BASIS AND PURPOSE FOR RULE 23
The purpose of Rule 23 is to establish playing rules for
craps and procedures for conducting craps games in compliance with section
44-30-302 (2).
The statutory basis for Rule 23 is found in sections
44-30-201, C.R.S., 44-30-203,
C.R.S., 44-30-302, C.R.S., and 44-30-818, C.R.S.
30-2301
Craps rules.
The game of craps authorized pursuant to Article 30 of Title
44, C.R.S., including all approved variations thereof, shall be permitted and
conducted according to the rules and provisions set forth in this Rule 23,
promulgated by the Commission (hereinafter collectively "the rules of craps").
The rules of craps shall be followed by all licensees and by all persons
participating in any game of craps.
30-2302
Definitions for craps.
The following definitions apply to all the rules of craps and
to all games of craps conducted by licensees:
(1) "Boxman" or "boxperson" means the casino
supervisor who is in charge of the craps table.
(2) "Come Out Point" means a total of four,
five, six, eight, nine or ten thrown by the shooter on the come out
roll.
(3) "Come Out Roll" means 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 Pass Bet and Don't Pass Bet has been
effected.
(4) "Come Point" means a
total of four, five, six, eight, nine or ten thrown by the shooter on the next
roll following placement of a Come Bet or Don't Come Bet.
(5) "Dealer" means a casino employee who
either works each end of the table or a stickman at a table.
(6) "Disk" or "puck" means the round object
that is white on one side and black on the other that is used to signify a
come-out roll has occurred and a point has been established.
(7) "Point" or "point number" means the
numbers four, five, six, eight, nine or ten established on the come-out
roll.
(8) "Shooter" means the
person who is rolling the dice.
(9)
"Stickman" or "stickperson" means the dealer who calls the game and handles the
stick.
30-2303
Craps table - physical characteristics.
Craps must be played on an oblong table with rounded corners
and high walled sides.
(1) A craps
table shall not be larger than 14 feet in length. A craps table, while in play,
must have a drop slot and drop box, and a tip box, except that no tip box shall
be required if tips are not accepted at the table. The drop box and tip box
must be attached to the table on the same side as, but on opposite sides of,
the dealer. Craps tables must have an identifying number, assigned by the
retail licensee, on the top surface of the table or table accessory. This table
number must be visible to surveillance personnel and must be able to be
captured on surveillance video of table activity.
(2) The craps table must have the words "No
call bets." The craps table must have specific areas marked in which to place
wagers and may have imprinted on it the name and logo of the
establishment.
30-2304
Permissible wagers.
This section shall list the only permissible wagers at the
games of craps.
(1) "Pass Bet" is a
wager placed on the Pass Line of the layout immediately prior to the come out
roll.
(a) The Pass Bet wins if, on the come
out roll, a total of seven or eleven is thrown, or a total of four, five, six,
eight, nine or ten is thrown and that total is again thrown before a seven
appears.
(b) The Pass Bet loses if,
on the come out roll, a total of two, three or twelve is thrown; or a total of
four, five, six, eight, nine or ten is thrown and a seven subsequently appears
before that total is again thrown.
(2) "Don't Pass Bet" is a wager placed on the
Don't Pass Line of the layout immediately prior to the come out roll.
(a) The Don't Pass Bet wins if, on the come
out roll, a total of two or three is thrown; or a total of four, five, six,
eight, nine or ten is thrown and a seven subsequently appears before that total
is again thrown.
(b) The Don't Pass
Bet loses if, on the come out roll, a total of seven or eleven is thrown; or a
total of four, five, six, eight, nine or ten is thrown and that total is again
thrown before a seven appears.
(c)
The Don't Pass Bet shall be void if, on the come out roll, a total of twelve is
thrown.
(3) "Come Bet" is
a wager placed on the Come Line of the layout at any time after the come out
roll.
(a) The Come Bet wins if, on the roll
immediately following placement of such bet, a total of seven or eleven is
thrown; or a total of four, five, six, eight, nine or ten is thrown and that
total is again thrown before a seven appears.
(b) The Come Bet loses if, on the roll
immediately following placement of such bet, a total of two, three or twelve is
thrown; or a total of four, five, six, eight, nine or ten is thrown and a seven
subsequently appears before that total is again thrown.
(4) "Don't Come Bet" is a wager placed on the
Don't Come area of the layout at any time after the come out roll.
(a) The Don't Come Bet shall win if, on the
roll immediately following placement of such bet, a total of two or three is
thrown; or a total of four, five, six, eight, nine or ten is thrown and a seven
subsequently appears before that total is again thrown.
(b) The Don't Come Bet shall lose if, on the
roll immediately following placement of such bet, a total of seven or eleven is
thrown; or a total of four, five, six, eight, nine or ten is thrown and that
total is again thrown before a seven appears.
(c) The Don't Come Bet will be void if, on
the roll immediately following placement of such bet, a total of 12 is
thrown.
(5) "Place Bet to
Win" is a wager that may be made at any time on any of the numbers four, five,
six, eight, nine or ten which shall win if the number on which the wager was
placed is thrown before a seven and shall lose if a seven is thrown before such
number. All place bets shall be inactive on any come out roll unless called
"on" by the player and confirmed by the dealer through placement of an "on"
marker button on top of such player's wager.
(6) "Place Bet to Lose" is a wager that may
be made at any time against any of the numbers four, five, six, eight, nine or
ten which shall win if a seven is thrown before the particular number against
which the wager is placed and shall lose if the particular number against which
the wager is placed is thrown before a seven appears.
(7) "Four the Hardway" is a wager that may be
made at any time which shall win if a total of four is thrown the hardway (that
is, with two appearing on each die) before four is thrown in any other way and
before a seven is thrown.
(8) "Six
the Hardway" is a wager that may be made at any time which shall win if a total
of six is thrown the hardway (that is, with three appearing on each die) before
six is thrown in any other way and before a seven is thrown.
(9) "Eight the Hardway" is a wager that may
be made at any time which shall win if a total of eight is thrown the hardway
(that is, with four appearing on each die) before eight is thrown in any other
way and before a seven is thrown.
(10) "Ten the Hardway" is a wager that may be
made at any time which shall win if a total of ten is thrown the hardway (that
is, with five appearing on each die) before ten is thrown in any other way and
before a seven is thrown.
(11)
"Field Bet" is a one-roll wager that may be made at any time which shall win if
any one of the totals two, three, four, nine, ten, eleven or twelve is thrown
on the roll immediately following placement of such bet and shall lose if a
total of five, six, seven or eight is thrown on such roll.
(12) "Any Seven" is a one-roll wager that may
be made at any time which shall win if a total of seven is thrown on the roll
immediately following placement of such bet and shall lose if any other total
is thrown.
(13) "Any Craps" is a
one-roll wager that may be made at any time which shall win if a total of two,
three or twelve is thrown on the roll immediately following placement of such
bet and shall lose if any other total is thrown.
(14) "Craps Two" is a one-roll wager that may
be made at any time which shall win if a total of two is thrown on the roll
immediately following placement of such bet and shall lose if any other total
is thrown.
(15) "Craps Three" is a
one-roll wager that may be made at any time which shall win if a total of three
is thrown on the roll immediately following placement of such bet and shall
lose if any other total is thrown.
