US20100230900A1
2010-09-16
12/381,895
2009-03-16
Rock and Roll Craps is a new game of chance similar to the game of Craps but with variations and improvements as to the manner in which outcome of wagers is obtained, the type of wagers available, and the dollar amount that can be wagered.
Dice are not used in Rock and Roll Craps, instead two octahedrons are utilized.
Excluded from Rock and Roll Craps are the harder to understand Craps bets: Come, Don' Come and Don't Pass.
Variations introduced by Rock and Roll Craps constitute an improvement in these ways:
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A63F9/0415 » CPC main
Games not otherwise provided for; Dice ; Dice-boxes; Mechanical dice-throwing devices Details of dice, e.g. non-cuboid dice
A63F2009/0431 » CPC further
Games not otherwise provided for; Dice ; Dice-boxes; Mechanical dice-throwing devices; Details of dice, e.g. non-cuboid dice eight-sided
A63F9/00 IPC
Games not otherwise provided for
Rock and Roll Craps is a new game of chance similar to Craps but with variations and improvements as to the manner in which results of wagers are obtained, as to the type of wagers that can be made, and as to the amount of wagers that can be made.
Dice are not used in Rock and Roll Craps, instead two octahedrons are utilized.
Excluded also from Rock and Roll Craps are the more difficult to understand Craps bets: COME DON'T COME and DON' PASS
The variations introduced by Rock and Roll Craps constitute an improvement in the following ways:
Table limits: Minimum: Five dollars
All bets are one dollar each but one or more single 5 dollar bets or five or more separate one dollar bets meet the table minimum requirement.
All bets are one roll bets except as otherwise provided below.
The stickman and the shooter are the only two people at the table who handle the octahedrons.
The player throwing the octahedrons is called the shooter and he must have a bet on the PASS LINE to qualify as a shooter.
The shooter must throw the two octahedrons the full length of the table, must throw them together at the same time and must use one hand only to make them bounce off the inner side of the table wall farthest away from him.
After all bets are positioned the shooter starts the game with his first roll or throw.
The first roll is announced by the stickman as the come out roll so the first throw by the shooter is called the “come out roll”.
If the shooter rolls a 7 or 11 on his first or “come out roll” all PASS LINE bets win automatically and after new bets are positioned the same shooter rolls again.
If the shooter rolls 2, 3 or 12 on his come out roll all PASS LINE bets lose automatically and after the new bets are positioned the same shooter rolls again.
If the shooter on his come out roll throws a 4, 5, 6, 8, 9 or 10 the shooter has thus established his point and he rolls again to try to roll his point before rolling a 7.
The point is marked by the dealers.
Any number rolled other than the point or a 7 either decides some bets or awaits for the next roll and the same shooter continues to roll, this sequence is repeated over and over.
When the shooter rolls a 7 all bets on the table lose, except bets on ANY 7 which automatically win and bets on JACKPOT which await the next roll for a decision.
After rolling a 7 the shooter's turn is completed and the stickman slides the octahedrons to another player who becomes the new shooter.
A roll of 13 is out of play, so every time the roll is 13 which is considered an unlucky number by most people, the action is voided and the shooter must roll again until he rolls a number other than 13.
The players themselves may position their own bets on PASS LINE, FIELD and JACKPOT bets at any time either before or after the point is established.
Only the dealers are allowed to position PLACE bets on behalf of the players before or after the come out roll.
Only the stickman is allowed to position PROPOSITION bets on behalf of the players before or after the come out roll.
The dealers and the stickman make sure that all bets are positioned in their correct locations with respect to each players' station around the table and check also that each players location is within his station around the table.
Players may take odds on PLACE and on PASS LINE bets after the point has been established, these additional odds bets may be less than but not more than 5 times the amount of the original bet.
The PASS LINE bets win when the shooter rolls his point and lose when the shooter rolls a 7.
PLACE bets win when the point is rolled, lose if the roll is a 7. If any other number is rolled PLACE bets neither lose nor win they await the next roll for a decision.
FIELD bets win if the roll is 2, 3, 4, 9, 10, 11 or 12 and if the number rolled is a 2 or a 12 FIELD bets get paid triple.
FIELD bets lose if the roll is a number other than 2, 3, 4, 9, 10, or 12.
HARDWAY bets win if the shooter rolls 4, 6, 8, or 10 the “hard way” that is: rolls a pair of Twos, Threes, Fours or Fives before rolling a 7 or any other number combination that makes the total 4, 6, 8 or 10.
The JACKPOT is funded by the bank starting with one hundred dollars and thereafter the bank adds 5 dollars every time a shooter's turn is completed.
JACKPOT is excluded from the roll of 7 as a loss, so it continues to accumulate until it is eventually won.
If there are multiple JACKPOT winners it is evenly split with odd residue if any to remain as part of the new JACKPOT start up fund.
In Rock and Roll Craps every time the shooter rolls his point the stickman slides back to him the octahedrons and this time the shooter rolls not to decided some bets but to identify a players' station around the table.
Since there may or may not be a player at the selected station this action results in:
The management reserves the right to alter above rules and format with the prior written consent of the Inventor.
The management also reserves the unrestricted right to establish all pay offs.
Pay offs:
| PASS LINE bets | even money plus odds | |
| PLACE bets | even money plus odds | |
| FIELD bets | even money if roll is | |
| 2,3,4,9,10,11,12 | 2, 3, 4, 9, 10, 11, 12 PLUS | |
| triple pay if roll is 2 or 12 | ||
| JACKPOT | amount accumulated | |
| Hard 4 | 10 for 1 | |
| Hard 6 | 16 for 1 | |
| Hard 8 | 16 for 1 | |
| Hard 10 | 10 for 1 | |
| 2 and 12 | 36 for 1 | |
| 3 and 11 | 21 for 1 | |
| ANY 7 | 15 for 1 | |
| ANY CRAPS | ||
| (2, 3 or 12) | 11 for 1 | |
| 14 | 14 for 1 | |
| 15 | 15 for 1 | |
| If 14 and 15 are | both 14 and 15 are | |
| consecutive rolls | paid 50 for 1 | |
At any time before or after the come out roll the players may themselves position bets on PASS LINE
PLACE bets are positioned only by the dealers on behalf of the players either before or after the come out roll.
PROPOSITION bets are positioned only by the stickman on behalf of the players either before or after the come out roll.
The shooter rolls the octahedrons to start the game and to decide the outcome of some bets, then the dealers collect all losers bets and pay all winner bets and the game is on its way.
FIG. 1 Top view of table
FIG. 2 Top view center of table
FIG. 3 Perspective of Octahedron
1) Rock and Roll Craps is a new game of chance similar to the game of Craps but with variations and improvements as to the way used to determine the outcome of wagers, as to the type of wagers available, as to the increased pay offs to the players, and as to the changes incorporated that make it easier to understand the game thereby providing a plurality of indicia whereby the game is improved.
2) By indicia of claim No. 1 Dice are not used in Rock and Roll Craps, instead two octahedrons are used, these are 8-sided solids each with 8 plane surfaces each surface displaying a different number from 1 through 8, thereby providing an expanded number of results which greater rewards to the players while still retaining the house percentage of profit.
3) By indicia of claim No. a new bet: Jackpot is added expanding the amount of winnings for the players, and the table provides 14 players' stations identified numerically for the purpose of selecting frequently a player who is paid a bonus.
4) By indicia of claim No. 1 the exclusion of some of the harder to understand bets of Craps: Come, Don't Come and Don't Pass make it easier to understand and play the game.