969 Table game rules for pai gow, craps and mini-craps and sic bo  

  • PENNSYLVANIA GAMING CONTROL BOARD

    [ 58 PA. CODE CHS. 535, 537, 539,
    621a, 623a AND 625a ]

    Table Game Rules for Pai Gow, Craps and Mini-Craps and Sic Bo

    [41 Pa.B. 2981]
    [Saturday, June 11, 2011]

     The Pennsylvania Gaming Control Board (Board), under the general authority in 4 Pa.C.S. § 1202(b)(30) (relating to general and specific powers) and the specific authority in 4 Pa.C.S. §§ 13A02(1)—(4) (relating to regulatory authority), proposes to rescind Chapters 535, 537 and 539 (relating to Pai Gow; Craps and Mini-Craps; and Sic Bo) and add Chapters 621a, 623a and 625a (relating to Pai Gow; Craps and Mini-Craps; and Sic Bo) to read as set forth in Annex A.

    Purpose of the Proposed Rulemaking

     With this rulemaking, the Board is proposing to replace the temporary regulations in Chapter 535 with the permanent regulations in Chapter 621a, temporary regulations in Chapter 537 with the permanent regulations in Chapter 623a and the temporary regulations in Chapter 539 with the permanent regulations in Chapter 625a.

    Explanation of Chapter 621a

     Chapter 621a contains the rules governing the play of Pai Gow, which is a game that uses dice and tiles instead of cards. Section 621a.1 (relating to definitions) contains the definitions of terms used throughout the chapter. In § 621a.2 (relating to Pai Gow table; Pai Gow shaker; physical characteristics), the physical characteristics of the table and Pai Gow shaker are specified. The use of a random number generator is added as a permissible way to determine the starting position for dealing the Pai Gow tiles.

     The remaining sections address the following: the physical characteristics of the Pai Gow tiles and related equipment used to play the game; the ranking of the Pai Gow tiles and the procedures for comparing high and low Pai Gow hands; the number and use of dice and the Pai Gow shaker; the opening of Pai Gow tables; the procedures for shuffling and dealing tiles; wagers; procedures for completion of each round of play; payment and collection of wagers and vigorish; how irregularities in play are to be handled; and the number of additional betting positions on which a player may wager.

    Explanation of Chapter 623a

     Chapter 623a contains the regulatory requirements for the game of Craps. Section 623a.1 (relating to definitions) contains definitions for terms used in this chapter. Section 623a.2 (relating to Craps and Mini-Craps tables; physical characteristics) contains the requirements for tables that are used for Craps. In § 623a.3 (relating to permissible wagers), the wagers that will be allowed have been listed. However, certificate holders are not required to offer all of the wagers listed. Instead, it will be up to the individual certificate holders to determine which wagers they wish to use.

     Sections 623a.4 and 623a.5 (relating to making and removal of wagers; and payout odds) establish the rules for the placement of wagers and minimum payout odds that shall be used by the certificate holders. Section 623a.6 (relating to supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds)) provides the rules for the placement and payout of supplemental wagers that may be made in conjunction with a Pass Bet, a Don't Pass Bet, a Come Bet and a Don't Come Bet.

     Sections 623a.7 and 623a.8 (relating to dice retention and selection; and throw of the dice; invalid roll of the dice) establish the rules governing how the dice used for the play of the game are selected, how the dice shall be thrown and detail when a throw of the dice will be voided and require that the dice be thrown again. Section 623a.9 (relating to point throw; settlement of wagers) sets forth the procedures to be followed after the dice are thrown. Section 623.10 (relating to continuation of shooter; selection of new shooter) specifies the options available to the shooter, when the shooter shall pass the dice and who the next shooter may be. Section 623a.11 (relating to additional procedures and rules for the Fire Bet) governs the placement of Fire Bets, handling of the Fire Bets by the dealer, the minimum and maximum amounts that can be wagered as a Fire Bet and how number of unique point totals are to be determined.

    Explanation of Chapter 625a

     Chapter 625a contains the rules governing the play of Sic Bo, a game that uses three dice and an electronic layout which contains various combinations of the results that can occur when the dice are rolled.

     Section 625a.1 (relating to Sic Bo table; Sic Bo shaker; physical characteristics) addresses the physical characteristics of Sic Bo tables, dice, Sic Bo shakers and other associated equipment. Operators may now post payout odds either on the table layout or by a sign at the table. In § 625a.2 (relating to dice; number of dice), language was added allowing operators that use dice that are specifically designed for the automated Sic Bo shakers to replace those dice that are locked in the automated Sic Bo shaker once every month instead of every day.

     The remaining provisions in this chapter address the following: the permissible wagers; the opening of Sic Bo tables and procedures for completion of each round of play; payment and collection of wagers; and how irregularities in play are to be handled.

    Affected Parties

     Certificate holders that elect to offer the games of Pai Gow, Craps, Mini-Craps and Sic Bo will be required to comply with these chapters. The requirements for the games are standard throughout the industry, consistent with 4 Pa.C.S. Part II (relating to gaming) and necessary for the protection of the gaming public and the revenues generated from table games.

     The Board has experienced increased regulatory demands resulting from the implementation of table games, including the review of Rules Submissions, table layouts, signage and gaming guides.

    Fiscal Impact

    Commonwealth. The Board will have to review each certificate holder's table games Rules Submissions, table layouts, signage and gaming guides to ensure compliance with the regulatory requirements in this proposed rulemaking. These reviews will be conducted by existing Bureau of Gaming Operations and the Bureau of Casino Compliance staff, so the Board does not project that it will incur significant cost increases as a result of this proposed rulemaking.

    Political subdivisions. This proposed rulemaking will not have fiscal impact on political subdivisions of this Commonwealth. Host municipalities and counties will benefit from the local share funding mandated by the act of January 7, 2010 (P. L. 1, No. 1).

    Private sector. This proposed rulemaking will result in additional costs for certificate holders that elect to offer Pai Gow, Craps, Mini-Craps and Sic Bo. Certificate holders shall be required to purchase the table games they elect to offer and to hire and train employees to operate the games. The costs for table game equipment do vary depending on the type and number of tables purchased. The costs are expected to be offset by the revenues generated from table game operations.

    General public. This proposed rulemaking will not have fiscal impact on the general public.

    Paperwork Requirements

     This proposed rulemaking requires certificate holders to do the following: post signs at gaming tables; have complete sets of rules for all the games they offer available for public inspection; produce a gaming guide summarizing the rules of the games they offer; and file Rules Submissions for each table game they elect to offer. The Rules Submissions are standardized checklists for each game, relatively simple to fill out and available on the Board web site.

    Effective Date

     The proposed rulemaking will become effective upon final-form publication in the Pennsylvania Bulletin.

    Public Comments

     Interested persons are invited to submit written comments, suggestions or objections regarding the proposed rulemaking, within 30 days after the date of publication in the Pennsylvania Bulletin, to Susan A. Yocum, Assistant Chief Counsel, Pennsylvania Gaming Control Board, P. O. Box 69060, Harrisburg, PA 17106-9060, Attention; Public Comment on General Provisions, Credit and Training Standards; Regulation # 125-149.

    Contact Person

     The contact person for questions about this proposed rulemaking is Susan Yocum, Assistant Chief Counsel, (717) 265-8356.

    Regulatory Review

     Under section 5(a) of the Regulatory Review Act (71 P. S. § 745.5(a)), on May 19, 2011, the Board submitted a copy of this proposed rulemaking and a copy of a Regulatory Analysis Form to the Independent Regulatory Review Commission (IRRC) and to the Chairpersons of the House Gaming Oversight Committee and the Senate Community, Economic and Recreational Development Committee. A copy of this material is available to the public upon request and is available on the Board's web site at www.pgcb.state.pa.us.

     Under section 5(g) of the Regulatory Review Act, IRRC may convey any comments, recommendations or objections to the proposed rulemaking within 30 days of the close of the public comment period. The comments, recommendations or objections must specify the regulatory review criteria which have not been met. The Regulatory Review Act specifies detailed procedures for review, prior to final publication of the rulemaking, by the Board, the General Assembly and the Governor of comments, recommendations or objections raised.

    GREGORY C. FAJT, 
    Chairperson

    Fiscal Note: 125-149. No fiscal impact; (8) recommends adoption.

    Annex A

    TITLE 58. RECREATION

    PART VII. GAMING CONTROL BOARD

    Subpart K. TABLE GAMES

    CHAPTER 535. (Reserved)

     (Editor's Note: As part of this proposed rulemaking, the Board is proposing to rescind Chapter 535 which appears in 58 Pa. Code pages 535-1—535-17, serial pages (350963)—(350966), (354769), (354770), (356447), (356448), (349043), (349044), (356449), (356450) and (349047)—(349051).)

    Sec.

    535.1—535.13.   (Reserved).

    CHAPTER 537. (Reserved)

     (Editor's Note: As part of this proposed rulemaking, the Board is proposing to rescind Chapter 537 which appears in 58 Pa. Code pages 537-1—537-22, serial pages (350967)—(350980), (354771), (354772) and (350983)—(350988).)

    Sec.

    537.1—537.5.   (Reserved).
    537.5a.   (Reserved).
    537.6—537.12.   (Reserved).

    CHAPTER 539. (Reserved)

     (Editor's Note: As part of this proposed rulemaking, the Board is proposing to rescind Chapter 539 which appears in 58 Pa. Code pages 539-1—539-5, serial pages (356451), (356452), (349057)—(349059).)

    Sec.

    539.1—539.7.  (Reserved).

    CHAPTER 621a. PAI GOW

    621a.1.Definitions.
    621a.2.Pai Gow table; Pai Gow shaker; physical characteristics.
    621a.3.Pai Gow tiles; physical characteristics.
    621a.4.Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand.
    621a.5.Dice; number of dice; Pai Gow shaker.
    621a.6.Opening of the table for gaming; shuffling procedures.
    621a.7.Wagers.
    621a.8.Procedures for dealing the tiles.
    621a.9.Alternative dealing procedures.
    621a.10.Procedures for completion of each round of play; setting of hands; payment and collection of wagers; payout odds; vigorish.
    621a.11.Player bank; co-banking; selection of bank; procedures for dealing.
    621a.12.Irregularities; invalid roll of the dice.
    621a.13.A player wagering on more than one betting area.

    § 621a.1. Definitions.

     The following words and terms, when used in this chapter, have the following meanings unless the context clearly indicates otherwise:

    Copy hand—A high hand or low hand of a player which is identical in pair rank or point value as the corresponding high hand or low hand of the dealer or bank.

    High hand—The two tile hand formed with two of the four tiles dealt that ranks higher than the hand formed from the remaining two tiles.

    Low hand—The two tile hand formed with two of the four tiles dealt that rank lower than the hand formed from the remaining two tiles.

    Marker—An object used to designate the bank and the co-bank, as approved by the Bureau of Gaming Operations.

    Setting the hands—The process of forming a high hand and a low hand from the four tiles dealt.

    Supreme Pair—The pair of tiles that form the highest ranking hand formed with the Six (2-4) tile and the Three (1-2) tile.

    Value—The numerical point value assigned to a pair of tiles in accordance with § 621a.4 (relating to Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand).

    § 621a.2. Pai Gow table; Pai Gow shaker; physical characteristics.

     (a) Pai Gow shall be played at a table having betting positions for six players on one side of the table and a place for the dealer on the opposite side of the table.

     (b) The layout for a Pai Gow table shall be approved by the Bureau of Gaming Operations and contain, at a minimum:

     (1) The name or logo of the certificate holder.

