Craps Betting The Field Strategy
When it comes to craps bet patterns, it is important for players to be provided with the chance to learn both the “right” and the “wrong” side. After all, players need to be familiar with the rules and principles of playing both sides in order to take advantage of various trends, streaks and chances once such occur.
Of course, craps players should always remember that the house advantage jumps to 5.55% in case that the Field paid double on both 2 and 12, so they are not recommended to use it. However, this betting pattern could turn out effective in order for the player to draw profit at a time when the table is cold. Craps Betting Strategy Learning the basic craps strategy can have great benefits in your betting game. Some of them minimize the house edge to almost nothing. There are no casino games other that craps that can offer better odds except for blackjack with card counting strategy. Field bets are simple. You can place your chips on any of the word ‘field’ in the center of the table. You win if a 2, 3, 4, 9, 10, 11, or 12 is rolled. You lose on all the other numbers. In 120 rolls of the dice, the ‘inside betting’ strategy will see a decision two-thirds of the time, that’s 80 decisions, that’s $1760 wagered, with the house keeping approximately $46. The field bet is another proven betting strategy; basically, it is a combination of the Field Bet, Don’t Pass and Don’t Come. In the Field betting box the numbers 2, 3 and 12 are placed. If the shooter rolls 2 or 3 all three numbers win.
On the other hand, knowing the different aspects of playing both on the “right” and on the “wrong” side would offer craps players the opportunity to learn the different angles of the game, which would undoubtedly help them deal manage with the experience at every level possible.
CasinoCruise
Sign UpCraps Betting The Field Strategy Game
100% up to
$/€100
Royal Panda
Sign Up100% up to
$/€200
+ 10 Spins
Craps Betting The Field Strategy Games
Vegas Hero Casino
Sign Up100% up to
€200
+ 50 Spins
BitStarz Casino
Sign Up100% up to
€100
+ 180 Spins
When the term “wrong” side betting is used, it is referred to the so-called Don't Pass bets, which could be exactly as profitable as the Pass Line betting. In addition, as long as craps players realize the fact that the Don't Side strategies are quite similar to the “right” side betting, it would be easier for them to understand these strategies.
Of course, statistical correctness is of paramount importance when it comes to bet patterns. So, in order to match the Pass Line bet pattern, we would provide players with three major Don't Pass bet patters, including a more conservative one, a more aggressive one, and strongly aggressive one. None of these patterns violate in any way the 3% rule.
Don't Pass Bet with 1 Don't Come Bet
The Don't Pass bet with Don't Come bet pattern is a conservative one. It provides players with the chance to feel safe while playing and at the same time ensures a nice profit while limiting their exposure to losses. First, the player needs to make their Don't Pass bet and once the point number has been established, they must lay full double odds against the point.
After that, a Don't Come bet should be made by the player in order for them to get one Don't Come number established. Once this is done, the player should lay double odds against the point number and stop betting. In other words, this pattern is exactly the opposite of the “right” side betting in which the player puts everything at risk to the 7. In this case, players could only lose one bet in case one of their numbers repeat. And if the 7 comes out, they win both their bets.
The two Don't numbers established provide players with security, as their exposure to risk is limited to two numbers that might repeat on any roll. In addition, this pattern considerably reduces the house edge to 0.6% or 0.8% in case they choose to lay only single odds.
In case that the Don't Come number actually is repeated, the player has the right to replace it with another Don't Come bet, which is also backed with double odds. What is important for players to remember is the fact that the Don't Come bet should not be replaced more than once. This would protect them against an eventual continuous roll of point numbers that repeat and lead to the player losing.

If the point repeats, the player would come out and would try another Don't Pass bet. In case such a thing happens again, another Don't Pass bet is not recommended. The player is recommended to stop and wait for the shooter to roll a 7 to start over again in order to protect their bet against the hot roll.