(16) "Craps Twelve" is a one-roll wager that
may be made at any time which shall win if a total of twelve is thrown on the
roll immediately following placement of such bet and shall lose if any other
total is thrown.
(17) "Eleven in
One Roll" is a one-roll wager that may be made at any time which shall win if a
total of eleven is thrown on the the roll immediately following placement of
such bet and shall lose if any other total is thrown.
(18) "Craps-Eleven or C and E" is a one-roll
wager that may be made at any time which shall win, if either a craps (two,
three or twelve) or eleven is rolled immediately following placement of such
bet and shall lose if any other total is thrown.
(19) "Horn Bet" is a one-roll wager that may
be made at any time which shall win if any one of the totals two, three, eleven
or twelve is thrown on the roll immediately following placement of such bet and
shall lose if any other total is thrown.
(20) "Horn High Bet" is a wager that may be
made at any time which shall win if any one of the totals two, three, eleven or
twelve is thrown on the roll immediately following placement of such bet and
shall lose if any other total is thrown. A Horn High Bet shall be placed in
units of five with four units wagered as a Horn Bet and an additional unit
wagered on one of the totals two, three, eleven or twelve. A retail licensee
that does not have a designated area on its layouts for the acceptance of a
Horn High Bet shall break down the wager into two separate wagers on the "Horn"
and one of the totals two, three, eleven or twelve.
(21) "Whirl Bet" or "World Bet" is a one-roll
wager that may be made at any time, consisting of a Horn Bet and the Any Seven
wager. A retail licensee that does not have a designated area on the layout for
the acceptance of the Whirl Bet shall break down the wager into two separate
wagers on the Horn Bet and the Any Seven wager.
(22) "Four the Hardway on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of four
is thrown the hardway (that is, with two appearing on each die) on the roll
immediately following placement of such bet and shall lose if any other
combination is thrown.
(23) "Six
the Hardway on the Hop" is a one-roll wager that may be made at any time which
shall win if a total of six is thrown the hardway (that is, with three
appearing on each die) on the roll immediately following placement of such bet
and shall lose if any other combination is thrown.
(24) "Eight the Hardway on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of eight
is thrown the hardway (that is, with four appearing on each die) on the roll
immediately following placement of such bet and shall lose if any other
combination is thrown.
(25) "Ten
the Hardway on the Hop" is a one-roll wager that may be made at any time which
shall win if a total of ten is thrown the hardway (that is, with five appearing
on each die) on the roll immediately following placement of such bet and shall
lose if any other combination is thrown.
(26) "One-Three (Ace-Trey) on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of four
is thrown with a one appearing on one die and a three appearing on the other
die on the roll immediately following placement of such bet and shall lose if
any other combination is thrown.
(27) "One-Four (Ace-Four) on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of five
is thrown with a one appearing on one die and a four appearing on the other die
on the roll immediately following placement of such bet and shall lose if any
other combination is thrown.
(28)
"Two-Three (Deuce-Trey) on the Hop" is a one-roll wager that may be made at any
time which shall win if a total of five is thrown with a two appearing on one
die and a three appearing on the other die on the roll immediately following
placement of such bet and shall lose if any other combination is
thrown.
(29) "One-Five (Ace-Five)
on the Hop" is a one roll-wager that may be made at any time which shall win if
a total of six is thrown with a one appearing on one die and a five appearing
on the other die on the roll immediately following placement of such bet and
shall lose if any other combination is thrown.
(30) "Two-Four (Deuce-Four) on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of six
is thrown with a two appearing on one die and a four appearing on the other die
on the roll immediately following placement of such bet and shall lose if any
other combination is thrown.
(31)
"One-Six (Ace-Six) on the Hop" is a one-roll wager that may be made at any time
which shall win if a total of seven is thrown with a one appearing on one die
and a six appearing on the other die on the roll immediately following
placement of such bet and shall lose if any other combination is
thrown.
(32) "Two-Five (Deuce-Five)
on the Hop" is a one-roll wager that may be made at any time which shall win if
a total of seven is thrown with a two appearing on one die and a five appearing
on the other die on the roll immediately following placement of such bet and
shall lose if any other combination is thrown.
(33) "Three-Four (Trey-Four) on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of seven
is thrown with a three appearing on one die and a four appearing on the other
die on the roll immediately following placement of such bet and shall lose if
any other combination is thrown.
(34) "Two-Six (Deuce-Six) on the Hop" is a
one-roll wager that may be made at any time which shall win if a total of eight
is thrown with a two appearing on one die and a six appearing on the other die
on the roll immediately following placement of such bet and shall lose if any
other combination is thrown.
(35)
"Three-Five (Trey-Five) on the Hop" is a one-roll wager that may be made at any
time which shall win if a total of eight is thrown with a three appearing on
one die and a five appearing on the other die on the roll immediately following
placement of such bet and shall lose if any other combination is
thrown.
(36) "Three-Six (Trey-Six)
on the Hop" is a one-roll wager that may be made at any time which shall win if
a total of nine is thrown with a three appearing on one die and a six appearing
on the other die on the roll immediately following placement of such bet and
shall lose if any other combination is thrown.
(37) "Four-Five on the Hop" is a one-roll
wager that may be made at any time which shall win if a total of nine is thrown
with a four appearing on one die and a five appearing on the other die on the
roll immediately following placement of such bet and shall lose if any other
combination is thrown.
(38)
"Four-Six on the Hop" is a one-roll wager that may be made at any time which
shall win if a total of ten is thrown with a four appearing on one die and a
six appearing on the other die on the roll immediately following placement of
such bet and shall lose if any other combination is thrown.
(39) "6-7-8" is a one roll wager, offered at
the election of a retail licensee, that may be made at any time which shall win
if any one of the totals six, seven or eight is thrown on the roll immediately
following the placement of such bet and shall lose if the total of two, three,
four, five, nine, ten, eleven or twelve is thrown on such roll.
(40) "Big 6" is a multi-roll wager that may
be made at any time which shall win if a six in any combination is thrown
before a seven. If a seven is thrown before the six, the wager is
lost.
(41) "Big 8" is a multi-roll
wager that may be made at any time which shall win if an eight in any
combination is thrown before a seven. If a seven is thrown before the eight,
the wager is lost.
(42) "Put Bet"
is a wager placed directly on 4, 5, 6, 8, 9, or 10. A put bet pays even money.
Players have the option to take true odds on the wager. Players may wager a put
bet at anytime during the game.
(43) "Over 7" is a one-roll wager that may be
made at any time which shall win if an 8, 9, 10, 11 or 12 is thrown immediately
following the placement of such bet and shall lose if a 2, 3, 4, 5, 6, or 7 is
thrown.
(44) "Under 7" is a
one-roll wager that may be made at any time which shall win if a 2, 3, 4, 5, or
6 is thrown immediately following the placement of such bet and shall lose if a
7, 8, 9, 10, 11 or 12 is thrown.
30-2305
Making and removing
wagers.
(1) All wagers at craps must be
made by placing gaming chips, tokens, valid coupons, or coins (only for Pass or
Don't Pass wagers) or any combination thereof, on the appropriate areas of the
layout. Tickets or purchase tickets must be redeemed before making any wager.
Amended 9/14/2012
(2) Wagers should
be made before the dice are thrown. However, they may be made between the time
the dice leave the shooter's hand and the time the dice come to rest provided
that they are confirmed verbally by the dealer and/or a boxperson and the
correct wager is placed on the table.