     (2) Six separate betting areas for the players at the table.

     (3) A separate area, located to the left of the dealer, for the placement of four tiles which shall be referred to as the Dead Hand.

     (c) Each Pai Gow table must have a drop box with a tip box attached on the same side of the gaming table as, but on opposite sides of, the dealer, as approved by the Bureau of Casino Compliance.

     (d) Pai Gow shall be played with a Pai Gow shaker, approved by the Bureau of Gaming Operations, used to shake three dice before each hand of Pai Gow is dealt to determine the starting position for the dealing of the Pai Gow tiles. The Pai Gow shaker must be designed and constructed to maintain the integrity of the game and adhere to the following specifications:

     (1) The Pai Gow shaker must be capable of housing three dice and designed to prevent the dice from being seen while being shaken by the dealer.

     (2) The Pai Gow shaker must have the name or logo of the certificate holder thereon.

     (e) If a certificate holder elects to use a computerized random number generator as permitted under § 621a.8 (relating to procedures for dealing the tiles), the random number generator shall be approved by the Bureau of Gaming Laboratory Operations prior to its use.

    § 621a.3. Pai Gow tiles; physical characteristics.

     (a) Pai Gow shall be played with a set of 32 rectangular tiles. Each tile in a set must be identical in size and shading to every other tile in the set.

     (b) Each tile used must:

     (1) Be made of a nontransparent black material, formed in the shape of a rectangle, and be no smaller than 2.5 inches in length, 1 inch in width and 0.375 inch in thickness.

     (2) Have the surface of each of its sides perfectly flat, except that the front side of each tile must contain spots which extend into the tile exactly the same distance as every other spot.

     (3) Have on the back or front of each tile an identifying feature unique to each certificate holder.

     (4) Have an identical texture and finish on each side, with the exception of the front side containing the spots.

     (5) Have no tile within a set contain any marking, symbol or design that enables a person to know the identity of any element on the front side of the tile or that will distinguish any tile from any other tile within a set.

     (6) Have identifying spots on the front side of the tiles which are either red or white, or both.

     (c) Each set of tiles must be composed of 32 tiles with the identifying spots listed in § 621a.4(g) (relating to Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand).

     (d) Each set of tiles shall be packaged separately and completely sealed in a manner so that tampering shall be evident.

     (e) Tiles used for the play of Pai Gow shall be changed at least every 12 hours.

    § 621a.4. Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand.

     (a) When comparing high hands or low hands to determine the higher ranking hand, the determination shall first be based upon the rank of any permissible pair of tiles which are in the hands. A hand with a permissible pair of tiles shall rank higher than a hand which does not contain a permissible pair. The permissible pairs of tiles and their rank, with the Supreme Pair being the highest or first ranking pair, are as follows:

    Ranking Pairing
    Supreme Pair
    First Six (2-4) and Three (1-2)
    Matched Pairs
    Second
    Twelve (6-6) and Twelve (6-6)
    ThirdTwo (1-1) and Two (1-1)
    FourthEight (4-4) and Eight (4-4)
    FifthFour (1-3) and Four (1-3)
    SixthTen (5-5) and Ten (5-5)
    SeventhSix (3-3) and Six (3-3)
    EighthFour (2-2) and Four (2-2)
    NinthEleven (5-6) and Eleven (5-6)
    TenthTen (4-6) and Ten (4-6)
    EleventhSeven (1-6) and Seven (1-6)
    TwelfthSix (1-5) and Six (1-5)
    Mixed or Unmatched Pairs
    Thirteenth
    Mixed Nines (3-6 and 4-5)
    FourteenthMixed Eights (3-5 and 2-6)
    FifteenthMixed Sevens (3-4 and 2-5)
    SixteenthMixed Fives (1-4 and 2-3)
    Wongs
    Seventeenth Twelve (6-6) and Nine (4-5)
    Twelve (6-6) and Nine (3-6)
    Eighteenth Two (1-1) and Nine (4-5)
    Two (1-1) and Nine (3-6)
    Gongs
    Nineteenth Twelve (6-6) and Eight (2-6)
    Twelve (6-6) and Eight (3-5)
    Twelve (6-6) and Eight (4-4)
    Twentieth Two (1-1) and Eight (2-6)
    Two (1-1) and Eight (3-5)
    Two (1-1) and Eight (4-4)

     (b) When comparing high hands or low hands which are of identical permissible pair rank, the hand shall be considered a copy hand and the dealer or, if applicable, the bank shall win the hand.

     (c) Except as provided in subsection (e), when comparing the rank of high hands or low hands which do not contain any of the pairs listed in subsection (a), the higher ranking hand shall be determined on the basis of the value of the hands. The value of a hand shall be a single digit number from zero to nine inclusive and shall be determined by adding the total number of spots which are contained on the two tiles which form the hand. If the total of the spots is a two-digit number, the left digit of the number shall be discarded and the right digit shall constitute the value of the hand. Examples of this rule are as follows:

     (1) A hand composed of a Two (1-1) and a Six (3-3) has a value of 8.

     (2) A hand composed of an Eleven (5-6) and a Seven (1-6) has a value of 8, because the numeric total of the hand is 18 and the left digit in the number 18 is discarded.

     (d) If the tiles which form the Supreme Pair are used separately, the numeric total of the 1-2 tile may be counted as a three or a six and the numeric total of the 2-4 tile may be counted as a three or a six. When the 1-2 tile is counted as six, its individual ranking under subsection (g) shall be fifteenth instead of seventeenth and when the 2-4 tile is counted as three, its individual ranking shall be seventeenth instead of fifteenth.

     (e) When comparing high hands or low hands which are of identical value, the hand with the highest ranking individual tile shall be considered the higher ranking hand. If, however, the numeric value of the tiles results in a zero-zero tie, both hands, regardless of the highest ranking tile, are equally bad and the dealer or, if applicable, the bank shall be considered the higher ranking hand.

     (f) The individual ranking for each tile, from highest rank to lowest rank, is as follows:

    Ranking Tile Number of Tiles
    In Set
    First Twelve (6-6) 2
    Second Two (1-1) 2
    Third Eight (4-4) 2
    Fourth Four (1-3) 2
    Fifth Ten (5-5) 2
    Sixth Six (3-3) 2
    Seventh Four (2-2) 2
    Eighth Eleven (5-6) 2
    Ninth Ten (4-6) 2
    Tenth Seven (1-6) 2
    Eleventh Six (1-5) 2
    Twelfth Nine (3-6) 1
    Twelfth Nine (4-5) 1
    Thirteenth Eight (2-6) 1
    Thirteenth Eight (3-5) 1
    Fourteenth Seven (2-5) 1
    Fourteenth Seven (3-4) 1
    Fifteenth Six (2-4) 1
    Sixteenth Five (1-4) 1
    Sixteenth Five (2-3) 1
    Seventeenth Three (1-2) 1

     (g) If the highest ranking tile in each hand being compared is of identical rank after the application of subsection (f), the hand shall be considered a copy hand, and the hand of the dealer or, if applicable, the bank shall be considered the higher ranking hand.

    § 621a.5. Dice; number of dice; Pai Gow shaker.

     (a) Pai Gow shall be played with three dice which shall be maintained at all times inside a Pai Gow shaker while at the table.

     (b) The Pai Gow shaker and the dice are the responsibility of the dealer and may never be left unattended while at the table.

     (c) Dice that have been placed in a Pai Gow shaker for use in gaming may not remain on a table for more than 24 hours.

    § 621a.6. Opening of the table for gaming; shuffling procedures.

     (a) After receiving one set of tiles at the table, the dealer shall sort and inspect the tiles and the floorperson assigned to the table shall verify the inspection. Nothing in this section precludes a certificate holder from cleaning the tiles prior to the inspection required herein. The tiles at the gaming table shall be inspected as follows:

     (1) Each set of tiles shall be sorted into pairs to assure that the Supreme Pair and all 15 matched and unmatched pairs as identified in § 621a.4 (relating to Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand) are in the set.

     (2) Each tile shall be placed side by side to determine that all tiles are the same size and shading.

     (3) The back and sides of each tile shall be examined to assure that it is not flawed, scratched or marked in any way.

     (i) If the dealer finds that certain tiles are unsuitable for use, a floorperson or above shall bring another set of tiles to the table from the reserve in the pit stand.

     (ii) The unsuitable set of tiles shall be placed in a sealed envelope or container, identified by table number, date and time and signed by the dealer and floorperson or above.

     (b) Following the inspection of the tiles and the verification by the floorperson assigned to the table, the tiles shall be turned face up, placed into 16 pairs and arranged according to rank starting with the Supreme Pair. The tiles shall be left in pairs for visual inspection by the first player to arrive at the table.

     (c) After the first player arriving at the table is afforded an opportunity to visually inspect the tiles, the tiles shall be turned face down on the table and mixed thoroughly by shuffling the tiles.

     (d) The dealer shall mix the tiles with the heels of the palms of the hands. The dealer shall mix the tiles in a circular motion with one hand moving clockwise and the other hand moving counterclockwise. Each hand shall complete at least eight circular motions to provide a random mixing. The dealer shall then randomly pick up four tiles with each hand and place them side by side in stacks in front of the table inventory container, forming eight stacks of four tiles.

     (e) If during the stacking process described in subsection (d), a tile is turned over and exposed to the players, the entire set of tiles shall be remixed.

     (f) After each round of play has been completed, the dealer shall turn all of the tiles face down and mix the tiles in accordance with subsection (d).

     (g) If there is no gaming activity at the Pai Gow table, the tiles shall be turned face up and placed into 16 pairs according to rank starting with the Supreme Pair. Once a player arrives at the table, the dealer shall follow the procedures in subsections (c) and (d).

    § 621a.7. Wagers.

     (a) Wagers at Pai Gow shall be made by placing value chips or plaques on the appropriate betting area of the Pai Gow layout. Verbal wagers accompanied by cash may not be accepted.

     (b) Only players who are seated at the Pai Gow table may place a wager. Once a player has placed a wager and received tiles, that player shall remain seated until the completion of the round of play. If a player leaves the table during a round of play, any wagers made by the player may be considered abandoned and treated as losing wagers.

     (c) Wagers shall be placed prior to the dealer announcing ''no more bets'' in accordance with the dealing procedures in § 621a.8 (relating to procedures for dealing the tiles). A wager may not be made, increased or withdrawn after the dealer has announced ''no more bets.''

    § 621a.8. Procedures for dealing the tiles.

     (a) After the dealer has completed mixing and stacking the tiles, the dealer shall either:

     (1) Announce ''no more bets'' and use a computerized random number generator that automatically selects and displays a number.

     (2) Announce ''no more bets'' prior to revealing the dice in the Pai Gow shaker. The dealer shall shake the Pai Gow shaker at least three times to cause a random mixture of the dice. After removing the lid covering the Pai Gow shaker, the dealer shall total the dice.

     (b) The dealer shall then announce the total of the dice or the number displayed by the computerized random number generator. The total or number shall determine which player receives the first stack of tiles.

     (c) To determine the starting position for dealing the tiles, the dealer shall count counterclockwise around the table with the position of the dealer considered number one and continuing around the table with each betting position, regardless of whether there is a wager at the position, and the Dead Hand until the count matches the total of the three dice or the number displayed by the computerized random number generator. Examples are as follows:

     (1) If the dice total nine, the dealer would receive the first stack of four tiles.

     (2) If the dice total 15, the sixth wagering position would receive the first stack of four tiles.

