Play Craps when
- You want the higher modeled edge
- You can finish rolls quickly
- You need Lucky Roll or Natural Roller
- You can accept physics-based results
Casino game guide
Check a dice total while you play, see what the point phase does, and sort Lucky Roll from the Lucky 7 achievement.
These are GWYF Street Craps rules, not real-world casino Craps.
| Available floors | 1 / 3 / 4 |
|---|---|
| Come-out 7 or 11 | 2× win |
| Come-out 2 / 3 / 12 | Loss |
| Other valid totals | Set the point |
| Hit point afterward | 4× win |
| Roll 7 in point phase | Loss |
| Point unresolved after 3 rolls | Refund / push |
Street Craps is in those floor pools. It can appear. It is not guaranteed every visit.
| Floors | 1 / 3 / 4 |
|---|---|
| Player-facing name | Street Craps |
| Search aliases | Craps · dice game |
| Game type | Physical dice |
| Main win | 2× come-out · 4× point |
| Point phase | Max 3 rolls |
| Return status | Modeled (fair dice) |
| Physics dependent | Yes |
| Challenge-linked | Yes |
| Achievement-linked | Yes |
| Min / max bet | $40 / $400Base packaged limits. Taser and game state can raise the effective ceiling. |
| Evidence | Rules verified · Return modeled |
Updated for v1.0.30
Point phase ends after 3 rolls even if the point is still open. That limit is the GWYF rule.
Come-out roll
7 / 11
2× win
2 / 3 / 12
Loss
4 / 5 / 6 / 8 / 9 / 10
Point set
Max 3 point-phase rolls
Hit point
4× win
7
Loss
Neither
Refund after roll 3
Record each roll. The assistant tracks the point, the rolls left, and the end of the round.
What did the dice show?
Tap a dice total to record the come-out roll.
This is a Craps-only decision. Ranking every game stays on Best Games.
Payout rules are verified. The return below is a fair-dice model: each face of two physical dice is treated as independent and uniform. Static data does not prove the live physics distribution stays uniform.
Modeled return: 137.75%
Fair-dice assumption
This is a modeled return, not a verified RTP.
| Win probability | 39.37% |
|---|---|
| Loss probability | 35.92% |
| Push probability | 24.71% |
| Expected rolls / game | 2.489 |
| Modeled gross return | 137.75% |
| Modeled net edge | +37.75% |
A come-out win pays 2×. A point win pays 4×, which is what lifts the modeled gross return above 100%.
Come-out roll
↓ Point phase — max 3 rolls
Conditional point-phase probabilities under fair independent dice. The refund column is the third roll passing with neither a hit nor a 7.
| Point | Enter | Win in 3 | Lose in 3 | Refund |
|---|---|---|---|---|
| 4 | 8.33% | 19.27% | 38.54% | 42.19% |
| 5 | 11.11% | 24.93% | 37.40% | 37.67% |
| 6 | 13.89% | 30.23% | 36.28% | 33.49% |
| 8 | 13.89% | 30.23% | 36.28% | 33.49% |
| 9 | 11.11% | 24.93% | 37.40% | 37.67% |
| 10 | 8.33% | 19.27% | 38.54% | 42.19% |
Craps has the higher modeled edge. Money Wheel Orange carries fewer assumptions. Your pace decides which produces more expected money per second.
Craps has the higher modeled expected money per second.
Break-even vs Money Wheel Orange: a full game under 10.74s, about 4.32s per roll.
At current packaged values (vv1.0.30). Bet limits, payouts, item effects, or Orange timing would move this threshold.
Craps has the higher modeled edge. Money Wheel Orange has the more deterministic software and geometry model. Speed decides which one produces more expected money per second.
At packaged values, modeled expected profit is about 151 per max-bet Craps game, across 2.489 expected rolls.
In that model, Craps passes Money Wheel Orange when a full game averages under 10.74 seconds, about 4.32 seconds per roll.
The game page explains how these connect to Craps. The full walkthrough stays on the challenge and achievement pages.
| Name | Type | Floor | Condition | Detail owner |
|---|---|---|---|---|
| Lucky Roll | Daily Challenge | 1 | First roll 7 or 11, settled at exactly 2× | Challenge detail |
| Lucky 7 | Steam Achievement | 1 | First roll 7 | Achievement layer |
| Natural Roller | Challenge | 3 | Win during the point phase | Challenge detail |
These are two different checks. Official v1.0.7 renamed the daily challenge to Lucky Roll and changed it to a first roll of 7 or 11. The Steam achievement is still Lucky 7, and its description still asks for a 7.
| Daily Challenge | Steam Achievement | |
|---|---|---|
| Name | Lucky Roll | Lucky 7 |
| Floor | 1 | 1 |
| Display requirement | First roll 7 or 11 | First roll 7 |
| Reward | 6 tickets | Steam Achievement |
| Type | Daily Challenge | Achievement |
Steam description: “Get 7 on your first roll on Street Craps on Floor 1.”
Much easier before buying Gambler’s Confidence.
The upgrade changes the final payout, so the exact 2× check gets harder. This is not a permanent lock. The challenge can be rerolled, and live values can change.
A 2× win on screen is not enough. The challenge checks that the final payout multiplier is exactly 2×.
On Floor 3, set a point, then hit that point within 3 rolls. A normal point win pays 4×.
Steam description: “Win on Street Craps during the point phase on Floor 3.”
The challenge text says to win during the point phase. The extracted condition checks a Craps result with a final payout of at least 3×. Under normal values, a 4× point win is the intended route; payout buffs can alter the underlying check.