(3) A wager made on any bet may be removed or
reduced at any time prior to a roll that decides the outcome of such wager
except that a Pass Bet and a Come Bet shall not be removed or reduced after a
come out point or come point is established with respect to such bet. Pass Bets
and Come Bets may be increased at any time.
(4) 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
such removal or reduction.
(5) All
buy and place to win bets, come odds, and hardways shall be inactive on any
come out roll unless called "On" by the player and confirmed by the dealer
through placement of an "On" marker button on the top of each player's wager.
One "On" button may designate all like or similar bets in that position are
working. All other wagers shall be considered "On". Hardways may be active on
the come out roll if allowed by the house rules of the retail
licensee.
30-2306
Payment odds.
(1) No retail
licensee or any employee or agent thereof shall pay off winning wagers at the
game of craps at less than the odds listed below. A retail licensee may pay off
winning wagers at higher odds than those listed below, provided that such odds
are uniform within the casino.
|
Wager
|
Pay Out 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 4 to Win
|
9 to 5
|
|
Place Bet 5 to Win
|
7 to 5
|
|
Place Bet 6 to Win
|
7 to 6
|
|
Place Bet 8 to Win
|
7 to 6
|
|
Place Bet 9 to Win
|
7 to 5
|
|
Place Bet 10 to Win
|
9 to 5
|
|
Place Bet 4 to Lose
|
5 to 11
|
|
Place Bet 5 to Lose
|
5 to 8
|
|
Place Bet 6 to Lose
|
4 to 5
|
|
Place Bet 8 to Lose
|
4 to 5
|
|
Place Bet 9 to Lose
|
5 to 8
|
|
Place Bet 10 to Lose
|
5 to 11
|
|
Four the Hardway
|
7 to 1
|
|
Six the Hardway
|
9 to 1
|
|
Eight the Hardway
|
9 to 1
|
|
Ten the Hardway
|
7 to 1
|
|
Field Bet
|
1 to 1 on 3, 4, 9, 10, 11
2 to 1 on 2
2 to 1 on 12
|
|
Any Seven
|
4 to 1
|
|
Any Craps
|
7 to 1
|
|
Craps 2
|
30 to 1
|
|
Craps 3
|
15 to 1
|
|
Craps 12
|
30 to 1
|
|
11 in one roll
|
15 to 1
|
|
Four the Hardway on the Hop
|
30 to 1
|
|
Six the Hardway on the Hop
|
30 to 1
|
|
Eight the Hardway on the Hop
|
30 to 1
|
|
Ten the Hardway on the Hop
|
30 to 1
|
|
One-Three (Ace-Trey) on the Hop
|
15 to 1
|
|
One-Four (Ace-Four) on the Hop
|
15 to 1
|
|
One-Five (Ace-Five) on the Hop
|
15 to 1
|
|
One-Six (Ace-Six) on the Hop
|
15 to 1
|
|
Two-Four (Deuce-Four) on the Hop
|
15 to 1
|
|
Two-Five (Deuce-Five) on the Hop
|
15 to 1
|
|
Two-Six (Deuce-Six) on the Hop
|
15 to 1
|
|
Two-Three (Deuce-Trey) on the Hop
|
15 to 1
|
|
Three-Four (Trey-Four) on the Hop
|
15 to 1
|
|
Three-Five (Trey-Five) on the Hop
|
15 to 1
|
|
Three-Six (Trey-Six) on the Hop
|
15 to 1
|
|
Four-Five on the Hop
|
15 to 1
|
|
Four-Six on the Hop
|
15 to 1
|
|
Six-Seven-Eight
|
1 to 1 on 6 (One-Five or Two-Four), 7, 8 (Two-Six
or Three-Five)
2 to 1 on 6 (the Hardway) or 8 (the Hardway)
|
|
Big Six or Big Eight
|
1 to 1
|
|
Put Bet
|
1 to 1
|
|
Over 7 or Under 7
|
1 to 1
|
(2) A
Horn Bet and Horn High Bet shall be paid as if they were four separate wagers
on two, three, eleven and twelve.
(3) A Craps-Eleven or C and E Bet shall be
paid as if one-half of the wagered amount had been placed on "Any Craps" and
one half on "Eleven", and shall be paid as if two separate wagers were made for
the one roll.
(4) No retail
licensee or its employees shall accept any wager that because of the amount
thereof cannot be paid at the odds permitted by (1), (2) or (3) above. If the
winning wager results in a pay out amount that is not an even dollar amount,
the pay out amount shall be rounded up to an amount equal to the lowest
denomination of chip available at the table.
30-2307
True odds on place bets (buy
and lay bets).
(1) Buy bets: In
addition to the pay out odds set forth in Regulation 30-2306 for place bets to
win on 4, 5, 6, 8, 9 and 10, a retail licensee may offer a player the option of
receiving true odds on these bets. In return for offering these odds, the
licensee may charge the player a percentage of the amount wagered, which in no
event shall exceed five percent of such wager. A retail licensee that offers a
player true odds shall pay winning wagers as follows:
|
Bets
|
ODDS
|
|
4 to Win
|
2 to 1
|
|
5 to Win
|
3 to 2
|
|
6 to Win
|
6 to 5
|
|
8 to Win
|
6 to 5
|
|
9 to Win
|
3 to 2
|
|
10 to Win
|
2 to 1
|
(2)
Lay bets: In addition to or in lieu of the pay out odds set forth in Regulation
30-2306 for place bets to lose on 4, 5, 6, 8, 9 and 10, a retail licensee may
offer a player the option of true odds on these bets. In return for offering
these odds, the licensee may charge the player a percentage of the amount
potentially won, which in no event shall exceed five percent of such wager. A
retail licensee that offers a player true odds shall pay winning wagers as
follows:
|
Bets
|
ODDS
|
|
4 to Lose
|
1 to 2
|
|
5 to Lose
|
2 to 3
|
|
6 to Lose
|
5 to 6
|
|
8 to Lose
|
5 to 6
|
|
9 to Lose
|
2 to 3
|
|
10 to Lose
|
1 to 2
|
(3)
Except as provided for in subsections (1) and (2) of this section, no casino
licensee shall charge any percentage, fee or vigorish to a player in making any
wager in the game of craps.
30-2308
Taking or laying odds in
support of pass, don't pass, come and don't come bets.
(1) Whenever 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 shall
have the right to make a supplemental wager in support of the Pass Bet which
may be limited by the retail licensee's policies on odds, not to exceed the
maximum wager limit determined by the house and in accordance with applicable
law. If, in such circumstances, the Pass Bet wins, the original Pass Bet shall
be paid at odds of 1 to 1 and the supplemental wager shall be paid at odds of 2
to 1 if the come out point was 4 or 10, 3 to 2 if the come out point was 5 or
9, and 6 to 5 if the come out point was 6 or 8.
(2) Whenever 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
shall have the right to make a supplemental wager in support of the Don't Pass
Bet which may be limited by the retail licensee's policies on odds, not to
exceed the maximum wager limit determined by the house and in accordance with
applicable law. If, in such circumstances, the Don't Pass Bet wins, the
original Don't Pass Bet shall be paid at odds of 1 to 1 and the supplemental
wager shall be paid at odds of 1 to 2 if the come out point was 4 or 10, 2 to 3
if the come out point was 5 or 9, and 5 to 6 if the come out point was 6 or
8.