     (d) The dealer shall deal the first stack of four tiles, starting from the right side of the eight stacks, to the starting position as determined in subsection (c) and, moving counterclockwise around the table, deal all other positions including the Dead Hand and the dealer a stack of tiles, regardless of whether there is a wager at the position. The dealer shall place a marker on top of his stack of tiles immediately after they are dealt.

     (e) After all the stacks of tiles have been dealt, the dealer shall, without exposing the tiles, collect any stacks dealt to a position where there is no wager and place the stacks with the Dead Hand on the layout to the left of the dealer in front of the table inventory container.

     (f) Once all tiles have been dealt and any tiles dealt to positions with no wagers have been collected, the dealer shall place the cover on the Pai Gow shaker and shake the shaker once. The Pai Gow shaker shall then be placed to the right of the dealer.

    § 621a.9. Alternative dealing procedures.

     As an alternative to the procedure in § 621a.8 (relating to procedures for dealing the tiles), the dealer or the player acting as the bank or co-bank may, if specified in the certificate holder's Rules Submission under § 601a.2 (relating to table games Rules Submissions), choose any of the following dealing styles:

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

     (1) House Way From the Left. The dealer shall indicate the use of House Way From the Left by pushing forward the first stack of tiles on the dealer's left. The dealer shall deliver the stack pushed forward to the starting position. The remaining stacks of tiles shall be delivered from the dealer's left to right.

     (2) Cup Say (pick four) From the Right. The dealer shall indicate the use of Cup Say From the Right by pushing forward the first two stacks of tiles on the dealer's right. The dealer shall deliver the top two tiles from each of the two stacks pushed forward to the starting position. The four remaining tiles pushed forward shall be delivered to the next position. The remaining stacks of tiles shall be delivered from the dealer's right to left in the same manner as the first two stacks.

     (3) Cup Say (pick four) From the Left. The dealer shall indicate the use of Cup Say From the Left by pushing forward the first two stacks of tiles on the dealer's left. The dealer shall deliver the top two tiles from each of the two stacks pushed forward to the starting position. The four remaining tiles pushed forward shall be delivered to the next position. The remaining stacks of tiles shall be delivered from the dealer's left to right in the same manner as the first two stacks.

     (4) Jung Quat (take the heart). The dealer shall indicate the use of Jung Quat by pushing forward the fourth stack of tiles from the dealer's right and the fourth stack of tiles from the dealer's left (the two center stacks of the eight). The dealer shall deliver the top two tiles from each of the two stacks pushed forward to the starting position. The four remaining tiles pushed forward shall be delivered to the next position. The remaining stacks shall be pushed together and the two new center stacks shall be pushed forward and delivered in the same manner as the first two stacks. This procedure shall be repeated until all eight stacks of tiles have been delivered.

     (5) Chee Yee (chop the ears). The dealer shall indicate the use of Chee Yee by pushing forward the first stack of tiles on the dealer's right and the first stack of tiles on the dealer's left. To deliver the tiles, the dealer shall center the two stacks pushed forward in front of the remaining stacks. The dealer shall deliver the top two tiles from each of the two centered stacks to the starting position. The four remaining tiles from the two centered stacks shall be delivered to the next position. The dealer shall then center and deliver the first stack remaining on the dealer's right and the first stack remaining on the dealer's left in the same manner. This procedure shall be repeated until all eight stacks of tiles have been delivered.

     (6) Pin Say (slice four) From the Right. The dealer shall indicate the use of Pin Say From the Right by removing the top tile of the first stack of tiles on the dealer's right and placing it diagonally across the top of the second, third and fourth stacks of tiles from the dealer's right. The dealer shall deliver the top tile from each of the first four stacks on the dealer's right to the starting position (the diagonal tile plus the three tiles it covers). The top tile from each of the first four stacks on the dealer's left shall be delivered to the next position. The top tile remaining on each of the first four stacks on the dealer's right shall be delivered to the third position and the top tile remaining on each of the first four stacks on the dealer's left shall be delivered to the fourth position. This procedure shall be repeated until four tiles have been delivered to all eight positions.

     (7) Pin Say (slice four) From the Left. The dealer shall indicate the use of Pin Say From the Left by removing the top tile of the first stack of tiles on the dealer's left and placing it diagonally across the top of the second, third and fourth stacks of tiles from the dealer's left. The dealer shall deliver the top tile from each of the first four stacks on the dealer's left to the starting position (the diagonal tile plus the three tiles it covers). The top tile from each of the first four stacks on the dealer's right shall be delivered to the next position. The top tile remaining on each of the first four stacks on the dealer's left shall be delivered to the third position and the top tile remaining on each of the first four stacks on the dealer's right shall be delivered to the fourth position. This procedure shall be repeated until four tiles have been delivered to all eight positions.

     (8) Dragon Head and Phoenix Tail From the Right. The dealer shall indicate the use of Dragon Head and Phoenix Tail From the Right by placing all four tiles in the first and second stacks from the dealer's right directly on top of the four tiles in the third and fourth stacks from the dealer's right and then pushing forward the top two tiles in each of the eight-tile stacks that are created (forming the dragon head). The dealer shall deliver the four tiles pushed forward to the starting position. The top tile from each of the four stacks of four tiles to the dealer's left (the phoenix tail) shall be delivered to the next position. The dealer shall deliver the top two tiles from each of the two stacks on the dealer's right to the third position and the top tile from each of the four stacks on the dealer's left to the fourth position. This procedure shall be repeated until four tiles have been delivered to all eight positions.

     (9) Dragon Head and Phoenix Tail From the Left. The dealer shall indicate the use of Dragon Head and Phoenix Tail From the Left by placing all four tiles in the first and second stacks from the dealer's left directly on top of the four tiles in the third and fourth stacks from the dealer's left and then pushing forward the top two tiles in each of the eight-tile stacks that are created (forming the dragon head). The dealer shall deliver the four tiles pushed forward to the starting position. The top tile from each of the four stacks of four tiles to the dealer's right (the phoenix tail) shall be delivered to the next position. The dealer shall deliver the top two tiles from each of the two stacks on the dealer's left to the third position and the top tile from each of the four stacks on the dealer's right to the fourth position. This procedure shall be repeated until four tiles have been delivered to all eight positions.

    § 621a.10. Procedures for completion of each round of play; setting of hands; payment and collection of wagers; payout odds; vigorish.

     (a) After the dealing of the tiles has been completed, each player shall set his hands by arranging the tiles into a high hand and low hand. After setting the hands the tiles shall be placed face down on the layout immediately behind that player's betting area and separated into two distinct hands.

     (b) Each player at the table shall be responsible for setting his own hands and no other person except the dealer may touch the tiles of that player. If a player requests assistance in the setting of his hands, the dealer shall inform the requesting player of the manner in which the certificate holder requires the hands of the dealer to be set. Each player shall be required to keep the four tiles in full view of the dealer at all times. Once each player has set a high hand and low hand and placed the two hands face down on the layout, the player may not touch the tiles again.

     (c) After all players have set their hands and placed the tiles on the table, the four tiles of the dealer shall be turned over and the dealer shall set his hands by arranging the tiles into a high and low hand. The high hand shall be placed on the layout face up in a vertical position and the low hand shall be placed on the layout face up perpendicular to the high hand.

     (d) The dealer shall comply with the following rules when setting his hands:

     (1) If the dealer has the Supreme Pair, it shall be played as the Supreme Pair.

     (2) If possible, the dealer shall always play a pair, Wong or Gong as set forth in § 621a.4 (relating to Pai Gow tiles; ranking of hands, pairs and tiles; value of the hand).

     (3) If the dealer does not have any combinations in paragraph (1) or (2), the dealer shall play any two tiles together which have a value equal to nine, eight or seven.

     (4) If the dealer does not have a combination in paragraph (1), (2) or (3), the dealer shall play the highest ranking tile with the lowest ranking tile.

     (e) A player may surrender his wager after the hands of the dealer have been set. The player shall announce his intention to surrender prior to the dealer exposing either of the two hands of that player as provided for in subsection (g). Once the player has announced his intention to surrender, the dealer shall immediately collect the wager from that player and collect the four tiles dealt to that player and stack them face down on the right side of the table in front of the table inventory container without exposing the tiles to any other player at the table.

     (f) After the dealer has set a high and low hand and collected the wagers and tiles for any wagers that are surrendered under subsection (e), the dealer shall expose both hands of each player, starting with the player farthest to the right of the dealer and proceeding counterclockwise around the table. The dealer shall always compare the high hand of the player to the high hand of the dealer and the low hand of the player to the low hand of the dealer and shall announce if the wager of that player shall win, lose or be considered a tie.

     (g) A wager shall lose if the high hand of the player is identical in rank or lower in rank than the high hand of the dealer, and the low hand of the player is identical in rank or lower in rank than the low hand of the dealer, or has a value of zero. Losing wagers shall be collected immediately by the dealer and put in the table inventory container. The tiles of all losing hands shall be collected by the dealer immediately after he collects the losing wagers.

     (h) A wager shall be a tie if:

     (1) The high hand of the player is higher in rank than the high hand of the dealer, but the low hand of the player is identical in rank to the low hand of the dealer, lower in rank than the low hand of the dealer or has a value of zero.

     (2) The high hand of the player is identical in rank to the high hand of the dealer or lower in rank than the high hand of the dealer, but the low hand of the player is higher in rank than the low hand of the dealer.

     (i) If a wager is a tie, the dealer shall return the player's wager and immediately collect the tiles of that player.

     (j) A wager shall win if the high hand of the player is higher in rank than the high hand of the dealer and the low hand of the player is higher in rank than the low hand of the dealer. Winning hands shall remain face up on the layout. Winning wagers shall be paid after all hands have been exposed. The dealer shall pay winning wagers beginning with the player farthest to the right of the dealer and continuing counterclockwise around the table. The tiles of all winning hands shall be collected by the dealer immediately after he pays the winning wagers.

     (k) A winning Pai Gow wager shall be paid off at odds of 1 to 1, except that the certificate holder shall extract a vigorish from the winning player in an amount equal to 5% of the amount won provided, however, that when collecting the vigorish, the certificate holder may round off the vigorish to 25 cents or the next highest multiple of 25 cents. A certificate holder shall collect the vigorish from a player at the time the winning payout is made.

     (l) Tiles collected by the dealer shall be picked up in order and in a way so that they can be readily arranged to reconstruct each hand in case of a question or dispute and shall be placed face up to the right of the dealer in front of the table inventory container.

    § 621a.11. Player bank; co-banking; selection of bank; procedures for dealing.

     (a) A certificate holder may, if specified in its Rules Submission under § 601a.2 (relating to table games Rules Submissions), offer to all players at a Pai Gow table the opportunity to bank the game. If the certificate holder elects this option, the provisions of this section control for any round of play in which a player is the bank and all the other provisions of this subchapter apply to the extent that they do not conflict with the provisions of this section.

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

     (b) A player may not be the bank at the start of the game. For the purposes of this section, the start of the game means the first round of play after the dealer is required to restack and shuffle the tiles in accordance with § 621a.6 (relating to opening of the table for gaming; shuffling procedures).

     (c) After the first round of play, each player at the table shall have the option to either be the bank or pass the bank to the next player. The dealer shall, starting with the player farthest to the right of the dealer, offer the bank to each player in a counterclockwise rotation around the table until a player accepts the bank. The dealer shall place a marker designating the bank in front of the player who accepts the bank. If the first player offered the bank accepts, the player seated to the right of that player shall first be offered the bank on the next round of play. The initial offer to be the bank shall rotate counterclockwise around the table until it returns to the dealer. A player may not bank two consecutive rounds of play. If no player wishes to be the bank, the round of play shall proceed in accordance with the rules of play provided in this chapter.

