SAILOR MARKA LITTLE ACTION · CASINO← All games
Win / loss statement

No settled rounds yet.

Simulated units only. Returned stakes excluded. Winning and losing totals group each settled round’s net result, including side bets.

Red felt. Black chips. A little ink.

Craps.
Roll with Sailor Mark.

Find the point. Follow your bets. Learn the calls before you join the table.

Sailor MarkSAILOR MARK

Your table. Your choice.

Learn Mode explains bets, payouts and table procedure.

New session clears all imaginary bets and results. Odds use 3-4-5× limits; Don’t odds may risk up to 6× the base stake.

ROLLS0
SESSION NET · UNITS0
ACTIVE STAKES · UNITS0
TABLE POINTCome-out
Tattooed OctogoddessSailor Mark tattoo stamp
COME-OUT ROLLDON’T PASS / DON’T COME: BAR 12

SAILOR MARK CRAPS

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OFFPOINT
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Ready for the come-out roll.

Place bets are off on come-out rolls. Come flats work; Come odds are off. Don’t Come odds work.

Your active bets

Add odds adds the selected units to that specific bet. Max odds fills it to its limit in one tap: 3× on 4/10, 4× on 5/9, or 5× on 6/8 for Pass/Come. Don’t bets allow 6× the base stake. Place wins stay up. Contract Pass/Come stakes remain until resolved; removable bets and odds can be taken down.

Recent rolls

    How to play

    Start a Pass or Don’t Pass bet before the table has a point, then roll. Pass wins on 7 or 11 and loses on 2, 3 or 12. Don’t wins on 2 or 3, pushes on 12, and loses on 7 or 11. Any 4, 5, 6, 8, 9 or 10 establishes the point.

    After that, Pass wins if the point repeats before 7; Don’t wins if 7 comes first. A point made or seven-out starts another come-out. Come and Don’t Come bets can start while the table point is on. Their next roll follows the same opening rules, then each bet travels to its own number.

    Add odds to an established line or Come bet using its ticket. Tap Max odds to reach the limit in one step, or Add odds to add the selected chip amount. The simulator permits up to 3× on 4/10, 4× on 5/9 and 5× on 6/8 for Pass/Come. Don’t odds risk up to 6× the base stake. Odds pay true odds but add money at risk. You can remove odds before the next roll.

    Place bets work while a table point is on, win when their number rolls, and lose on 7. Place wins keep the stake on the table; take it down using its ticket. They are off during come-out. Existing Come base bets still work during come-out, but their odds are returned when that bet resolves. Don’t Come odds stay working.

    The Field settles on one roll. Its 2 pays double and 12 pays triple in this example. Learn Mode explains the current stage and the bet you select. You can roll without betting to observe the game.

    Read the felt.

    Bet / numberNet payout
    Pass / Don’t / Come / Don’t Come1:1
    Take odds: 4/10, 5/9, 6/82:1, 3:2, 6:5
    Lay odds: against 4/10, 5/9, 6/81:2, 2:3, 5:6
    Place: 4/10, 5/9, 6/89:5, 7:5, 7:6
    Field: 3, 4, 9, 10, 111:1
    Field: 2 / 122:1 / 3:1

    Wins are net profit; returned stakes are excluded. Active stakes are shown separately from resolved session profit. The simulator pays exact fractions and displays two decimals; casinos require suitable chip denominations. Place 6/8 in multiples of six and 5/9 in multiples of five for whole-unit payouts.

    This table covers the main line and Come bets, their odds, place bets and the Field. Hardways, proposition, buy, lay without a Don’t bet, and bonus wagers are not included.

    Casino rules reference: The Venetian ↗. Limits, Field payouts and working-bet procedures can vary by casino.