(3) Whenever 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 such bet, the player shall have the right to make a
supplemental wager in support of the Come Bet which may be limited by the
retail licensee's policies on odds, not to exceed the maximum wager limit
determined by the house and in accordance with applicable law. If, in such
circumstances, the Come Bet wins, the original Come Bet shall be paid at odds
of 1 to 1 and the supplemental wager shall be paid at odds of 2 to 1 if the
come point was 4 or 10, 3 to 2 if the come point was 5 or 9, and 6 to 5 if the
come point was 6 or 8.
(4) Whenever
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 such bet, the player shall have the
right to make a supplemental wager in support of the Don't Come Bet which may
be limited by the retail licensee's policies on odds, not to exceed the maximum
wager limit determined by the house and in accordance with applicable law. If,
in such circumstances, the Don't Come Bet wins, the original Don't Come Bet
shall be paid at odds of 1 to 1 and the supplemental wager shall be paid at
odds of 1 to 2 if the come point was a 4 or 10, 2 to 3 if the come point was 5
or 9, and 5 to 6 if the come point was 6 or 8.
30-2309
Retention and selection of
dice.
(1) A set of at least five dice
conforming to the specifications contained in 30-1280 shall be offered to each
new shooter. Control of the dice at a craps table shall be the responsibility
of the stickperson at the table.
(2) At the commencement of play, the
stickperson shall offer the set of dice to the player immediately to the left
of the boxperson at the table. If such a 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.
(3) 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 be placed immediately in front of the craps stickperson.
30-2310
Throw of the
dice.
Upon selection of the dice, the shooter shall make a Pass or
Don't Pass Bet after which he/she shall throw the two selected die so that they
leave his/her hand simultaneously and in a manner calculated to cause them to
strike the end of the table farthest from him/her.
30-2311
Invalid roll of the
dice.
(1) A roll of the dice shall be
invalid whenever either or both of the die go off the table or whenever one die
comes to rest on top of the other.
(2) The persons listed in (5) below shall
have the authority to invalidate a roll of the dice by calling "No Roll" for
any of the following reasons:
(a) The dice do
not leave the shooter's hand simultaneously;
(b) Either or both of the die fail to strike
an end of the table;
(c) Either or
both of the die come to rest on the chips constituting the craps bank of chips
located in front of the boxperson;
(d) Either or both of the die come to rest in
the dice cup in front of the stickperson or on one of the rails surrounding the
table;
(e) The use of a cheating,
crooked or fixed device or technique in the roll of the dice; and
(f) For any other reason the boxperson or
stickperson considers the throw to be improper.
(3) The call of "No Roll" under either
paragraphs (a), (b) or (f) of subsection (2) of this section shall, whenever
possible, be made before both die come to rest.
(4) A throw of the dice which results in the
dice coming into contact with any chips on the table shall not be a cause for a
call of "No Roll".
(5) "No Roll"
may be called by any licensed employee designated by the retail
licensee.
30-2312
Point throw; settlement of wagers.
(1) When the dice come to rest from a valid
throw, the stickperson shall at once call out the sum of the numbers on the
high or uppermost sides of the two die. Only one face on each die shall be
considered skyward.
(2) In the
event either or both of the die 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 and 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
re-thrown.
(3) The first player to
accept the dice when offered shall become the shooter who shall select and
retain two of the die 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.
30-2313
Continuation of shooter; selection of new shooter.
(1) It shall be the option of the shooter,
after any roll, either to pass the dice or remain the shooter except that:
(a) The shooter shall pass the dice upon
throwing a loser 7; or
(b) The
boxperson may order the shooter to pass the dice if the shooter unreasonably
delays the game, repeatedly makes invalid rolls or violates either the Colorado
Limited Gaming Act or the Colorado Limited Gaming Regulations.
(2) If a shooter, after making the
Come Out Point, elects not to place a Pass or Don't Pass Bet, and other wagers
remain on the table with respect to Come and/or Don't Come numbers, the
stickperson shall offer the dice to the player immediately to the left of the
previous shooter, as provided for in (3) below. If there are no other players
at the table, or if no other players at the table elect to make a Pass or Don't
Pass Bet in order to shoot the dice and continue the game, the previous shooter
shall be allowed to shoot the dice without a Pass or Don't Pass Bet only for
the purpose of effecting a decision on the remaining Come and/or Don't Come
Wagers. The On/Off marker shall be placed on the Don't Pass Line in the Off
position in front of the shooter in order to indicate that the shooter is
rolling the dice only to effectuate a decision for those wagers remaining on
the layout. Once the remaining Come and/or Don't Come Wagers have been decided
or a player wishes to place a Pass or Don't Pass Bet the game shall proceed in
accordance with Regulation 30-2310.
(3) Whenever a voluntary or compulsory
relinquishment of the dice occurs by the shooter, the 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 or she does not accept, to each of the other
players in turn clockwise around the table.
(4) The first player to accept the dice when
offered shall become the new shooter who shall select and retain two of the die
offered. The remaining dice of the set shall be returned to the dice cup, which
shall be placed immediately in front of the stickperson.
30-2314
Posting of rules.
Effective 03/01/2012
Posted house rules and specific rules of conduct shall be
clear and legible and placed in a conspicuous and conveniently accessible
location available to all players in the room. Rules posted and the place of
posting must be approved by the Director or designee. Printed copies of house
rules and specific rules of conduct must be provided to players upon
request.
30-2315
Craps
tournaments. Effective 03/01/2012
(1) Craps tournaments may be conducted by
retail licensees as a single event or a series of events culminating with an
overall winner. At such tournament, any of the Craps games authorized in this
Rule 23 may be played. A tournament must conclude no later than four months
following the first day of tournament play.
(2) A tournament which will produce adjusted
gross proceeds may be conducted by only one licensee; no two or more licensees
may jointly conduct such a single tournament.
(a) Two or more licensees may jointly conduct
a tournament in which the value of all monies collected will be returned to the
participants as prizes and will not result in taxable adjusted gross
proceeds.
(b) If one tournament is
conducted by two or more licensees, one of the licensees shall be designated as
being responsible for the tournament, and shall alone have the duty to ensure
the proper award of all prizes at the tournament's conclusion. This licensee
shall also be responsible for completion and maintenance of all tournament
accounting records which pertain to the tournament as a whole.
(c) Licensees participating in a tournament
shall ensure that no player is entered in the tournament more than once at any
given time during the tournament. However, if permitted by the tournament
rules, after a player has been eliminated from the tournament, the player may
be allowed to re-enter the tournament as a new and separate entry. Any player
found to have two or more concurrent, active entries in a tournament shall be
disqualified from tournament play and shall not be eligible to receive any
tournament prize.
30-2315.01
Calculation of adjusted
gross proceeds of craps tournament play. Effective
7/15/14
Entry fees are considered adjusted gross proceeds and shall
be reported as such on the gaming tax return in the month in which the entry
fee(s) are collected. If the entry fee is a non-cash item such as a toy, food
card, canned good, etc., the licensee must establish a pre-determined cash
value (equivalent to the cash entry fee) of the item and record this value as
the entry fee on the required tournament form. Complimentary entry fees paid by
the licensee shall also be considered adjusted gross proceeds. If an entry fee
is collected for the tournament, the licensee must complete a tournament form
listing each entrant and the dollar value of the entry fee for each entrant,
regardless of how the entry fee was collected or paid. Each entrant listed on
the tournament form must have an associated entry fee. Free tournaments where
no entry fee is collected for any entrant results in zero adjusted gross
proceeds. The licensee may not declare a loss against adjusted gross proceeds
for tournaments.