     (d) Before a player may bank a round of play, the dealer shall confirm that:

     (1) The player placed a wager against the dealer during the last round of play in which there was no player banking the game.

     (2) The player has sufficient value chips on the table to cover all of the wagers placed by other players at the table for that round of play.

     (e) A certificate holder may, if specified in its Rules Submission under § 601a.2, offer the player banking the round of play the option of having the certificate holder cover 50% of the wagers made during that round of play. If the certificate holder offers this option, it shall make it available to all players at the table. If the bank wishes to use this option, the bank must specifically request the dealer to accept responsibility for the payment of 1/2 of all winning wagers. When the certificate holder covers 50% of the winning wagers, it shall be known as co-banking and the dealer shall place a marker designating the player co-banking that round of play. When the dealer is co-banking, the dealer shall be responsible for setting the hand of the bank in the manner as submitted to the Board in the certificate holder's Rules Submission. When co-banking is in effect, the dealer may not place a wager against the bank.

     (f) If a player is the bank, the player may only wager on one betting area.

     (g) Once the tiles have been shuffled and formed into stacks under § 621a.6, the bank shall have the option to cut the tiles one time. If the bank does not wish to cut the tiles, there may not be a cut. Upon direction from the bank, the dealer may move the tiles in one of the following ways:

     (1) One or more adjacent stacks of four tiles to the right or left end of the original eight stacks of tiles.

     (2) Two or more adjacent stacks of four tiles, of which at least one stack is moved to one end and the other stacks are moved to the opposite end of the original eight stacks of tiles.

     (h) Once the dealer has determined that a player may be the bank as required under subsection (d) and the tiles have been shuffled and, if applicable, cut, the dealer shall, unless co-banking is in effect, remove value chips from the table inventory container in an amount equal to the last wager made by that player against the dealer or in an amount as specified in the certificate holder's Rules Submission. This amount shall be the amount the dealer wagers against the bank. The bank may direct that the sum wagered by the dealer be a lesser amount or that the dealer place no wager during that round of play. Any amount wagered by the dealer shall be placed in front of the table inventory container. Immediately upon receipt of the four tiles dealt to the dealer under subsection (k), the dealer shall place his wager on top of these tiles, instead of the marker otherwise required under § 621a.8 (relating to procedures for dealing the tiles), before dealing the remaining tiles. If co-banking is in effect, the dealer may not remove any value chips from the table inventory container under this subsection.

     (i) Once the dealer has announced ''no more bets,'' the bank may, by issuing a verbal instruction to the dealer, choose to have the dealer deliver the stacks of tiles using any one of the styles of delivery described in § 621a.9 (relating to alternative dealing procedures). If the bank does not choose a style of delivery, the dealer shall use the procedure in § 621a.8(d). After the style of delivery has been determined, the dealer shall indicate the style of delivery to be used by verbally repeating the selected style of delivery and taking other action, as specified in the certificate holder's Rules Submission, that identifies the selected delivery style to the certificate holder's surveillance department, and moving certain stacks of tiles or individual tiles slightly forward, backward or diagonally in the manner described in § 621a.9. After the dealer has indicated the style of delivery, the bank shall shake the Pai Gow shaker. It shall be the responsibility of the dealer to ensure that the bank shakes the Pai Gow shaker at least three times to cause a random mixture of the dice. Once the bank has completed shaking the Pai Gow shaker, the dealer shall remove the lid covering the Pai Gow shaker, total the dice and announce the total. The dealer shall always remove the lid from the Pai Gow shaker and if the bank inadvertently removes the lid, the dealer shall require the Pai Gow shaker to be covered and reshaken by the bank.

     (j) To determine the starting position for dealing the tiles, the dealer shall count counterclockwise around the table, with the position of the bank considered number one and continuing around the table with each betting position, including the dealer, regardless of whether there is a wager at the position, and the Dead Hand counted in order until the count matches the total of the three dice.

     (k) The dealer shall deal the first four tiles, in accordance with the selected style of delivery, to the starting position as determined in subsection (j) and, moving counterclockwise around the table, deal all other positions including the Dead Hand and the dealer, regardless of whether there is a wager at the position. The dealer shall place his wager or marker, as applicable, on top of his stack of tiles immediately after the tiles are dealt.

     (l) After all the stacks of tiles have been dealt, the dealer shall, without exposing the tiles, collect any stacks dealt to a position where there is no wager and place the stacks with the Dead Hand on the layout to the left of the dealer in front of the table inventory container.

     (m) Once all tiles have been dealt and any tiles dealt to positions with no wagers have been collected, the dealer shall place the cover on the Pai Gow shaker and shake the shaker once. The Pai Gow shaker shall then be placed to the right of the dealer.

     (n) If the tiles dealt to the dealer have not been previously collected, after each player has set his two hands and placed them on the layout, the two hands of the dealer shall then be set. Once the dealer has formed a high and low hand, the dealer shall expose the hands of the bank and determine if the hands of the dealer are higher in rank than the hands of the bank. If the dealer wins, the tiles of the dealer shall be stacked face up to the right of the table inventory container with the amount wagered by the dealer against the bank placed on top. If the dealer's hand is a tie with the banker's hand, the dealer shall return the amount wagered by the dealer against the bank to the table inventory container. If the dealer loses, the amount wagered by the dealer against the bank shall be moved to the center of the layout.

     (o) If banking is in effect, once the dealer has determined the outcome of the wager of the dealer against the bank, if any, the dealer shall expose the hands of each player starting with the player farthest to the right of the dealer and proceeding counterclockwise around the table. The dealer shall compare the high and low hand of each player to the high and low hand of the bank and announce if the wager shall win, lose or be considered a tie. Losing wagers shall be immediately collected and placed in the center of the table. After all hands have been exposed, all winning wagers, including the dealer's wager, shall be paid by the dealer with the value chips located in the center of the table. If this amount becomes exhausted before all winning wagers have been paid, the dealer shall collect from the bank an amount equal to the remaining winning wagers and place that amount in the center of the layout. The remaining winning wagers shall be paid from the amount in the center of the layout. If, after collecting all losing wagers and paying all winning wagers, there is a surplus in the center of the table, this amount shall be charged a 5% vigorish in accordance with § 621a.10 (relating to procedures for completion of each round of play; setting of hands; payment and collection of wagers; payout odds; vigorish). Once the vigorish has been paid, the remaining amount shall be given to the bank.

     (p) Immediately after a winning wager of the dealer is paid, this amount and the original wager shall be returned to the table inventory container.

     (q) Each player who has a winning wager against the bank shall pay a 5% vigorish on the amount won to the dealer, in accordance with § 621a.10.

     (r) If co-banking is in effect, once the dealer has set the co-bank hand under subsection (e), the dealer shall expose the hands of each player starting with the player farthest to the right of the dealer and proceeding counterclockwise around the table. The dealer shall compare the high and low hand of each player to the high and low hand of the bank and announce if the wager shall win, lose or be considered a tie. Losing wagers shall be immediately collected and placed in the center of the table. After all hands have been exposed, all winning wagers shall be paid by the dealer with the value chips located in the center of the table. If this amount becomes exhausted before all winning wagers have been paid, the dealer shall collect from the co-bank an amount equal to 1/2 of the remaining winning wagers and place that amount in the center of the layout. The dealer shall remove an amount equal to 1/2 of the remaining winning wagers from the table inventory container and place that amount in the center of the layout. The remaining winning wagers shall be paid from the total amount in the center of the layout. If, after collecting all losing wagers and paying all winning wagers, there is a surplus in the center of the table, this amount will be counted and the dealer shall place 1/2 of this amount into the table inventory container. The dealer shall collect a 5% vigorish in accordance with § 621a.10 on the remaining amount and place the vigorish amount in the table inventory container. The remaining amount shall then be given to the co-bank.

    § 621a.12. Irregularities; invalid roll of the dice.

     (a) If the dealer uncovers the Pai Gow shaker and all three dice have not landed flat on the bottom of the shaker, the dealer shall call a ''no roll'' and reshake the dice.

     (b) If the dealer uncovers the Pai Gow shaker and a die or dice fall out of the shaker, the dealer shall call a ''no roll'' and reshake the dice.

     (c) If the dealer incorrectly totals the dice and deals the tiles to the wrong positions, all hands shall be void, all wagers shall be returned to the players and the dealer shall reshuffle the tiles.

     (d) If the dealer exposes any of the tiles dealt to a player, the player shall have the option of voiding the hand. Without looking at his unexposed tiles, the player shall make the decision either to play out the hand or to void the hand. If the player elects to void his hand, any wagers placed by the player shall be returned to the player.

     (e) If a tile dealt to the dealer, the Dead Hand or any position where there is no wager is exposed, all hands shall be void, all wagers shall be returned to the players and the tiles shall be reshuffled.

     (f) If the dealer does not set his hands in the manner as specified in the certificate holder's Rules Submission under § 601a.2 (relating to table games Rules Submissions), the hands shall be reset in accordance with the Rules Submission and the round of play completed.

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

    § 621a.13. A player wagering on more than one betting area.

     (a) A certificate holder shall specify in its Rules Submission, required under § 601a.2 (relating to table games Rules Submissions), the number of adjacent boxes on which a player may place a wager in one round of play.

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

     (b) If a certificate holder permits a player to wager on adjacent betting areas, the tiles dealt to each betting area shall be played separately. If the two wagers are not equal, the player shall be required to rank and set the hand with the larger wager before ranking and setting the other hand. If the amounts wagered are equal, each hand shall be played separately in a counterclockwise rotation with the first hand being ranked and set before the player proceeds to rank and set the second hand. Once a hand has been ranked and set and placed face down on the layout, the hand may not be changed.

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    [Continued from previous Web Page]

    CHAPTER 623a. CRAPS AND MINI-CRAPS

    Sec.

    623a.1.Definitions.
    623a.2.Craps and Mini-Craps tables; physical characteristics.
    623a.3.Permissible wagers.
    623a.4.Making and removal of wagers.
    623a.5.Payout odds.
    623a.6.Supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds).
    623a.7.Dice retention and selection.
    623a.8.Throw of the dice; invalid roll of the dice.
    623a.9.Point throw; settlement of wagers.
    623a.10.Continuation of shooter; selection of new shooter.
    623a.11.Additional procedures and rules for the Fire Bet.

    § 623a.1. Definitions.

     The following words and terms, when used in this chapter, have the following meanings, unless the context clearly indicates otherwise:

    Boxperson—An employee of a certificate holder whose primary function is to participate in and supervise the conduct of gaming at a single Craps table.

    Buy Bet—A Place Bet to Win which offers a payout of true odds.

    Call Bet—A wager made without cash or chips for a known customer.

    Come out point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the come out roll.

    Come out roll—The first roll of the dice at the opening of the game and the first roll of the dice after a decision with respect to a Pass Bet and Don't Pass Bet has been effected.

    Come point—A total of 4, 5, 6, 8, 9 or 10 thrown by the shooter on the next roll following placement of a Come Bet or Don't Come Bet.

    Lay Bet—A Place Bet to Lose which offers a payout of true odds.

    Stickperson—An employee of a certificate holder whose primary function is to control the selection and use of the dice at a Craps table.

    § 623a.2. Craps and Mini-Craps tables; physical characteristics.

     (a) Craps and Mini-Craps shall be played on an oblong table with rounded corners and high walled sides.

