular games including poker, Gin Rummy, and Blackjack. A great book sure to appeal to those with a keen interest in such games, this text constitutes a valuable addition to collections of gaming literature and makes for a must-have book for those intent on mastering these games. Many old books such as this are increasingly expensive and rare, and we hope that by republishing this book here we are increasing its accessibility to all who are interested in its lessons. This text was originally published in 1944 and is proudly republished now complete with a new introduction to the subject.
LanguageEnglish
Release dateJul 7, 2014
ISBN9781473395312
Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack

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    Macdougall on Dice and Cards - Modern Rules, Odds, Hints and Warnings for Craps, Poker, Gin Rummy and Blackjack - Mickey MacDougall

    CRAPS

    TERMINOLOGY

    Over a period of years, dicers have developed their own expressive patois. Here is a list of the more commonly used phrases.

    BONES—The dice themselves.

    SHOOTER—The player throwing the dice.

    FADER—The player who covers the shooter’s wager.

    POINT—4, 5, 6, 8, 9, 10. Numbers which, once thrown, must be made again before throwing a seven.

    NATURAL—7 or 11. Wins for the shooter if made before he goes after a point.

    CRAPS—2, 3, or 12. Loses for the shooter if thrown before he goes after a point.

    SEVENS OUT—The shooter loses his wagers, and his turn at the dice, when he throws a seven while trying to make a point.

    MISSES—The same as sevens out.

    PASSES—The shooter makes his point.

    CENTER—The amount bet by the shooter on his first toss.

    POT—The amount in the center, plus shooter’s subsequent bets.

    SIDE BETS—Any wagers made by two players other than the shooter and the fader.

    COME BETS—Bets made by any player after the original throw.

    TAKING THE ODDS—Accepting the short end of a bet. Example: I’ll take ten to five I make the four.

    LAYING THE ODDS—Offering the long end of a bet. Example: I’ll lay ten to five you don’t make the four.

    FLY BETS—Any unorthodox percentage bets.

    RIGHT BETTER—One who bets that the shooter will win.

    WRONG BETTER—One who bets that the shooter will lose.

    HOT DICE—When the shooter is making a great many passes and naturals.

    COLD DICE—When none of the shooters are making many passes but are throwing a great many craps.

    HARD WAY—When the shooter makes his point with doubles: four with two deuces; six with two threes; eight with two fours; ten with two fives.

    THE GAG—Another term for the hard way.

    COCKED DICE—When the cubes are not in a level position.

    MAKE ’EM BOUNCE—Asking the shooter to throw the dice against the wall.

    RATTLE ’EM—Asking the shooter to shake the dice well before throwing them.

    CHISELER—One who places small bets at the wrong odds.

    SMART MONEY—One who knows all the percentages.

    SHARPSHOOTER—Either a cheater, or one who offers incorrect odds.

    HUSTLER—A cheat.

    DIZZY IZZY—A system player.

    In addition to these colorful terms the inveterate craps shooter has pet names for the different numbers:

    SNAKE EYES—Two.

    ACEY DEUCY—Three.

    LITTLE JOE—Four.

    LITTLE PHOEBE—Five.

    SIXIE FROM DIXIE—Six.

    UP POPS THE DEVIL—Seven.

    EIGHTER FROM DECATUR—Eight.

    BASEBALL BUM—Nine.

    BIG DICK—Ten.

    MANNA FROM HEAVEN—Eleven.

    BOXCARS—Twelve.

    The term Boxcars is also used in some sections to describe making a ten with two fives.

    There are numerous other descriptive phrases in the slang of the dice player. Those given here are merely samples.

    RULES FOR CRAPS

    Despite the fact that dice devotees can be counted in the tens of millions, there is much confusion as to the rules and the odds. Herewith is offered a modern version of the rules of the game and the reasons therefore, plus a full explanation of the various odds.

    The name of craps is applied to two distinctly different games: the amateur, or circle game, which is played among friends with no other equipment than a pair of dice; and the professional game which requires a specially constructed table with a dice layout.

    In the amateur game the players each throw the dice once to determine who shall shoot first. The one who throws the lowest number starts the game. In case of a tie, those who are tied throw again.

    The shooter wagers whatever sum he wishes. When his bet is covered (faded) he throws the dice. Should the dots on the two cubes total either seven or eleven (a natural) the shooter wins.

    Should the dice total two, three, or twelve (craps) the opposing player wins, but the shooter does not lose the dice.

    If, on the first throw, the dice total four, five, six, eight, nine or ten, that is the shooter’s point. He continues throwing the dice until he either makes his point, in which case he wins the pot; or he sevens out (throws a seven while trying to make a point), in which case the opponent takes the pot.

    When the shooter sevens out he loses the dice which are then handed to the player on the left.

    At all times any player can make bets for or against the shooter with any other player.

    These are the fundamentals and they are universally observed. What causes dissension are the additional regulations necessary to the orderly conduct of the game. One rule which requires clarification is the question of when the dice are cocked.

    If a die comes to rest leaning against an object instead of being level, it is cocked and that throw does not count. Sometimes, especially when the cocked die is resting on a coin, the angle is so slight that an argument ensues as to whether or not the throw should be discounted. Such quarrels have occasionally even resulted in death for one or more of the participants.

    The only fair rule is to declare a die cocked when it is at any angle whatsoever. To prevent such incidents, the space in the middle of the ring should be kept clear so there is little likelihood of the cubes hitting a coin or other foreign object.

    Sometimes a player will claim that an unfavorable cast is void because one or both dice struck his foot, or other parts of a player’s body. It does not matter what object the dice strike as long as they come to rest in a level position.

    Whenever a thrown die is hidden from view the throw counts, providing the uppermost side of the die is visible to one player. Obviously, the others could also see the die if they would change position. However, if it is necessary to move any object to allow the die to be seen, then that throw is void.

    Anyone who is fading the shooter can stop the dice at any time, providing he does so before one die stops rolling. This rule is necessary to prevent hustlers (cheaters) from controlling the dice. For the same reason any player can demand that the dice be changed at any time.

    Another moot point is whether or not it is necessary for the shooter to throw the dice against a wall. Objectors argue that this procedure chips the dice and ruins them. This is true, but nevertheless the careful player will insist that the shooter not only shake the dice well, but toss them against the wall. In a ring game, a small board in the middle of the circle can substitute for a wall.

    This requirement that the shooter bounce the dice is necessary because there are unfortunately many experts who can control fair dice, providing they are allowed to roll the cubes on a level surface.

    There are numerous arguments over who won which bet, especially in a fast game. One rule which will help to prevent such misunderstandings is that no verbal bets are valid: cash on the line.

    To make it easy to identify the various bets the shooter should place his wager directly in front of him. Whenever he is faded by more than one player, the pot should be separated accordingly.

    All side bets and come bets should be placed directly to the right of the player who is betting against the shooter.

    Another point open to debate is: Who should fade the dice? Very often, when a shooter lays down his wager, several betters clamor for the privilege of covering it. To prevent confusion, the player who has just sevened out must have the right to fade the next shooter.

    If he waives the chance, then the player on his right has first choice, And so on, counter-clockwise.

    In summing up, here are the rules

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