30-2315.02
Cash receipts and prize awards-accounting. Effective
7/15/14
Cash received for tournament entry fees must be kept separate
and apart from all other cash received by the licensee until such time as it is
counted. Cash and merchandise paid out to winners as prize money shall be
accounted for on forms specified by the Division.
30-2315.03
Location of tournaments.
Effective 7/15/14
Each craps tournament may be conducted only upon licensed
premises meeting the security and surveillance requirements of the rules and
regulations and of the Internal Control Minimum Procedures.
30-2315.04
Qualification of players.
Effective 7/15/14
At the licensee's discretion, the licensee may establish
qualification or selection criteria to limit the eligibility of tournament
players. Such criteria, if used, should be reasonably related to limited
gaming.
30-2315.05
Entry fee and player buy-in. Effective 7/15/14
Neither the amount of the tournament entry fee nor the amount
of all allowable player buy-ins may exceed $100,000. If both an entry fee and
buy-ins are used, then the combined amount of both the entry fee and all
allowable buy-ins shall not exceed $100,000.
An Entry Fee is any amount collected for a tournament by the
licensee not applied to the prize pool. All buy-ins for the tournament are
combined to create the tournament prize pool. The licensee may create a prize
pool for each event provided that any funds not awarded from that prize pool
are carried forward to and awarded in future events of the tournament.
All buy-ins collected must be paid out to the winners of the
tournament or events by the conclusion of the tournament. The licensee may not
retain any amount collected as buy-ins. The licensee is allowed to offer
complimentary buy-ins provided the dollar value is added to the prize pool. If
the buy-in is a non-cash item such as a toy, food card, canned good, etc., the
licensee must establish a pre-determined cash value (equivalent to the cash
buy-in for the event) of the items and record the value as the buy-in on the
required tournament form.
Licensees may offer at the end of an event a prize voucher
that can be used to enter future events within the same tournament. If the
prize voucher is used as an entry fee and buy-in at the future event in which
an entry fee and buy-in are offered, the entry fee value of the voucher and the
buy-in value of the voucher shall be documented on the required tournament
form. The prize voucher shall be considered a prize pay out and shall be
documented on the prize pay out form required by the division.
If the prize voucher is used to guarantee a spot in a future
event in which no entry fee and buy-in is offered, the prize voucher shall be
considered a buy-in and applied to the prize pool. In this situation, the prize
voucher is not considered a prize pay out.
Prize vouchers may only be redeemed by the patron that won
the voucher in a previous event.
30-2315.06
Tournament rules of play.
Effective 7/15/14
The rules of play of each tournament game shall follow the
standard rules of play of each game as set forth in Rule 23. The rules for the
conduct of each tournament shall be reduced to writing and a copy shall be
provided to all tournament players. A copy of the rules must also be provided
to the local office of the Division of Gaming at least five days in advance of
the scheduled start of the tournament. The Division shall notify the retail
licensee of any proposed tournament rules which the Division finds to be
unacceptable, and the licensee shall not offer a tournament using the rules
found unacceptable. The tournament must be structured so that a player cannot
theoretically exceed wagering limitations for the tournament buy-in during the
initial rounds of play in the tournament.
30-2315.07
Conduct of tournament.
Effective 7/15/14
The following rules shall apply to all craps tournament play
and must be included in the printed rules for each tournament:
(1) All players shall receive an equal number
of tournament chips for their entry fee and/or initial buy-in at the start of
each tournament event. If the tournament rules allow additional chips to be
purchased before the start of the event or during the event, each player shall
have the same opportunity to purchase additional chips.
(2) Players are eliminated from tournament
events when they lose all their chips and either do not have the option to, or
choose not to, purchase additional chips.
(3) At the option of the retail licensee, the
tournament rules may permit remaining players to unanimously agree among
themselves to split the prize(s) between or among themselves without the
necessity of continuing tournament play to finality.
(a) No agreement concerning division of
prizes shall be made, or be permitted to be made, with respect to non-cash
prizes.
(b) The retail licensee's
tournament director shall not encourage the final players to end tournament
play early, and shall ensure that every qualifying player understands that all
agreements concerning an early end to the tournament and concerning the
division of the prize fund must be both voluntary and unanimous. If the
tournament director feels that any player is being coerced or improperly
pressured into an agreement with the other players, the tournament director
shall not permit an early end to the tournament.
(c) Upon being satisfied that any agreement
concerning division of prizes is voluntary and unanimous among the qualified
players, the tournament director shall award the prizes in the manner agreed
upon by the players, identifying each recipient with the prize actually
awarded.
(4) No player
may allow a person to sit in on a tournament game on the player's behalf. No
player may wager for another player.
(5) Only tournament chips on the table at the
start of a game may be in play for that game. Concealed chips may not be used
in play.
30-2315.08
House rules for tournament play. Effective
7/15/14
House rules for the tournament, which must also be included
in the printed rules, shall include as a minimum:
(1) Inclusion of the standard house rules for
play of the craps game, or in the alternative, a statement to read: "Except as
changed by these tournament rules, tournament play shall follow the house rules
of [casino name]."
(2) The amount
of the entry fee, if any, and the amount of the initial player buy-in. The
rules must also expressly state whether or not re-buys will be permitted, and
if permitted, under what circumstances or conditions.
(3) How the final round of play is to be
determined and how the tournament is to be concluded.
(4) How many prizes are to be awarded, and
the exact description of each prize.
(5) Any additional house rules which change
the normal play of the game in the licensed establishment.
30-2315.09
Tournament chips required.
Effective 03/01/2012, Amended 7/15/14
(1) All wagers must be made with approved
tournament chips provided by the licensee. Currency and coins must be exchanged
for tournament chips prior to the start of play. No currency, coins, chips
other than tournament chips, or other thing of value may be used as wagers.
Tournament chips shall have no cash value, and shall represent tournament
points only. There shall be no limitation on the size of a wager made with
tournament chips. Tournament chips may never be redeemed for cash or for any
other thing of value, except that the point total represented by the players'
accumulations of tournament chips shall be used to determine the winners and/or
final place in a tournament.
(2) If
the tournament chips in play are not imprinted with a number representing the
actual number of points which the chip represents, each tournament table must
display a notice visible to all players which describes the currently assigned
point value to each different color of chip. The point value assigned to each
color of chip may change between rounds of tournament play, but the required
notice must always reflect the current values.
(30-2216 renumbered as 30-2315.09, effective 12/15/17)
30-2316
Proposals for variations. Effective 03/01/2012
(1) Upon written application to the Division,
a retail licensee may request variations in other rules of craps. Any such
variations shall be reviewed by the Division and shall be brought to the
Commission for approval or denial. Any approval shall be made by the Commission
through the promulgation of temporary and/or permanent rules and regulations.
(30-2217 renumbered as 30-2316, effective 12/15/17)
30-2317
Tips in
craps. Effective 9/14/2012
(1) A retail licensee may at its discretion
utilize a tip storage device, commonly referred to as a toke tube, for the
purpose of temporarily securing chips received by dealers as tips. Use of a tip
storage device, must be exclusively for temporary holding, prior to exchanging
lower denomination chips for a higher denomination chip to place into the
lockbox. The placement of tips into a tip storage device prior to exchange
shall be deemed to comply with C.R.S.
