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CASINO NIGHT MONTE CARLO PARTY

GAMING RULES
Click on a game below for a description of how to play and the gaming rules:
Craps
Bang (E-Z Craps)
Beat the Dealer
Blackjack
Let it Ride Poker
Roulette
Red Dog
Horse Wheel
Texas Hold 'Em
Sic Bo
Cash Quiz
Big 6 Wheel
 

CASINO PARTY IDEAS

 


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BANG (E-Z CRAPS)
 

BANG is a dice game hybrid, combining the rules of both Beat the Dealer and Craps. Listed below are the available bets and a brief description of the game:

PASSLINE BETS

(NOTE: Passline Bets must be made before the Dealer establishes his Point.)


The Dealer begins the game by rolling for his Point.
If the Dealers rolls a 7 or 11, all the Players with bets on the Passline WIN.
If the Dealer rolls a 2, 3, or 12 (these are CRAPS numbers), all the Players with bets on the Passline lose.
If the Dealer rolls any other number, that number becomes the Point.
One Player (or Shooter) then rolls once to try and beat the Dealer's Point.
If the Player ties with the Dealer's Point he rolls again.
If the Player doesn't beat the Point, he and all the Passline bets lose.

FIELD BETS


One bet gets Players all the numbers listed. One of these numbers must come up on the very next roll of the dice after the bet is placed.
Field Bets are available anytime, even on the Dealer's Comeout Point.

OVER/UNDER 7


This is a bet that the next dice roll's total will be Over 7 or Under 7.
If a 7 is rolled it is a tie (or push) - no one wins, no one loses.
Over/Under 7 is can be bet anytime, even on the Dealer's Point.

6 OR 8 BEFORE 7


A bet that a 6 or 8 will be rolled before a 7 is rolled.
Bet on each individually - not combined. You can bet on both if you choose.
This bet stays there until a 6 or 8 (whichever one you have bet on) is rolled. Players are paid even money if a 6 or 8 is rolled before a 7.
If a 7 is rolled before a 6 or 8,the Players bet loses.
6 or 8 Before 7 is only available after the Dealer's Point is established.


Contact: talent network, Inc.
412-264-4727
mail@talentnetworkinc.com

PASSLINE BETS
(NOTE: Passline bets can only be made before
the Dealer establishes his Point.)
The Dealer starts the game by rolling his Point: If he rolls 7 or 11, everyone on the line wins. If he rolls 2, 3 or 12 (CRAPS) everybody on the line loses. Any other number is the Dealer Point. The Shooter now has one roll to beat this Point: If the Shooter beats the Dealer Point he and everyone on the Passline rolls a new Point and the same Shooter tries again to beat it. Ties push and the Dealer rolls a new Point and the same Shooter tries again. If the Shooter doesn't beat the Point, he and all Passline bets lose. The Dealer now starts over and rolls a new point, rotating the dice clockwise to the next Shooter.
Field
One bet get you all the numbers listed, one of those numbers must come up on the very next roll of the dice after the bet is placed (Field is available to bet anytime, even on Dealer's Comeout Point.)
Over/Under 7
A bet that the next dice roll after you place your bet on this spot will be Over 7 or Under 7.
If a 7 is rolled it is a tie
(or a push) - no one wins, no one loses.
(Over/Under 7 can be bet anytime, even on the Dealer's Comeout Point.)
6 or 8 Before 7
bet that a 6 or 8 will be rolled before a 7 is rolled.
Bet on each individually - not combined.
You can bet on both if you choose.
This bet stays there until 6 or 8 (whichever one you have bet) is rolled;
then you are paid even money.
If a 7 is rolled before a 6 or 8 your bet loses.
(6 or 8 Before 7 is available only after the Dealer Point is established.)
   
 

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