Don't Pass Bet with 2 Don't Come Bets
This type of “wrong” bet pattern is a bit more aggressive than the previous one as one more Don't Come bet is added to the previous one. This pattern offers the players the chance to have half of the point numbers covered. If they have managed to successfully establish all 3 Don't numbers and back them with double odds against the 7, the player would make a win on all bets.
As a matter of fact, casino customers should be aware of the fact that the wins generated on the “wrong” side are happening a bit slower, but are more steady when compared to the wins made on the “right” side that usually happens more quickly. Of course, players made the decision on which side to bet depending on their personal preferences, comfort level and experience.
Don't Pass Bet with 2 Don't Come Bets Plus a Field and Lay Bets on 4 and 10
As already mentioned above, all of these craps bet patterns correspond to the 3% rule never to make a bet that offers the casino a house edge larger than 3%. In other words, the closer the house edge gets to 3%, the less frequently should a player use such a pattern.

This betting pattern is considered as the most aggressive one of the three.
Of course, craps players should always remember that the house advantage jumps to 5.55% in case that the Field paid double on both 2 and 12, so they are not recommended to use it. However, this betting pattern could turn out effective in order for the player to draw profit at a time when the table is cold.
The pattern starts in a similar way to the previous one, meaning that the player is required to first make a Don't Pass bet, followed by 2 Don't Come Bets. In addition, Double odds should be laid on them all. But things do not stop here. On the come-out roll, the player should make a Field bet of the same size as their Don't Pass bet.
Once a point number is finally established, the Field bet must be pulled down. This provides the player with the chance to limit the frequency of using such a bet to the come-out rolls only. Statistically speaking, if a player participates in a typical run of between 5 and 12 rolls, they would be using the Field bet in only 10% to 20% of the time, which is pretty much manageable.
The player could have a strong start when outside numbers appear. On the other hand, when the 7 appears on the come-out roll, they would lose both bets. Of course, craps players should always remember to bet when the house advantage is limited to a reasonable level to prevent them from losing large bankrolls.
The “wrong” bet pattern is supposed to protect players against eventual substantial losses over a hot roll. Players, on the other hand, should always stick to the rule that if the point repeats, they should only replace it once. The same applies to the Don't Come numbers. If a Don't Come number repeats more than once, the player is recommended for the shooter to roll a 7 and then start over again.
Still, regardless of the fact that this betting pattern is considered the most aggressive one, it could provide players with a certain flexibility. If a Don't Come toss is lost over the gameplay, the craps player is allowed to replace it with a Lay bet against the numbers 4 or 10 instead of placing a Don't Come bet. Again, double odds are set against the 4 or 10.
The Craps Mini Field-Place System Tested
by Steve “Heavy” Haltom
Regardless of the fact that no system out there will beat a negative expectation game over the long run, articles about betting systems and strategies seem to get far more positive comments from readers than any other articles we publish. For that reason, in this article we’re going to focus on none other than with the infamous Field-Place System. Sold in magazines, bookstores, and on-line under dozens of different names for sixty years or more, the Field-Place System is one of the oldest strategies around. These days a popular variant is called the Iron Cross. Barstow used to call a similar strategy the Treadmill, which in itself should tell you what he thought of it. It’s been marketed as the 87% System, the Anything but Sevens System, the Fremont Street Grind, and under at least a dozen more names – many of which I won’t mention here because they were the names the players came up with for this play after investing hundreds of dollars in it and losing thousands more.
The play itself is relatively simple. Most of you are well acquainted with it. You make Place bets on the Five, Six, and Eight plus a bet in the Field. The Field bet covers the Two, Three, Four, Nine, Ten, Eleven, and Twelve. You’ll sometimes see urban players running a similar strategy using the Big 6-8 bet instead of Place betting the Six and Eight. These guys like the “self-service” bets like the Big 6-8 and the Field and play more of an intuitive game than most of us. Irregardless, the idea is to cover every number on the dice except the Seven. It’s better to make two unit bets on the place action and one unit bets in the Field but you can play it at the one unit level, which is what we’re talking about here when we discuss the “Mini Field-Place System.” You risk four units total and you are guaranteed some sort of a win (or a push on the urban version assuming the player also places the five) on every toss – unless that Seven shows. For players who first “discover” this system it’s often some sort of a “Eureka!” moment. They believe they’ve found the Dutchman’s Lost Mine. Then they take it to the table and learn the truth about Fool’s Gold.