These items and upgrades touch Craps directly. The item guide owns the wider economy.
| Effect | Item | What it does here |
|---|---|---|
| Changes payout / value | Gambler's Confidence | Multiplies positive profit, so a raw 2× come-out win can settle higher. |
| Changes bet ceiling | Taser | Raises the effective max bet. Meaningful for a high-throughput game. |
| Free / high-value wager | Golden Chip | Uses the max-bet context. The item guide owns the free-bet economy. |
| Can invalidate a recent result | Time Machine | Can roll back a recent qualifying Craps result. |
| Challenge-sensitive temporary buff | Drink / Melody | Raises the settled payout while active, which can break an exact-payout check. |
Gambler’s Confidence multiplies positive profit. The first purchase moves it from 1.0 to 1.5, so a raw 2× win can settle at 2.5×.
The item changes the payout, the bet ceiling, or the run state. This is a recorded interaction, not a build recommendation.
Pairing items for a stronger Craps route stays a player choice. The current model does not prove a required build.
Street Craps is in the game pools for floors 1, 3, 4. Available means it can spawn. It does not mean every casino on those floors has a Craps table.
| Floor | Craps status | Strategic context |
|---|---|---|
| 1 | Eligible | Early modeled high-return option |
| 2 | Not in pool | Craps is not in this floor pool. Use other games. |
| 3 | Eligible | Modeled route again on Floor 3 |
| 4 | Eligible | Modeled high-output option |
Floor 2 is not bad RNG. Street Craps is not in the Floor 2 pool.
Eligible: it can spawn here, but it is not guaranteed.
Dice outcomes are physics-based rather than a simple fixed software roll. Community players report techniques involving throws and physics interactions, but the current data does not establish a guaranteed control method.
A Craps result comes from two physical dice read from the top face, not a fixed 2–12 software roll. The 137.75% figure is a fair-dice model, not a verified software RTP.
Craps resolves through physical dice. The verified Blackjack and Poker seeded-deck model should not be applied to it automatically.
What is verified, what is modeled, and what is only community-reported.
| Claim | Evidence |
|---|---|
| GWYF payout rules | Verified |
| Floor pools | Verified |
| Lucky Roll requirement | Verified |
| 137.75% modeled return | Modeled |
| 39.37% win probability | Modeled |
| Physical dice uniformity | Assumption |
| Guaranteed dice-control method | Not verified |
| Community item interference | Community-reported |
These are GWYF rules, not real-world casino Craps. A come-out 7 or 11 wins at 2×. A come-out 2, 3, or 12 loses. Any other total sets the point. You then get at most 3 point-phase rolls. Hitting the point wins at 4×, rolling a 7 loses, and an unresolved point after the third roll is a refund.
No. These are GWYF Street Craps rules. Real-world Pass Line, Don’t Pass, odds bets, come bets, and field bets do not apply here.
On the come-out roll, 7 or 11 is a 2× win. During the point phase, 7 is a loss. An 11 in the point phase does not hit the point and does not end the round by itself.
A come-out 2, 3, or 12 is an immediate loss.
If the come-out total is 4, 5, 6, 8, 9, or 10, that total becomes the point. Later rolls try to match it before a 7.
At most 3 point-phase rolls. If none of them is the point or a 7, the wager is refunded.
If the point is still open after the third point-phase roll, the wager is refunded. That refund is the push.
Hitting the point pays 4×, against 2× for a come-out 7 or 11.
The fair-dice model gives a 137.75% gross return and a modeled net edge of about +37.75% per dollar wagered, across 2.489 expected rolls per game.
No. It is a modeled gross return, not a verified RTP. It assumes two independent uniform physical dice.
The payout rules are verified from the game data. The return depends on the live physics distribution, and static data does not prove that distribution stays uniform.
Craps has the higher modeled edge under a fair-dice assumption. Money Wheel Orange has the more deterministic model. Expected money per second depends on how fast the Craps rolls finish.
In the packaged model, a full game must average under about 10.74 seconds, or about 4.32 seconds per roll. That threshold moves if bet limits, payouts, item effects, or Orange timing change.
Floors 1, 3, and 4 include Street Craps in the game pool. It can appear there. It is not guaranteed to spawn on every visit.
Street Craps is not in the Floor 2 pool. That is a pool rule, not bad RNG.
The challenge does not accept every Craps win. The extracted condition needs a final payout of exactly 2×. A 4× point win misses it. Drink, Melody, or Gambler’s Confidence can also turn a raw 2× win into a higher settled multiplier.
Lucky Roll is the Floor 1 daily challenge: first roll 7 or 11, for 6 tickets. Lucky 7 is the Steam achievement: get 7 on your first Street Craps roll on Floor 1. Official v1.0.7 changed the challenge. The Steam name and description still say 7.
The normal route on Floor 3 is to set a point and hit it within 3 rolls for a 4× win. The challenge text and the Steam description both say to win during the point phase. The extracted challenge condition checks a Craps payout of at least 3×.
It can. Confidence multiplies positive profit, so a raw 2× win can settle at 2.5× after the first purchase. That misses the exact 2× check. It is not permanently missable.
Taser raises the effective max bet. That matters for a game played for throughput, because the modeled edge applies to the larger wager.
The dice are physical objects read from the top face. Community players discuss throws and physics interactions. The current data does not establish a guaranteed control method.
Players report using items to disturb the dice during the roll. It is community-reported, and no guaranteed current-version method is verified.
Craps resolves through physical dice. The verified Blackjack and Poker seeded-deck model should not be applied to it automatically. See the save scum and seed guide.