44-30-820, as it applies to
immediately dropping tips.
(2) Any
restrictions on dealer tip wagers must be posted at the table or as wall
signage. A retail licensee may allow player controlled tip wagers. A player
controlled tip wager, once posted, is the dealer's money to be won or lost.
Prior to offering player controlled tip wagers, the retail licensee must submit
detailed house rules to the Division, detailing how player controlled tip
wagers will be handled. Specifically, the retail licensee must address at what
point the player controlled tip wager, if won, concludes and when it must be
placed into a tip storage device or dropped.
(Former regulation 30-2318 was relocated and renumbered to
30-2317, effective 12/15/17)
30-2318
Irregularities.
When any irregularity occurs, the dealer shall notify the
boxman or pit supervisor, who shall direct the dealer to take the most
appropriate action which the boxman or supervisor believes to be fair and
equitable, and shall observe such action being taken. The boxman or pit
supervisor, and not the dealer, must make all decisions concerning disputed
play or the payment or collection of wagers.
(Former regulation 30-2319 was relocated and renumbered to
30-2318, effective 12/15/17)
30-2319
Procedure for accepting cash at
craps table. Effective 12/15/17
A dealer or boxman who receives currency or coins, tickets,
purchase tickets, table game coupons or Mobile ATM receipts ("cash") from a
player at a craps table in exchange for chips or coins must do the
following:
(1) The cash, ticket,
purchase ticket, table game coupon or Mobile ATM receipt must be spread on top
of the craps table by the dealer accepting it, in full view of the
player;
(2) The amount of cash,
ticket, purchase ticket, table game coupon or the amount shown on the Mobile
ATM receipt must be stated by the dealer accepting it; and
(3) Immediately after an equivalent value of
chips, tokens, electronic chips, or coins has been given to the player, the
cash, ticket, purchase ticket, table game coupon or Mobile ATM receipt must be
taken from the top of the craps table and placed by the dealer into the drop
box;
(4) For craps, currency, valid
tickets, valid purchase tickets, table games coupons, and mobile ATM receipts
are inserted into the bill validator or drop box. Tickets and purchase tickets
must be redeemed before making any wager.
30-2399.01
The play - Craps with Fire
Bet.
Effective 11/30/2012
Fire Bet is a patented and trademarked Craps Variation Game,
the rights to which are owned by LNW Gaming, Inc. of Las Vegas, Nevada and
which may be transferred or assigned. Craps with Fire Bet must be played
according to the following rules:
(1)
Fire Bet may be played only on tables displaying the Fire Bet layout.
(2) Fire Bet is an optional additional wager
for craps. Players may make this bet right before the come-out roll of a new
shooter. These bets will be in the amount specified at the table by the retail
licensee.
(3) Players must place
their fire bet wager in the marked area. Dealers will then move the bets to the
appropriate betting circles.
(4) A
Fire Bet cannot be taken down or "called off" once the new shooter has
established the initial point.
(5)
Any dealer tip delivered as a Fire Bet wager may be placed at the top of the
Fire Bet numbering area or piggy-backed (dealer bet sits on top of the player's
bet slightly pushed forward) on top of the player's Fire Bet numbering spot
wager.
(6) Lammers shall be used to
keep track of each "Individual Point" that the shooter has successfully made.
For example: once a point has been successfully made, a Fire Bet Lammer will
replace the standard (larger, white) puck that was used to denote that "point".
The Fire Bet Lammers will be placed accordingly as additional "Individual
Points" are made until a "Seven Out" occurs or an ultimate Fire Bet Payoff
threshold has been reached.
(7) The
Fire Bet Wager shall be paid according to the number of "Individual Points" the
shooter successfully makes before the dice "Seven Out". *Note: The term
"Individual Points" shall mean, when a point is successfully made from the pool
of possible points (4, 5, 6, 8, 9, 10) more than once, it shall neither advance
nor subtract from the player's goal of reaching a Fire Bet payoff threshold.
Thus, making a point more than once, will only count as one "individual point"
made.
(8) Points do not have to be
in any specific order.
(9) Winning
or losing on the "Come Out" roll will not affect this side bet. Only the "Seven
Out" or successfully making all (6) Individual Points will terminate the
bet.
(10) Pay outs are made after
the shooter- assuming he or she has made at least three passes- "Sevens Out."
Dealers will clear all losing bets first, and then pay winners, including the
Fire Bet. Bets will be paid in numerical order in conjunction with a player's
betting position after all usual "take and pay procedures".
(11) As this is a "multi-level" payoff
structure, only the highest payoff level met will be paid. Example: If five (5)
"Individual Points" are successfully made, only the (five) point payoff will be
made and not the lesser payoff threshold met.
(12) The pay schedule in use, or pay outs
derived from the pay schedules, must be displayed on the table layout or on
signage at the table:
|
Points
|
FB-1
|
FB-2
|
FB-3
|
FB-4
|
|
6
|
1,000 for 1
|
999 to 1
|
300 for 1
|
299 to 1
|
|
5
|
250 for 1
|
249 to 1
|
150 for 1
|
149 to 1
|
|
4
|
25 for 1
|
24 to 1
|
30 for 1
|
29 to 1
|
|
3
|
7 for 1
|
6 to 1
|
30-2317.01 renumbered as 30-2399.01, effective 12/15/17)
30-2399.02
The play - Craps with Sharp Shooter.
Effective
11/30/2012
Sharp Shooter is a patented and trademarked Craps Variation
Game, the rights to which are owned by LNW Gaming, Inc. of Las Vegas, Nevada
and which may be transferred or assigned. Craps with Sharp Shooter must be
played according to the following rules:
(1) Sharp Shooter may be played only on
tables displaying the Sharp Shooter layout.
(2) Sharp Shooter is an optional wager for
craps. Players may make this bet right before the come-out roll of a new
shooter. These bets will be in the amount specified at the table by the retail
licensee.
(3) Players must place
their Sharp Shooter Wager in the marked area. Dealers will then move the wagers
to the appropriate betting circles.
(4) Any dealer tip delivered as a Sharp
Shooter wager may be placed at the top of the Sharp Shooter numbering area or
piggy-backed (dealer bet sits on top of the player's bet slightly pushed
forward) on top of the player's Sharp Shooter numbering spot wager.
(5) When a player makes a point, the
stickman, boxman, or dealer will use a lammer to keep track of the number of
passes.
(6) Players win if the
shooter makes at least three points before a "Seven-Out". The more points he or
she makes, the higher the pay outs.
(7) If a shooter makes 10 points, the Sharp
Shooter bet pays the top award and the sequence ends.
(8) Pay outs are made after the
shooter-assuming he or she has made at least three passes- "Sevens-Out".
Dealers will clear all losing bets first, and then pay winners, including the
Sharp Shooter Wagers.