     (b) A Craps table may not be larger than 14 feet in length.

     (c) A Mini-Craps table may not be longer than 9 1/2 feet in length and have seating locations for a maximum of nine players.

     (d) The layout for a Craps or Mini-Craps table shall be approved by the Bureau of Gaming Operations and contain, at a minimum:

     (1) The name or logo of the certificate holder.

     (2) Specific areas designated for the placement of wagers permitted under § 623a.3 (relating to permissible wagers).

     (3) The words ''no call bets.''

     (e) Each Craps and Mini-Craps table must have a drop box and tip box attached to the table in locations approved by the Bureau of Casino Compliance.

     (f) In addition to the requirements in subsection (d), if the Fire Bet in the game of Craps is offered by a certificate holder, the Craps table must, at a minimum, include:

     (1) No more than 16 designated areas for the placement of Fire Bets in locations approved by the Bureau of Gaming Operations. The Fire Bet areas must be located around the perimeter of the layout, corresponding to player positions at the table, and be sequentially numbered in a clockwise direction, with the area numbered 1 being located immediately to the left of the boxperson or dealer.

     (2) A designated area of the layout, in a location approved by the Bureau of Gaming Operations, for the relocation and identification of all Fire Bets placed by players prior to the come out roll of a shooter. The designated area must be located in front of the boxperson and contain numbered areas which correspond to the location of the numbered areas described in paragraph (1).

     (3) The following information, visible to all player positions, on the inside wall of the table in a location approved by the Bureau of Gaming Operations:

     (i) The payout odds for four, five and six different unique points made.

     (ii) Fire Bets shall be accepted only prior to a shooter's initial come out roll.

     (iii) The wager limitations applicable to the Fire Bet.

    § 623a.3. Permissible wagers.

     (a) The following wagers may be used in the games of Craps and Mini-Craps:

     (1) A Pass Bet placed on the Pass Line of the layout immediately prior to the come out roll. A winning or losing Pass Bet shall be determined as follows:

     (i) A Pass Bet shall win if, on the come out roll, either:

     (A) A total of 7 or 11 is thrown.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.

     (ii) A Pass Bet shall lose if, on the come out roll, either:

     (A) A total of 2, 3 or 12 is thrown.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.

     (2) A Don't Pass Bet placed on the Don't Pass Line of the layout immediately prior to the come out roll. A winning or losing Don't Pass Bet shall be determined as follows:

     (i) A Don't Pass Bet shall win if, on the come out roll, either:

     (A) A total of 2 or 3 is thrown.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown and a 7 is subsequently thrown before that total is thrown again.

     (ii) A Don't Pass Bet shall lose if, on the come out roll, either:

     (A) A total of 7 or 11 is thrown.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown and that total is thrown again before a 7 is thrown.

     (iii) If a total of 12 is thrown on the come out roll, a Don't Pass Bet shall be void and any Don't Pass Bets shall be returned to the players.

     (3) A Come Bet placed on the Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Come Bet, the dealer shall move the Come Bet into the numbered box corresponding to the number that was thrown. A winning or losing Come Bet shall be determined as follows:

     (i) A Come Bet shall win if either:

     (A) A total of 7 or 11 is thrown on the roll immediately following placement of the Come Bet.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and that total is thrown again before a 7 is thrown.

     (ii) A Come Bet shall lose if either:

     (A) A total of 2, 3 or 12 is thrown on the roll immediately following placement of the Come Bet.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet and a 7 is subsequently thrown before that total is thrown again.

     (4) A Don't Come Bet placed on the Don't Come Line of the layout at any time after the come out roll. If a 4, 5, 6, 8, 9 or 10 is thrown after the placement of a Don't Come Bet, the dealer shall move the Don't Come Bet into a box adjacent to the numbered box corresponding to the number that was thrown. A winning or losing Don't Come Bet shall be determined as follows:

     (i) A Don't Come Bet shall win if either:

     (A) A total of 2 or 3 is thrown on the roll immediately following placement of the Don't Come Bet.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet and a 7 is subsequently thrown before that total is thrown again.

     (ii) A Don't Come Bet shall lose if either:

     (A) A total of 7 or 11 is thrown on the roll immediately following placement of the Don't Come Bet.

     (B) A total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet and that total is thrown again before a 7 is thrown.

     (iii) If a total of 12 is thrown on the roll immediately following placement of a Don't Come Bet, the Don't Come Bet shall be void and any Don't Come Bets shall be returned to the players.

     (5) A Place Bet to Win on any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Win shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Place Bet to Win shall be determined as follows:

     (i) A Place Bet to Win shall win if the number on which the wager was placed is thrown before a 7 is thrown.

     (ii) A Place Bet to Win shall lose if a 7 is thrown before the number on which the wager was placed is thrown.

     (6) A Place Bet to Lose placed in a box adjacent to any of the numbers 4, 5, 6, 8, 9 or 10 that may be made at any time. A Place Bet to Lose shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Place Bet to Lose shall be determined as follows:

     (i) A Place Bet to Lose shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.

     (ii) A Place Bet to Lose shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.

     (7) A Four The Hardway Bet placed in a box which shows two dice, each of which displays a value of 2, that may be made at any time. A Four The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Four The Hardway Bet shall be determined as follows:

     (i) A Four The Hardway Bet shall win if a total of 4 is thrown with a 2 appearing on each die before a 4 is thrown in any other way or before a 7 is thrown.

     (ii) A Four The Hardway Bet shall lose if a total of 4 is thrown without a 2 appearing on each die or a 7 is thrown before a total of 4 is thrown with a 2 appearing on each die.

     (8) A Six The Hardway Bet placed in a box which shows two dice, each of which displays a value of 3, that may be made at any time. A Six The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Six The Hardway Bet shall be determined as follows:

     (i) A Six The Hardway Bet shall win if a total of 6 is thrown with a 3 appearing on each die before a 6 is thrown in any other way or before a 7 is thrown.

     (ii) A Six The Hardway Bet shall lose if a total of 6 is thrown without a 3 appearing on each die or a 7 is thrown before a total of 6 is thrown with a 3 appearing on each die.

     (9) An Eight The Hardway Bet placed in a box which shows two dice, each of which displays a value of 4, that may be made at any time. An Eight The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Eight The Hardway Bet shall be determined as follows:

     (i) An Eight The Hardway Bet shall win if a total of 8 is thrown with a 4 appearing on each die before an 8 is thrown in any other way or before a 7 is thrown.

     (ii) An Eight The Hardway Bet shall lose if a total of 8 is thrown without a 4 appearing on each die or a 7 is thrown before a total of 8 is thrown with a 4 appearing on each die.

     (10) A Ten The Hardway Bet placed in a box which shows two dice, each of which displays a value of 5, that may be made at any time. A Ten The Hardway Bet shall be inactive on the come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Ten The Hardway Bet shall be determined as follows:

     (i) A Ten The Hardway Bet shall win if a total of 10 is thrown with a 5 appearing on each die before a 10 is thrown in any other way or before a 7 is thrown.

     (ii) A Ten The Hardway Bet shall lose if a total of 10 is thrown without a 5 appearing on each die or a 7 is thrown before a total of 10 is thrown with a 5 appearing on each die.

     (11) A Field Bet placed in a box which shows the numbers 2, 3, 4, 9, 10, 11 and 12 that may be made at any time. A winning or losing Field Bet shall be determined as follows:

     (i) A Field Bet shall win if a 2, 3, 4, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the Field bet.

     (ii) A Field Bet shall lose if a 5, 6, 7 or 8 is thrown on the roll immediately following placement of the Field bet.

     (12) An Any Seven Bet placed in a box which contains the phrase ''Any Seven'' that may be made at any time. A winning or losing Any Seven Bet shall be determined as follows:

     (i) An Any Seven Bet shall win if a 7 is thrown on the roll immediately following placement of the Any Seven Bet.

     (ii) An Any Seven Bet shall lose if any total other than a 7 is thrown on the roll immediately following placement of the Any Seven Bet.

     (13) An Any Craps Bet placed in a box which contains the phrase ''Any Craps'' that may be made at any time. A winning or losing Any Craps Bet shall be determined as follows:

     (i) An Any Craps Bet shall win if a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.

     (ii) An Any Craps Bet shall lose if any total other than a 2, 3 or 12 is thrown on the roll immediately following placement of the Any Craps Bet.

     (14) A Craps Two Bet placed in a box which shows two dice, each of which displays a value of 1, that may be made at any time. A winning or losing Craps Two Bet shall be determined as follows:

     (i) A Craps Two Bet shall win if a 2 is thrown on the roll immediately following placement of the Craps Two Bet.

     (ii) A Craps Two Bet shall lose if any total other than a 2 is thrown on the roll immediately following placement of the Craps Two Bet.

     (15) A Craps Three Bet placed in a box which shows two dice, one of which displays a value of 1 and the other of which displays a value of 2, that may be made at any time. A winning or losing Craps Three Bet shall be determined as follows:

     (i) A Craps Three Bet shall win if a 3 is thrown on the roll immediately following placement of the Craps Three Bet.

     (ii) A Craps Three Bet shall lose if any total other than a 3 is thrown on the roll immediately following placement of the Craps Three Bet.

     (16) A Craps Twelve Bet placed in a box which shows two dice, each of which displays a value of 6, that may be made at any time. A winning or losing Craps Twelve Bet shall be determined as follows:

     (i) A Craps Twelve Bet shall win if a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.

     (ii) A Craps Twelve Bet shall lose if any total other than a 12 is thrown on the roll immediately following placement of the Craps Twelve Bet.

     (17) An 11 in One Roll Bet placed in a box which shows two dice, one of which displays a value of 5 and the other of which displays a value of 6, that may be made at any time. A winning or losing 11 in One Roll Bet shall be determined as follows:

     (i) An 11 in One Roll Bet shall win if an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.

     (ii) An 11 in One Roll Bet shall lose if any total other than an 11 is thrown on the roll immediately following placement of the 11 in One Roll Bet.

     (18) A Craps-Eleven or C and E Bet placed in a area on the table layout that contains the letters ''C'' and ''E'' that may be made at any time. A winning or losing Craps-Eleven or C and E Bet shall be determined as follows:

     (i) A Craps-Eleven or C and E Bet shall win if a 2, 3, 11 or 12 is rolled immediately following placement of the Craps-Eleven or C and E Bet.

     (ii) A Craps-Eleven or C and E Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Craps-Eleven or C and E Bet.

     (19) A Horn Bet placed in a box which contains the words ''Horn Bet'' that may be made at any time. A Horn Bet shall be placed in units of four. A winning or losing Horn Bet shall be determined as follows:

     (i) A Horn Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.

     (ii) A Horn Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn Bet.

     (20) A Horn High Bet placed in a box which contains the words ''Horn High Bet'' and two dice with a total value of 2, 3, 11 or 12 that may be made at any time. A Horn High Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Horn High Bet shall break down a Horn High Bet into two separate wagers of four units on the Horn Bet and one unit on one of the boxes which contain two dice with a total value of 2, 3, 11 or 12. A winning or losing Horn High Bet shall be determined as follows:

     (i) A Horn High Bet shall win if a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

     (ii) A Horn High Bet shall lose if any total other than a 2, 3, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

     (21) A Whirl Bet placed in a box which contains the words ''Whirl bet'' that may be made at any time. A Whirl Bet shall be placed in units of five. A certificate holder that does not have a designated area on its layout for the acceptance of a Whirl Bet shall break down a Whirl Bet into two separate wagers of four units on the Horn Bet and one unit on the Any Seven Bet. A winning or losing Whirl Bet shall be determined as follows:

     (i) A Whirl Bet shall win if a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Whirl Bet.

