Excalibur electronic VR15 User Manual

Page 12

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chip(s) in the Don't Come Bar will be moved to the

boxes corresponding to the come point: 4, 5, SIX, 8,

NINE or 10. The Don't Come bet stays in place until the

come point or a 7 is rolled. If 7 is rolled, you win, and if

the come point is rolled, you lose. The Don't Come bet

pays 1 to 1.

E. Field Bet

This bets that the next roll of the dice will be 2, 3, 4, 9,

10, 11, or 12. Place the chip(s) in the Field box. If the

next roll is 3, 4, 9, 10, or 11, the Field bet pays 1 to 1. If

2 or 12 is rolled, the Field bet pays 2 to 1. If 5, 6, 7 or 8

is rolled, the Field bet loses.

F. Place Bet

This bet works only after the point has been deter-

mined. Place the chip(s) in the Place Bets box under the

corresponding number box: 4, 5, SIX, 8, NINE, and 10.

You win if the number you bet on is rolled before a 7. If

you bet on 4 or 10, the Place Bet will pay 9 to 5; 5 or 9

pays 7 to 5, and 6 or 8 pays 7 to 6. If 7 is rolled first, the

Place bet loses.

G. Buy Bet

This bets that a number (4, 5, 6, 8, 9, or 10) will be

rolled before a 7. Place the chip(s) in the middle of the

corresponding number boxes: 4, 5, SIX, 8, NINE, or 10.

The Buy bet pays 6 to 5 on 6 and 8, 3 to 2 on 5 and 9,

and 2 to 1 on 4 and 10.

H. Lay Bet

A Lay bet is the opposite of a Place bet. This bets that 7

will be rolled before a number (4, 5, 6, 8, 9, or 10).

Place the chip(s) in the Lay Bets box above the corre-

Line bet stays in place until the point or a 7 is rolled. The

Pass Line bet pays 1 to 1.

B. Don't Pass Bet

Betting Don't Pass is nearly the opposite of the Pass

Line bet; you win if you roll 2 or 3 on the Come Out roll

and lose with 7 or 11. Rolling 12 is a push. After the point

has been established, 7 must be rolled before the point in

order to win. If the point is rolled again before the 7, the

Don't Pass bet loses. The Don't Pass bet pays 1 to 1.

C. Come Bet

The Come bet works exactly like a Pass Line bet, except

that it can only be made after the point has already been

established. Place the chip(s) in the Come box after the

Come Out Roll. You win if the Come point is rolled

before a 7 is rolled. You lose if a 7 is rolled before the

Come point. When you roll 4, 5, 6, 8, 9, or 10 in the next

roll, that number becomes the “come point” and the

chip(s) in the Come box will be moved to the boxes at

the top of the table corresponding to the come point: 4,

5, SIX, 8, NINE, or 10. The Come bet stays in place until

the come point or 7 is rolled. If you roll the come point

again before rolling a 7, you win the Come bet. The

Come bet pays 1 to 1.

D. Don't Come Bet

The Don't Come bet works exactly like a Don't Pass bet,

except that it can only be placed after a point has

already been established. Place the chip(s) in the Don't

Come Bar after the Come Out roll. If the next roll is a 2

or a 3, you win the Don't Come bet. You lose if the roll is

7 or 11. A roll of 12 is a push. When the next roll is 4, 5,

6, 8, 9, or 10, it becomes the “come point” and the

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