(9) The pay
schedule in use, or pay outs derived from the pay schedules, must be displayed
on the table layout or on signage at the table:
|
Points
|
SS-01
|
SS-02
|
SS-03
|
SS-04
|
SS-05
|
SS-06
|
|
10
|
300 for 1
|
300 for 1
|
500 for 1
|
299 to 1
|
299 to 1
|
500 to 1
|
|
9
|
200 for 1
|
200 for 1
|
200 for 1
|
200 to 1
|
200 to 1
|
200 to 1
|
|
8
|
100 for 1
|
50 for 1
|
100 for 1
|
100 to 1
|
50 to 1
|
100 to 1
|
|
7
|
50 for 1
|
40 for 1
|
50 for 1
|
50 to 1
|
40 to 1
|
50 to 1
|
|
6
|
30 for 1
|
30 for 1
|
30 for 1
|
30 to 1
|
30 to 1
|
30 to 1
|
|
5
|
20 for 1
|
20 for 1
|
20 for 1
|
20 to 1
|
20 to 1
|
15 to 1
|
|
4
|
10 for 1
|
10 for 1
|
10 for 1
|
9 to 1
|
9 to 1
|
9 to 1
|
|
3
|
6 for 1
|
7 for 1
|
6 for 1
|
5 to 1
|
6 to 1
|
5 to 1
|
30-2317.02 renumbered as 30-2399.02, effective 12/15/17)
30-2399.03
The play - Craps Free Craps. Effective 02/14/2013
Craps Free Craps is a public domain, craps variation game.
Except as provided by this Regulation 30-2399.03, Craps Free Craps shall follow
all the rules for Craps play set forth by this Rule 23.
Permissible Wagers.
Except as provided below, all wagers found in 30-2304
Permissible Wagers are allowable in Craps Free Craps.
(1) "Pass Bet" is a wager placed on the Pass
Line of the layout immediately prior to the come out roll.
(a) The Pass Bet wins if, on the come out
roll, a total of seven is thrown, or a total of two, three, four, five, six,
eight, nine, ten, eleven, or twelve is thrown and that total is again thrown
before a seven appears.
(b) The
Pass Bet loses if, following placement of such a bet, a total of two, three,
four, five, six, eight, nine, ten, eleven, or twelve is thrown and a seven
subsequently appears before that total is again thrown.
(2) "Don't Pass Bet" as defined in 30-2304
Permissible Wagers, is not a permissible wager in Craps Free Craps, nor is any
mention of "Don't Pass Bet" valid in any other section.
(3) "Come Bet" is a wager placed on the Come
Line of the layout at any time after the come out roll.
(a) The Come Bet wins if, on the roll
immediately following placement of such bet, a total of seven; or a total of
two, three, four, five, six, eight, nine, ten, eleven, or twelve is thrown and
that total is again thrown before a seven appears.
(b) The Come Bet loses if, following
placement of such bet, a total of two, three, four, five, six, eight, nine,
ten, eleven or twelve is thrown and a seven subsequently appears before that
total is again thrown.
(4) "Don't Come Bet" as defined in 30-2304
Permissible Wagers, is not a permissible wager in Craps Free Craps, nor is any
mention of "Don't Come Bet" or "Don't Come Wager" valid in any other
section.
(5) "Place Bet to Lose" as
defined in 30-2304 Permissible Wagers, is not a permissible wager in Craps Free
Craps.
Payment Odds.
|
Wager
|
Payout Odds
|
|
Pass Bet
|
1 to 1
|
|
Come Bet
|
1 to 1
|
|
Place Bet 2 Win
|
11 to 2
|
|
Place Bet 3 to Win
|
11 to 4
|
|
Place Bet 4 to Win
|
9 to 5
|
|
Place Bet 5 to Win
|
7 to 5
|
|
Place Bet 6 to Win
|
7 to 6
|
|
Place Bet 8 to Win
|
7 to 6
|
|
Place Bet 9 to Win
|
7 to 5
|
|
Place Bet 10 to Win
|
9 to 5
|
|
Place Bet 11 to Win
|
11 to 4
|
|
Place Bet 12 to Win
|
11 to 2
|
|
Four the Hardway
|
7 to 1
|
|
Six the Hardway
|
9 to 1
|
|
Eight the Hardway
|
9 to 1
|
|
Ten the Hardway
|
7 to 1
|
|
Field Bet
|
1 to 1 on 3, 4, 9, 10, 11
2 to 1 on 2
2 to 1 on 12
|
|
Any Sevens
|
4 to 1
|
|
Any Craps
|
7 to 1
|
|
Craps 2
|
30 to 1
|
|
Craps 3
|
15 to 1
|
|
Craps 12
|
30 to 1
|
|
11 in one roll
|
15 to 1
|
|
Four the Hardway on the Hop
|
30 to 1
|
|
Six the Hardway on the Hop
|
30 to 1
|
|
Eight the Hardway on the Hop
|
30 to 1
|
|
One-Three (Ace-Trey) on the Hop
|
15 to 1
|
|
One-Four (Ace-Four) on the Hop
|
15 to 1
|
|
One-Six (Ace-Six) on the Hop
|
15 to 1
|
|
Two-Four (Deuce-Four) on the Hop
|
15 to 1
|
|
Two-Five (Deuce-Five) on the Hop
|
15 to 1
|
|
Two-Three (Deuce-Trey) on the Hop
|
15 to 1
|
|
Three-Four (Trey-Four) on the Hop
|
15 to 1
|
|
Three-Five (Trey-Five) on the Hop
|
15 to 1
|
|
Three-Six (Trey-Six) on the Hop
|
15 to 1
|
|
Four-Five on the Hop
|
15 to 1
|
|
Six-Seven-Eight
|
1 to 1 on 6 (One-Five or Two-Four), 7, 8 (Two-Six
or Three-Five)
2 to 1 on 6 (the Hardway) or 8 (the Hardway)
|
|
Big Six or Big Eight
|
1 to 1
|
|
Put Bet
|
1 to 1
|
|
Over 7 or Under 7
|
1 to 1
|
True odds on place bets (buy bets)
(1) Buy bets: In addition to the pay out odds
set forth above for place bets to win on 2, 3, 4, 5, 6, 8, 9, 10, 11 and 12, a
retail licensee may offer a player the option of receiving true odds on these
bets. In return for offering these odds, the licensee may charge the player a
percentage of the amount wagered, which in no event shall exceed five percent
of such wager. A retail licensee that offers a player true odds shall pay
winning wagers as follows:
|
Bets
|
Odds
|
|
2 to Win
|
6 to 1
|
|
3 to Win
|
3 to 1
|
|
4 to Win
|
2 to 1
|
|
5 to Win
|
3 to 2
|
|
6 to Win
|
6 to 5
|
|
8 to Win
|
6 to 5
|
|
9 to Win
|
3 to 2
|
|
10 to Win
|
2 to 1
|
|
11 to Win
|
3 to 1
|
|
12 to Win
|
6 to 1
|
(2)
"Lay bets" as provided in 30-2307 True odds on place bets (buy and lay bets),
are not permissible wagers in Craps Free Craps.
(3) Except as provided for in subsection (1)
of this section, no casino licensee shall charge any percentage, fee or
vigorish to a player in making any wager in the game of craps.
30-2317.03 renumbered as 30-2399.03, effective 12/15/17)
30-2399.04
The play - Craps with Ride The Line. Effective 10/16/13, Amended
2/14/16
Ride The Line is a craps variation game, the rights to which
are owned by Score Gaming, LLC of Henderson, Nevada and which may be
transferred or assigned. Craps with Ride The Line must be played according to
the following rules.
(1) Ride The Line
may be played only on tables displaying the Ride The Line layout.
(2) Ride The Line shall be played using all
standard craps equipment, including two die, a point marker, and all standard
equipment used to play the traditional game of craps.