     (ii) A Whirl Bet shall lose if any total other than a 2, 3, 7, 11 or 12 is thrown on the roll immediately following placement of the Horn High Bet.

     (22) A Four The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four The Hardway on the Hop Bet shall be determined as follows:

     (i) A Four The Hardway on the Hop Bet shall win if a total of 4 is thrown with a 2 appearing on each die on the roll immediately following placement of the Four The Hardway on the Hop Bet.

     (ii) A Four The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four The Hardway on The Hop Bet.

     (23) A Six The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Six The Hardway on the Hop Bet shall be determined as follows:

     (i) A Six The Hardway on the Hop Bet shall win if a total of 6 is thrown with a 3 appearing on each die on the roll immediately following placement of the Six The Hardway on the Hop Bet.

     (ii) A Six The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Six The Hardway on the Hop Bet.

     (24) An Eight The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Eight The Hardway on the Hop Bet shall be determined as follows:

     (i) An Eight The Hardway on the Hop Bet shall win if a total of 8 is thrown with a 4 appearing on each die on the roll immediately following placement of the Eight The Hardway on the Hop Bet.

     (ii) An Eight The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Eight The Hardway on the Hop Bet.

     (25) A Ten The Hardway on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Ten The Hardway on the Hop Bet shall be determined as follows:

     (i) A Ten The Hardway on the Hop Bet shall win if a total of 10 is thrown with a 5 appearing on each die on the roll immediately following placement of the Ten The Hardway on the Hop Bet.

     (ii) A Ten The Hardway on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Ten The Hardway on the Hop Bet.

     (26) A One-Three or Ace-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Three or Ace-Trey on the Hop Bet shall be determined as follows:

     (i) A One-Three or Ace-Trey on the Hop Bet shall win if a total of 4 is thrown with a 1 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.

     (ii) A One-Three or Ace-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Three or Ace-Trey on the Hop Bet.

     (27) A One-Four or Ace-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Four or Ace-Four on the Hop Bet shall be determined as follows:

     (i) A One-Four or Ace-Four on the Hop Bet shall win if a total of 5 is thrown with a 1 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.

     (ii) A One-Four or Ace-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Four or Ace-Four on the Hop Bet.

     (28) A Two-Three or Deuce-Trey on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Three or Deuce-Trey on the Hop Bet shall be determined as follows:

     (i) A Two-Three or Deuce-Trey on the Hop Bet shall win if a total of 5 is thrown with a 2 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.

     (ii) A Two-Three or Deuce-Trey on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Three or Deuce-Trey on the Hop Bet.

     (29) A One-Five or Ace-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Five or Ace-Five on the Hop Bet shall be determined as follows:

     (i) A One-Five or Ace-Five on the Hop Bet shall win if a total of 6 is thrown with a 1 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

     (ii) A One-Five or Ace-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

     (30) A Two-Four or Deuce-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Four or Deuce-Four on the Hop Bet shall be determined as follows:

     (i) A Two-Four or Deuce-Four on the Hop Bet shall win if a total of 6 is thrown with a 2 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Two-Four or Deuce-Four on the Hop Bet.

     (ii) A Two-Four or Deuce-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Five or Ace-Five on the Hop Bet.

     (31) A One-Six or Ace-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing One-Six or Ace-Six on the Hop Bet shall be determined as follows:

     (i) A One-Six or Ace-Six on the Hop Bet shall win if a total of 7 is thrown with a 1 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.

     (ii) A One-Six or Ace-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the One-Six or Ace-Six on the Hop Bet.

     (32) A Two-Five or Deuce-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Five or Deuce-Five on the Hop Bet shall be determined as follows:

     (i) A Two-Five or Deuce-Five on the Hop Bet shall win if a total of 7 is thrown with a 2 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.

     (ii) A Two-Five or Deuce-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Five or Deuce-Five on the Hop Bet.

     (33) A Three-Four or Trey-Four on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Four or Trey-Four on the Hop Bet shall be determined as follows:

     (i) A Three-Four or Trey-Four on the Hop Bet shall win if a total of 7 is thrown with a 3 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.

     (ii) A Three-Four or Trey-Four on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Four or Trey-Four on the Hop Bet.

     (34) A Two-Six or Deuce-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Two-Six or Deuce-Six on the Hop Bet shall be determined as follows:

     (i) A Two-Six or Deuce-Six on the Hop Bet shall win if a total of 8 is thrown with a 2 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.

     (ii) A Two-Six or Deuce-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Two-Six or Deuce-Six on the Hop Bet.

     (35) A Three-Five or Trey-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Three-Five or Trey-Five on the Hop Bet shall be determined as follows:

     (i) A Three-Five or Trey-Five on the Hop Bet shall win if a total of 8 is thrown with a 3 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.

     (ii) A Three-Five or Trey-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Five or Trey-Five on the Hop Bet.

     (36) A Three-Six or Trey-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Bet shall be determined as follows:

     (i) A Three-Six or Trey-Six on the Hop Bet shall win if a total of 9 is thrown with a 3 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.

     (ii) A Three-Six or Trey-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Three-Six or Trey-Six on the Hop Bet.

     (37) A Four-Five on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing Four-Five on the Hop Bet shall be determined as follows:

     (i) A Four-Five on the Hop Bet shall win if a total of 9 is thrown with a 4 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of the Four-Five on the Hop Bet.

     (ii) A Four-Five on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Five on the Hop Bet.

     (38) A Four-Six on the Hop Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing bet shall be determined as follows:

     (i) A Four-Six on the Hop Bet shall win if a total of 10 is thrown with a 4 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of the Four-Six on the Hop Bet.

     (ii) A Four-Six on the Hop Bet shall lose if any other combination is thrown on the roll immediately following placement of the Four-Six on the Hop Bet.

     (39) A 6-7-8 Bet placed in an area on the layout for this bet that may be made at any time. A winning or losing 6-7-8 Bet shall be determined as follows:

     (i) A 6-7-8 Bet shall win if a total of 6, 7 or 8 is thrown on the roll immediately following placement of the 6-7-8 Bet.

     (ii) A 6-7-8 Bet shall lose if a 2, 3, 4, 5, 9, 10, 11 or 12 is thrown on the roll immediately following placement of the 6-7-8 Bet.

     (40) A Fire Bet that may only be made prior to the come out roll of a new shooter.

     (i) A Fire Bet shall win if at least four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.

     (ii) A Fire Bet shall lose if less than four different unique point totals of either 4, 5, 6, 8, 9 or 10 are made by the shooter before a 7 is thrown.

     (41) In addition to Place Bets to Win on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under § 601a.2 (relating to table games Rules Submissions), offer players the option of placing a Buy Bet to receive true odds on the Place Bet to Win. A Buy Bet shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Buy Bet shall be determined as follows:

     (i) A Buy Bet shall win if the number on which the wager was placed is thrown before a 7 is thrown.

     (ii) A Buy Bet shall lose if a 7 is thrown before the number on which the wager was placed is thrown.

     (42) In addition to or in lieu of the Place Bets to Lose on 4, 5, 6, 8, 9 and 10, a certificate holder may, if specified in its Rules Submission under § 601a.2, offer players the option of placing a Lay Bet to receive true odds on the Place Bet to Lose. A Lay Bet shall be inactive on a come out roll unless called ''on'' by the player and confirmed by the dealer through placement of an ''on'' marker button on top of the player's wager. A winning or losing Lay Bets shall be determined as follows:

     (i) A Lay Bet shall win if a 7 is thrown before the particular number against which the wager is placed is thrown.

     (ii) A Lay Bet shall lose if the particular number against which the wager is placed is thrown before a 7 is thrown.

     (b) Except as permitted under § 623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds)), the amount of a Craps or Mini-Craps wager:

     (1) May not be less than the minimum wager.

     (2) May not be more than the maximum wager.

     (c) The amounts of the minimum and maximum Craps or Mini-Craps wagers shall be posted at each Craps or Mini-Craps table.

    § 623a.4. Making and removal of wagers.

     (a) Wagers shall be made before the dice are thrown.

     (b) Wagers shall be made by placing value chips or plaques on the appropriate areas of the layout. Verbal wagers accompanied by cash may be accepted provided that they are confirmed by the dealer and that the cash is expeditiously converted into value chips or plaques.

     (c) A wager made on any bet may be removed or reduced at any time prior to a roll that decides the outcome of the wager except that:

     (1) A Pass Bet may not be removed or reduced after a come out point is established with respect to the Pass Bet.

     (2) A Come Bet may not be removed or reduced after a come point is established with respect to the Come Bet.

     (3) A Fire Bet may not be reduced or increased at any time, and may not be removed prior to the throwing of a loser 7.

     (d) A Don't Come Bet and a Don't Pass Bet may be removed or reduced at any time but may not be replaced or increased after the bet has been removed or reduced.

     (e) Only players who are seated at a Mini-Craps table may place a wager at the game. Once a player has placed a wager, that player shall remain seated until the completion of the round of play.

    § 623a.5. Payout odds.

     (a) The certificate holder shall pay out winning Craps and Mini-Craps wagers as follows:

    Wager Payout Odds
    Pass Bet 1 to 1
    Don't Pass Bet 1 to 1
    Come Bet 1 to 1
    Don't Come Bet 1 to 1
    Place Bet to Win on 4 9 to 5
    Place Bet to Win on 5 7 to 5
    Place Bet to Win on 6 7 to 6
    Place Bet to Win on 8 7 to 6
    Place Bet to Win on 9 7 to 5
    Place Bet to Win on 10 9 to 5
    Place Bet to Lose on 4 5 to 11
    Place Bet to Lose on 5 5 to 8
    Place Bet to Lose on 6 4 to 5
    Place Bet to Lose on 8 4 to 5
    Place Bet to Lose on 9 5 to 8
    Place Bet to Lose on 10 5 to 11
    Four The Hardway Bet 7 to 1
    Six The Hardway Bet 9 to 1
    Eight The Hardway Bet 9 to 1
    Ten The Hardway Bet 7 to 1
    Field Bet:
     On a 3, 4, 9, 10 or 11 1 to 1
     On a 2 or 12 2 to 1
    Any Seven Bet 4 to 1
    Any Craps Bet 7 to 1
    Craps 2 Bet 30 to 1
    Craps 3 Bet 15 to 1
    Craps 12 Bet 30 to 1
    11 in One Roll 15 to 1
    Four The Hardway on the Hop Bet 30 to 1
    Six The Hardway on the Hop Bet 30 to 1
    Eight The Hardway on the Hop Bet 30 to 1
    Ten The Hardway on the Hop Bet 30 to 1
    One-Three or Ace-Trey on the Hop Bet 15 to 1
    One-Four or Ace-Four on the Hop Bet 15 to 1
    One-Five or Ace-Five on the Hop Bet 15 to 1
    One-Six or Ace-Six on the Hop Bet 15 to 1
    Two-Three or Deuce-Trey on the Hop Bet 15 to 1
    Two-Four or Deuce-Four on the Hop Bet 15 to 1
    Two-Five or Deuce-Five on the Hop Bet 15 to 1
    Two-Six or Deuce-Six on the Hop Bet 15 to 1
    Three-Four or Trey-Four on the Hop Bet 15 to 1
    Three-Five or Trey-Five on the Hop Bet 15 to 1
    Three-Six or Trey-Six on the Hop Bet 15 to 1
    Four-Five on the Hop Bet 15 to 1
    Four-Six on the Hop Bet 15 to 1
    6-7-8 Bet:
     On a 6 that is a One-Five or 1 to 1
      Two-Four, on any 7 or an 8 that
      is a Two-Six or Three-Five
     On a 6 that is a Three-Three or 2 to 1
      an 8 that is a Four-Four

     (b) A Craps-Eleven or C and E Bet shall be paid as if 1/2 of the Craps-Eleven or C and E Bet had been placed as an Any Craps Bet (7 to 1) and 1/2 as an 11 in One Roll (15 to 1), and shall be paid as if two separate wagers were made for the one roll.

