Come-out roll
A Pass Line wager wins immediately on 7 or 11 and loses on 2, 3, or 12. Any other total—4, 5, 6, 8, 9, or 10—becomes the point.
Don’t Pass generally reverses those outcomes, except 12 pushes under the common bar-12 rule.
Point cycle
After a point is established, Pass wins if the point repeats before a seven and loses if seven appears first. Don’t Pass wins on seven and loses when the point repeats.
Come and Don’t Come create the same structure from a later roll, with each wager carrying its own number after traveling.
Other areas of the layout
Place, buy, and lay bets target individual numbers without a come-out phase. Field and proposition bets usually resolve in one roll. Hardways remain until they win the hard way, lose the easy way, or lose to seven.
Every printed area is a separate contract with its own payout and edge.
Casino procedure
The stickperson controls dice and calls results, dealers place and pay wagers, and the boxperson supervises. Chips should be placed or handed in according to table procedure.
Terms such as working, off, proper odds, and vig-on-win can materially affect settlement. Ask before assuming.
Practical checklist
- Identify the come-out state
- Know whether a point is on
- Separate contract and one-roll wagers
- Read Field payouts
- Ask when commission is collected
Rules, probabilities, and payouts apply only to the model stated on this page. Posted casino rules control when they differ. Last reviewed September 20, 2026.