How do the payouts work in this play? Let’s assume a $5 game that pays double on the Two and triple on the Twelve in the Field. You’ll have to wager $6 each on the Six and Eight Place bets but can get by with $5 on the Five and in the Field, so your total wager will be $22. Now, you could take that same $22 and bet $22 inside, but you’d only get paid if an inside number rolled. Remember, the Field-Place System, which we’re playing at the table minimum, gets you paid on every decision unless the seven rolls. Here are the payouts:

Two Rolls – Pays $10 in the Field
Three Rolls – Pays $5 in the Field
Four Rolls – Pays $5 in the Field
Five Rolls – Lose the $5 Field bet – win $7 for the Place bet – Net Win $2
Six rolls – Lose the $5 Field Bet – win $7 for the Place bet – Net Win $2
Eight rolls – Lose the $5 Field Bet – win $7 for the Place bet – Net Win $2
Nine Rolls – Pays $5 in the Field
Ten Rolls – Pays $5 in the Field
Eleven Rolls – Pays $5 in the Field
Twelve Rolls – Pays $15 in the Field
So far the math looks great on this system. It’s all win win win – pay pay pay. Of course, on your two strongest numbers – the Six and the Eight – your wins are diluted by your loss in the Field. The loss on the win on the Five Place bet in the Field also dilutes the win there. Those diluted payoffs – combined with the frequency at which the Seven rolls in relation to the other numbers – turn this into a negative expectation strategy. On average, for every 36 rolls of the dice you’ll win $123, but you’ll also lose $132. That’s a $9 loss over 36 rolls, or .25 cents a roll for those of you who are struggling with Common Core math.
Of course, what the system player is looking for is enough variance in the game to put him ahead so that he can walk away with a win. He may approach the game with a number in mind – say to win $150. But to get the kind of variance he needs on a dollar per dollar basis he can’t rely on volatility alone. So he has to increase his bet size. Instead of betting $5 on the Five and $6 on the Six and Eight he tests out different amounts. Say $50 on the Five, $60 on the Six and Eight and $25 in the Field. The logic is that he’s always assured of getting green chips in his payout so he’ll reach that $150 win objective quicker. The problem is that variance is a two-edged sword. To front that sort of average bet he needs a session bankroll of $1500 instead of $150. The stack of quarters extracted from every decision adds up quickly. And don’t forget – you only WIN one bet at a time. When the Seven shows ALL of those bets lose. I recall standing next to a guy who was playing the system at this level once. He was loudly bragging to everyone at the table how great it was as he locked up a full rail of green chips. Then he started to get quiet as the chips began to migrate back to the other side of the table. In the end he gave it all back plus what he bought in for – and went back to the ATM for a bankroll infusion and re-buy. He had the volatility he needed. He just didn’t have the discipline to quit while he was ahead.
Out of curiosity, I noodled around and found an archival test of the Field-Place System against the 72 Hours at the Casino book. Admittedly, the 14,967 rolls in that book have a slight dark-side bias, so it was obvious that the system would fare worse than in the statistical example cited above. It was even worse than I expected. The total win was $50,969. The total loss was $56,628. The net loss was $5,659.
72 hours at the casino. 72 of the most miserable hours of your life. It works out to about 36 two hour sessions or 18 four hour sessions. Hell, there was a time when I played that much in a single weekend. These days it might take me a month to get in that much play. Still, do you have an extra $5,659 to lose making $5 minimum bets?
Neither do I. And now you know why I hate this play.
Do yourself a favor. Just say no to this sort of thing and learn to beat the game by influencing the dice and betting the dice right.