     (c) A Horn Bet shall be paid as if it were four separate wagers on the 2, 3, 11 and 12, each of which equaling 25% of the Horn Bet.

     (d) A Horn High Bet shall be paid as if it was four separate wagers on the 2, 3, 11 and 12, each of which equaling 20% of the Horn High Bet and a fifth wager on the 2, 3, 11 or 12, equaling 20% of the Horn High Bet.

     (e) A Whirl Bet shall be paid as if it was two separate wagers with four units wagered as a Horn Bet and one unit wagered as an Any Seven Bet.

     (f) A winning Fire Bet shall be paid once for the highest number of different unique points made at no less than the odds in one of the following pay tables selected by the certificate holder in its Rules Submission under § 601a.2 (relating to table games Rules Submission).

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

    Individual Unique
    Points Made
    Payout A Payout B
    Four Points 24 to 1 39 to 1
    Five Points 249 to 1 199 to 1
    Six or More Points 999 to 1 499 to 1

     (g) A certificate holder that offers Buy Bets and Lay Bets:

     (1) Shall pay winning Buy Bet wagers as follows:

    Wager Payout Odds
    Buy Bet on the 4 2 to 1
    Buy Bet on the 5 3 to 2
    Buy Bet on the 6 6 to 5
    Buy Bet on the 8 6 to 5
    Buy Bet on the 9 3 to 2
    Buy Bet on the 10 2 to 1

     (2) Shall pay winning Lay Bet wagers as follows:

    Wager Payout Odds
    Lay Bet against the 4 1 to 2
    Lay Bet against the 5 2 to 3
    Lay Bet against the 6 5 to 6
    Lay Bet against the 8 5 to 6
    Lay Bet against the 9 2 to 3
    Lay Bet against the 10 1 to 2

     (3) May collect, at time the player makes the wager, a vigorish of up to 5%, as specified in the certificate holder's Rules Submission, of the amount wagered on the Buy or Lay Bet or may collect the vigorish only on a winning Buy or Lay Bet. If collecting a vigorish, the certificate holder shall specify in its Rules Submission which vigorish procedure it will utilize.

     (h) Except as permitted under subsection (g)(3), a certificate holder may not charge a percentage, fee or vigorish to a player in making any wager in the game of Craps or Mini-Craps.

     (i) Except as permitted under § 623a.6(e) (relating to supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds)), a certificate holder may not accept any wager in excess of the maximum bet posted at the table.

    § 623a.6. Supplemental wagers made after the come out roll in support of Pass, Don't Pass, Come and Don't Come Bets (taking and laying odds).

     (a) When a player makes a Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Pass Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Pass Bet. If the Pass Bet wins after a supplemental wager is made:

     (1) The original Pass Bet shall be paid at odds of 1 to 1.

     (2) The supplemental wager shall be paid at odds of:

     (i) 2 to 1 if the come out point was 4 or 10.

     (ii) 3 to 2 if the come out point was 5 or 9.

     (iii) 6 to 5 if the come out point was 6 or 8.

     (b) When a player makes a Don't Pass Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the come out roll, the player may make a supplemental wager in support of the Don't Pass Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don't Pass Bet. If the Don't Pass Bet wins after a supplemental wager is made:

     (1) The original Don't Pass Bet shall be paid at odds of 1 to 1.

     (2) The supplemental wager shall be paid at odds of:

     (i) 1 to 2 if the come out point was 4 or 10.

     (ii) 2 to 3 if the come out point was 5 or 9.

     (iii) 5 to 6 if the come out point was 6 or 8.

     (c) When a player makes a Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Come Bet, the player may make a supplemental wager in support of the Come Bet which may be limited by the certificate holder to an amount that is equal to the amount of the original Come Bet. If the Come Bet wins after a supplemental wager is made:

     (1) The original Come Bet shall be paid at odds of 1 to 1.

     (2) The supplemental wager shall be paid at odds of:

     (i) 2 to 1 if the come point was 4 or 10.

     (ii) 3 to 2 if the come point was 5 or 9.

     (iii) 6 to 5 if the come point was 6 or 8.

     (d) When a player makes a Don't Come Bet and a total of 4, 5, 6, 8, 9 or 10 is thrown on the roll immediately following placement of the Don't Come Bet, the player may make a supplemental wager in support of the Don't Come Bet which may be limited by the certificate holder to an amount calculated as to provide winnings not in excess of the amount originally wagered on the Don't Come Bet. If the Don't Come Bet wins after a supplemental wager is made:

     (1) The original Don't Come Bet shall be paid at odds of 1 to 1.

     (2) The supplemental wager shall be paid at odds of:

     (i) 1 to 2 if the come point was a 4 or 10.

     (ii) 2 to 3 if the come point was 5 or 9.

     (iii) 5 to 6 if the come point was 6 or 8.

     (e) Except as permitted under subsection (f), a certificate holder may allow a supplemental wager in support of a Pass or Come Bet in an amount up to 10 times the amount of the original Pass or Come Bet. A certificate holder may allow a supplemental wager in support of a Don't Pass or Don't Come Bet in an amount calculated as to provide a winning player with winnings not in excess of up to 10 times the amount originally wagered on the Don't Pass or Don't Come Bet. The original Pass, Don't Pass, Come or Don't Come Bet and any supplemental wager allowed in accordance with this subsection shall be paid at the same odds as the original and supplemental wagers are paid under subsections (a)—(d).

     (f) A certificate holder may accept a supplemental wager that exceeds an amount that is otherwise authorized by this section or posted as the maximum wager permitted if the excess amount of the supplemental wager is necessary to facilitate the payouts permitted by this section.

    § 623a.7. Dice retention and selection.

     (a) A set of five dice shall be present at the Craps or Mini-Craps table during gaming. Control of the dice at a Craps table, or at a Mini-Craps table with an optional stickperson, shall be the responsibility of the stickperson at the table. Control of the dice at a Mini-Craps table without an optional stickperson shall be the responsibility of the dealer at the table. The stickperson or Mini-Craps dealer shall retain all dice, except those in active play, in a dice cup at the table.

     (b) At the commencement of play:

     (1) For Craps, the stickperson shall offer the set of dice to the player immediately to the left of the boxperson at the table. If that player rejects the dice, the stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.

     (2) For Mini-Craps, the dealer or the optional Mini-Craps stickperson shall offer the set of dice to the player immediately to his left at the table. If that player rejects the dice, the dealer or stickperson shall offer the dice to each of the other players in turn clockwise around the table until one of the players accepts the dice.

     (c) The first player to accept the dice when offered shall become the shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall:

     (1) For Craps, be placed immediately in front of the Craps stickperson.

     (2) For Mini-Craps, be placed immediately in front of the Mini-Craps dealer or stickperson.

    § 623a.8. Throw of the dice; invalid roll of the dice.

     (a) After selection of the dice, the shooter shall make a Pass Bet or Don't Pass Bet after which the shooter shall throw the two selected dice so that they leave the shooter's hand simultaneously and in a manner which causes the dice to strike the end of the table farthest from the shooter.

     (b) A roll of the dice shall be invalid when either or both of the dice go off the table or when one die comes to rest on top of the other.

     (c) The individuals listed in subsection (d) shall have the authority to invalidate a roll of the dice by calling ''no roll'' for any of the following reasons:

     (1) The dice do not leave the shooter's hand simultaneously.

     (2) Either or both of the dice fail to strike the end of the table farthest from the shooter.

     (3) Either or both of the dice come to rest on the chips constituting the Craps bank of chips located in front of the boxperson.

     (4) Either or both of the dice come to rest in the dice cup in front of the Craps stickperson, in front of the Mini-Craps dealer or stickperson or on one of the rails surrounding the table.

     (5) The use of a cheating, crooked or fixed device or technique in the roll of the dice.

     (6) The Craps boxperson or stickperson, or the Mini-Craps dealer or stickperson, considers the throw to be improper.

     (d) A throw of the dice which results in the dice coming into contact with any chips or plaques on the table, other than the Craps bank of chips located in front of the Boxman, will not be a cause for a call of ''no roll.''

     (e) ''No roll'' may be called:

     (1) In Craps, by a boxperson or stickperson.

     (2) In Mini-Craps, by the dealer, stickperson or floorperson.

    § 623a.9. Point throw; settlement of wagers.

     (a) When the dice come to rest from a valid throw, the Craps stickperson or the Mini-Craps dealer or stickperson shall at once call out the sum of the numbers on the uppermost or skyward sides of the two dice. Only one face on each die shall be considered uppermost or skyward.

     (b) In the event either or both of the dice do not land flat on the table (for example, one edge of the die is resting cocked on a stack of chips), the side directly opposite the side that is resting on the chips or other object shall be considered uppermost or skyward. If more than one side of a die is resting on a stack of chips or other object, the roll shall be void and the dice shall be rethrown.

     (c) In the event of a dispute as to which face is uppermost:

     (1) In Craps, the boxperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.

     (2) In Mini-Craps, the floorperson shall have discretion to determine which face is uppermost or to order the throw be void and the dice be rethrown.

     (d) In Craps, after calling the throw, the stickperson shall collect the dice and bring them to the center of the table between himself and the boxperson. All wagers decided by that throw shall then be settled, following which the stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the stickperson shall use a stick designed for that purpose.

     (e) In Mini-Craps, after calling the throw, the dealer or stickperson shall collect the dice and bring them to the center of the table. All wagers decided by that throw shall then be settled, following which the dealer or stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing them to the shooter, the dealer or stickperson shall use a stick designed for that purpose.

    § 623a.10. Continuation of shooter; selection of new shooter.

     (a) It shall be the option of the shooter, after any roll, either to pass the dice or remain the shooter except that:

     (1) The shooter shall pass the dice upon throwing a loser 7.

     (2) The Craps boxperson or the Mini-Craps dealer may order the shooter to pass the dice if the shooter unreasonably delays the game, repeatedly makes invalid rolls or violates either the act or this part.

     (b) If a shooter, after making the come out point, elects not to place another Pass Bet or Don't Pass Bet, and other Come Bets or Don't Come Bets remain on the table, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the dice to the player immediately to the left of the previous shooter, as provided for in subsection (c). If there are no other players at the table, or if no other players at the table elect to make a Pass Bet or Don't Pass Bet to shoot the dice and continue the game, the previous shooter shall be allowed to shoot the dice without making a Pass Bet or Don't Pass Bet only for the purpose of effecting a decision on the remaining Come Bets or Don't Come Bets. The on/off marker shall be placed on the Don't Pass Line in the off position in front of the shooter to indicate that the shooter is rolling the dice only to effectuate a decision for the Come Bets or Don't Come Bets remaining on the layout. Once the remaining Come Bets or Don't Come Bets have been decided or a player wishes to place a Pass Bet or Don't Pass Bet, the game shall proceed in accordance with § 623a.8 (relating to throw of the dice; invalid roll of the dice).

