Excalibur electronic VR15 User Manual
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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