     (c) When a voluntary or compulsory relinquishment of the dice occurs by the shooter, the Craps stickperson or the Mini-Craps dealer or stickperson shall offer the complete set of five or more dice to the player immediately to the left of the previous shooter and, if he does not accept, to each of the other players in turn clockwise around the table.

     (d) The first player to accept the dice when offered shall become the new shooter who shall select and retain two of the dice offered. The remaining dice of the set shall be returned to the dice cup which shall be placed immediately in front of the Craps stickperson or the Mini-Craps dealer or stickperson.

    § 623a.11. Additional procedures and rules for the Fire Bet.

     (a) If a certificate holder elects to offer the Fire Bet in the game of Craps as permitted under § 623a.3 (relating to permissible wagers), the following additional procedures shall be observed:

     (1) Each player shall, prior to a new shooter's initial come out roll, place his Fire Bet on the numbered designated area for the placement of Fire Bets that is closest to his position at the Craps table.

     (2) When there is a voluntary or compulsory surrender of the dice by a shooter under § 623a.10 (relating to continuation of shooter; selection of new shooter) prior to the throwing of a loser 7, any pending Fire Bet shall be settled upon the successor shooter throwing a loser 7.

     (3) Once all Fire Bets are placed, the dealer shall bring in each Fire Bet in numerical order and place it on the corresponding number of the designated area in front of the boxperson, where the Fire Bets shall remain until they are either lost or paid.

     (4) With each individual point made by a shooter, the dealer shall place a Fire Bet point marker inscribed with the total number of different unique points made by the shooter in the area of the table layout containing the number of the point (4, 5, 6, 8, 9 or 10) which was just made. Each Fire Bet point marker must be visually distinguishable from and have a diameter larger than any authorized value chip. Fire Bet point markers shall be maintained by the boxperson or dealers at the Craps table.

     (5) Fire Bets shall be collected or paid, as applicable, upon a shooter throwing a loser 7.

     (6) Once four different unique points are made, the surveillance department shall be notified for the purpose of confirming all Fire Bets and payouts.

     (b) If a certificate holder elects to offer the Fire Bet in the game of Craps under § 623a.3, the following additional rules shall apply:

     (1) The minimum wager shall be $1 and the maximum wager shall be $5 and all wagers shall be made in increments of one dollar.

     (2) When a shooter makes the same point total more than once, the total number of different unique points made for purposes of settling a Fire Bet shall not increment.

     (3) The four or more different unique points required to win a Fire Bet are not required to be made in any specific order or combination.

    CHAPTER 625a. SIC BO

    Sec.

    625a.1.Sic Bo table; Sic Bo shaker; physical characteristics.
    625a.2.Dice; number of dice.
    625a.3.Permissible wagers.
    625a.4.Placement of wagers.
    625a.5.Procedures for opening and dealing the game.
    625a.6.Payout odds.
    625a.7.Irregularities.

    § 625a.1. Sic Bo table; Sic Bo shaker; physical characteristics.

     (a) Each Sic Bo table must have a drop box and tip box attached on the same side of the gaming table as, but on opposite sides of, the dealer, as approved by the Bureau of Casino Compliance.

     (b) Each Sic Bo table must have an electrical device, approved by the Bureau of Gaming Laboratory Operations, where the numeric value of each die shall be entered by the dealer and an area that depicts all permissible wagers under § 625a.3 (relating to permissible wagers) and which causes the winning combinations to be illuminated after the numeric value of each die has been entered by the dealer.

     (c) The layout for a Sic Bo table shall be approved by the Bureau of Gaming Operations and contain, at a minimum:

     (1) The name or logo of the certificate holder.

     (2) Specific areas designated for the placement of the wagers authorized under § 625a.3.

     (3) The payout odds currently being offered in accordance with § 625a.6 (relating to payout odds). If the payout odds are not on the layout, a sign identifying the payout odds shall be posted at each Sic Bo table.

     (d) Sic Bo shall be played with a Sic Bo shaker approved by the Bureau of Gaming Operations, which shall be used to shake the dice to arrive at the winning combinations.

     (1) A manual Sic Bo shaker shall be designed and constructed to maintain the integrity of the game and must, at a minimum, adhere to the following specifications:

     (i) The Sic Bo shaker must have a compartment to secure the three dice and a separate cover which conceals the dice while the dealer is shaking the Sic Bo shaker. The compartment to secure the three dice must be transparent and the cover which conceals the dice must be opaque.

     (ii) The Sic Bo shaker must have the capability of being sealed or locked to ensure the integrity of the dice contained inside the Sic Bo shaker.

     (iii) The Sic Bo shaker must have the name or logo of the certificate holder thereon.

     (2) An automated Sic Bo shaker, approved by the Bureau of Gaming Laboratory Operations, may be used in the game of Sic Bo, provided that:

     (i) The shaker meets the requirements in paragraph (1)(i) and (ii).

     (ii) The shaker, its location on the Sic Bo table and the procedures for shaking the dice are submitted to and approved by the Bureau of Gaming Operations.

     (e) The Sic Bo shaker shall be the responsibility of the dealer and may not be left unattended while at the table.

    § 625a.2. Dice; number of dice.

     (a) Sic Bo shall be played with three dice, which shall be kept inside the Sic Bo shaker while at the Sic Bo table.

     (b) The dice that have been placed in a manual Sic Bo shaker may not be used for the play of the game for more than 24 hours. Dice that have been locked in an automated Sic Bo shaker and comply with the requirements of § 603a.12(c) (relating to dice; physical characteristics) may not be used for the play of the game for more than 1 month.

     (Editor's Note: Chapter 601a will be adopted on or before the date of final adoption of this proposed rulemaking.)

    § 625a.3. Permissible wagers.

     The following are the permissible wagers for the game of Sic Bo:

     (1) Three of a Kind. A wager which wins if the same number is showing on all three dice and the player selected that number to appear on all three dice.

     (2) Two of a Kind. A wager which wins if the same number is showing on two of the three dice and the player selected that number to appear on two out of the three dice.

     (3) Any Three of a Kind. A wager which wins if the numeric value on all three dice is the same and the player wagered that any of the numbers 1 through 6 would appear on all of the three dice.

     (4) Total Value Bet. A wager which wins if the numeric total of all three dice equals the total of the number wagered.

     (5) Two Dice Combination. A wager which wins when the player wagered that a combination of two specific but different numeric values would appear on at least two of the dice and the two numeric values chosen are showing.

     (6) Small Bet. A wager which wins if the numeric total of all three dice equals any one of the following totals: 4, 5, 6, 7, 8, 9 or 10 and loses if any other numeric total is shown or if a three of a kind appears.

     (7) Big Bet. A wager which wins if the numeric total of all three dice equals any one of the following totals: 11, 12, 13, 14, 15, 16 or 17 and loses if any other numeric total is shown or if a three of a kind appears.

     (8) One of a Kind. A wager which wins if one or more of the three dice shows a numeric value equal to the number wagered.

    § 625a.4. Placement of wagers.

     (a) Wagers at Sic Bo shall be made by placing value chips or plaques on the appropriate areas of the Sic Bo layout. Verbal wagers accompanied by cash may not be accepted at the game of Sic Bo.

     (b) Each player shall be responsible for the correct positioning of his wagers on the Sic Bo layout regardless of whether the player is assisted by the dealer. Each player shall ensure that any instructions given to the dealer regarding the placement of wagers are correctly carried out.

     (c) Each wager shall be settled in accordance with its position on the layout when the dice come to rest and the numeric value showing on each die has been entered into the electrical device and illuminated at the table.

    § 625a.5. Procedures for opening and dealing the game.

     (a) Prior to opening the Sic Bo table for gaming activity, the floorperson assigned to the Sic Bo table shall inspect the following items to insure that each is in proper working order:

     (1) The electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer and the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 (relating to permissible wagers). At a minimum, the inspection shall be completed by entering three numeric values into the electrical device and verifying that all winning combinations are properly illuminated.

     (2) The automated dice shaker, if one is in use. At a minimum, the inspection shall be completed by operating the device three times and verifying that the dice are being properly tossed.

     (b) The dealer shall either:

     (1) Place the cover on the manual Sic Bo shaker and shake the Sic Bo shaker at least three times to cause a random mixture of the dice.

     (2) Activate the automated dice shaker to cause a random mixture of the dice.

     (c) Prior to revealing the dice in the Sic Bo shaker, the dealer shall announce ''no more bets.''

     (d) The dealer shall then remove the cover from the Sic Bo shaker, announce the numeric value of each die and enter the numeric value of each die into the electrical device on the table. The electrical device must then cause the winning combinations to be illuminated on the Sic Bo layout.

     (e) After the winning combinations have been illuminated, the dealer shall first collect all losing wagers and then pay off all winning wagers at the odds currently being offered in accordance with § 625a.6 (relating to payout odds). A manual Sic Bo shaker shall remain uncovered until all winning wagers have been paid.

     (f) After losing wagers have been collected and winning wagers paid, the dealer shall clear the previously illuminated winning combinations from the table.

    § 625a.6. Payout odds.

     (a) The certificate holder shall pay off winning Sic Bo wagers as follows:

    Wager Payout Odds
    Three of a Kind 150 to 1
    Two of a Kind 8 to 1
    Any Three of a Kind 24 to 1
    Total Value Bet of 4 50 to 1
    Total Value Bet of 5 18 to 1
    Total Value Bet of 6 14 to 1
    Total Value Bet of 7 12 to 1
    Total Value Bet of 8 8 to 1
    Total Value Bet of 9 6 to 1
    Total Value Bet of 10 6 to 1
    Total Value Bet of 11 6 to 1
    Total Value Bet of 12 6 to 1
    Total Value of Bet 13 8 to 1
    Total Value of Bet 14 12 to 1
    Total Value of Bet 15 14 to 1
    Total Value Bet of 16 18 to 1
    Total Value Bet of 17 50 to 1
    Any Two Dice Combination 5 to 1
    Small Bet 1 to 1
    Big Bet 1 to 1

     (b) One of a Kind shall be paid at:

     (1) 1 to 1, if only one of the dice show the numeric value upon which the wager was placed.

     (2) 2 to 1, if two of the dice show the numeric value upon which the wager was placed.

     (3) 3 to 1, if all three dice show the numeric value upon which the wager was placed.

    § 625a.7. Irregularities.

     (a) If all three dice do not land flat on the bottom of the Sic Bo shaker after being tossed, the dealer shall call a ''no roll'' and all wagers placed shall be returned to the players.

     (b) If the electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer or the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 (relating to permissible wagers) malfunctions after the manual Sic Bo shaker has been uncovered or the automated Sic Bo dice shaker has tossed the dice, the dealer shall, in the presence of a floorperson or above, collect losing wagers and pay winning wagers. Once the wagers on the layout have been settled, all gaming at the Sic Bo table shall cease until the electrical device which causes the winning combinations to be illuminated when the numeric value of each die has been entered by the dealer or the area of the Sic Bo table which depicts all permissible wagers under § 625a.3 has been fixed.

     (c) If the automated Sic Bo shaker fails to operate or malfunctions when activated, the round of play shall be void and wagers placed shall be returned to the players.

     (d) If an automated Sic Bo shaker malfunctions or cannot be used, the dice must be removed and the automated Sic Bo shaker must be covered or have a sign placed on the device indicating that the automated Sic Bo shaker is out of order before a manual Sic Bo shaker may be utilized.

    [Pa.B. Doc. No. 11-969. Filed for public inspection June 10, 2011, 9:00 a.m.]