(3) No changes will be made to the standard
play, procedures or pay outs of craps except where described below for the
outcome of the Ride The Line wager.
(4) The Play of the Ride The Line wager
requires at least one shooter/player to make a Pass Bet or Don't Pass Bet per
House minimums and maximums and a Ride The Line wager per house minimums and
maximums.
(a) Table signage will be present
depicting the house minimums and maximums for all wagers including the Ride The
Line wager.
(5) All
players who have bet the Pass Bet and/or the Don't Pass Bet may also bet the
Ride The Line wager. Players who have not bet the Pass Bet or Don't Pass Bet
will not be eligible to play the Ride The Line wager.
(6) The Ride The Line wager must be placed in
the designated spot on the craps table marked for the Ride The Line wager. The
wager may be placed at any time during the shooter/player's roll, provided the
shooter/player has not yet rolled a seven or eleven on the come out roll(s) or
after a point has been established.
(a) Once
the shooter/player has rolled a seven or eleven on the come out roll(s), or
when an established point has been made, the designated casino staff will
announce the Ride The Line wager is now closed for the entirety of the current
shooter/player's complete round of craps defined as when the shooter/player
sevens-out.
(7) Once
placed, the shooter/player cannot take down, increase, or decrease the amount
of the Ride The Line wager. The wager must be played until it is resolved by
winning, losing, or pushing as described below.
(8) At the discretion of the retail licensee,
the shooter/player that has placed the Ride The Line wager may be permitted to
place tip wagers for the dealer on the Ride The Line wager. If such tip wagers
are accepted, winning wagers must be paid at the same odds as the
shooter/player's winning wager. The retail licensee may require tip wagers to
be in an even dollar amount, and may limit the maximum amount of such tip
wagers.
(9) The object of the Ride
The Line wager is for the shooter/player to roll as many sevens or elevens on
the come out roll(s) and/or make as many points as possible during a
shooter/player's complete round of craps.
(a)
A shooter/player's complete round of craps is defined as the period between the
shooter/player's first come out roll and the shooter/player sevening
out.
(b) The seven which results in
a seven-out is not counted in determining the total number of "points" the
shooter/player rolls in their complete round of craps. The count is determined
by the amount of come out rolls of seven and/or elevens and/or points made
prior to the seven-out.
(c) All
further rules will apply to a shooter/player's complete round of
craps.
(10) Rolling three
(3) sevens and/or elevens on the come out roll(s) and/or points made, provides
the minimum pay out per the established pay table.
(a) However, the casino may select a pay
table where the Ride The Line wager may be returned to the shooter/player, i.e.
treated as a push, instead of losing if the shooter/player rolls two (2) sevens
and/or elevens on the come out roll(s) and/or points made.
(11) Rolling eleven (11) sevens and/or
elevens on the come out roll(s) and/or points made, provides the maximum pay
out per the established pay table. Additional sevens and/or elevens that are
rolled after the shooter/player reaches the maximum of eleven (11) do not
affect the outcome of the Ride The Line wager.
(12) Per pay table 1: If the shooter/player
rolls less than two (2) sevens and/or elevens on the come out roll(s) and/or
points made during their complete round of craps, the Ride The Line wager will
lose and will be collected by the appropriate casino staff.
(13) All winning Ride The Line wagers are
paid at the end of the shooter/player's complete round of craps.
(14) The Stickman or Boxman will use a single
lammer, proprietary to Score Gaming, to keep track of the number of sevens
and/or elevens rolled on the come out roll(s) and/or points made every time a
new shooter/player begins the round of craps, even if there are no Ride The
Line wagers active on the table.
(15) The lammers, by definition, have no
monetary value.
(16) The lammers
will not have any identifying number on them.
(17) The lammers will be kept on the
table.
(18) If/when the first come
out roll of seven and/or eleven is rolled, or when the first point is made, the
stickman or boxman will place the lammer on the designated spot on the table
representing the first come out roll of seven or eleven or point has been
rolled and announce the Ride The Line wager is closed. No more wagers can be
placed until the shooter/player finishes their complete round of
craps.
(19) If/when the second come
out roll of seven and/or eleven is rolled or when the second point is made, the
stickman or boxman will place the lammer on the designated spot on the table
representing the second come out roll of seven or eleven or point has been
rolled.
(20) If/when the third come
out roll of seven and/or eleven is rolled or when the third point is made, the
stickman or boxman will place the lammer on the designated spot on the table
representing the third come out roll of seven or eleven or point has been
rolled.
(21) If/when the fourth
come out roll of seven and/or eleven is rolled or when the fourth point is
made, the stickman or boxman will place the lammer on the designated spot on
the table representing the fourth come out roll of seven or eleven or point has
been rolled.
(22) If/when the fifth
come out roll of seven and/or eleven is rolled or when the fifth point is made,
the stickman or boxman will place the lammer on the designated spot on the
table representing the fifth come out roll of seven or eleven or point has been
rolled.
(23) If/when the sixth come
out roll of seven and/or eleven is rolled or when the sixth point is made, the
stickman or boxman will place the lammer on the designated spot on the table
representing the sixth come out roll of seven or eleven or point has been
rolled.
(24) If/when the seventh
come out roll of seven and/or eleven is rolled or when the seventh point is
made, the stickman or boxman will place the lammer on the designated spot on
the table representing the seventh come out roll of seven or eleven or point
has been rolled.
(25) If/when the
eighth come out roll of seven and/or eleven is rolled or when the eighth point
is made, the stickman or boxman will place the lammer on the designated spot on
the table representing the eighth come out roll of seven or eleven or point has
been rolled.
(26) If/when the ninth
come out roll of seven and/or eleven is rolled or when the ninth point is made,
the stickman or boxman will place the lammer on the designated spot on the
table representing the ninth come out roll of seven or eleven or point has been
rolled.
(27) If/when the tenth come
out roll of seven and/or eleven is rolled or when the tenth point is made, the
stickman or boxman will place the lammer on the designated spot on the table
representing the tenth come out roll of seven or eleven or point has been
rolled.
(28) If/when the eleventh
come out roll of seven and/or eleven is rolled or when the eleventh point is
made, the stickman or boxman will place the lammer on the designated spot on
the table representing the eleventh come out roll of seven or eleven or point
has been rolled. The lammer will stay on this designated spot until the
shooter/player sevens out.
(29)
Winning Ride The Line wagers will be paid per the established pay table and
losing Ride The Line wagers will be collected by the appropriate casino
staff/dealer at the end of the shooter/player's complete round of craps. The
Ride The Line wager will always be resolved before the dice are rolled by the
new shooter/player.
(30) After the
shooter/player sevens-out and the roll is over for that shooter/player, the
Ride The Line wager may be played again at any amount from the posted house
minimum and maximum, and must be placed before the new shooter/player's first
come out roll.
Pay tables for Ride The Line Wager:
|
Sevens, elevens or points
rolled
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
|
1
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
|
2
|
Push
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
|
3
|
1:1
|
1:1
|
1:1
|
1:1
|
1:1
|
Push
|
Push
|
|
4
|
2:1
|
2:1
|
2:1
|
2:1
|
2:1
|
3:1
|
2:1
|
|
5
|
4:1
|
4:1
|
3:1
|
3:1
|
5:1
|
5:1
|
4:1
|
|
6
|
6:1
|
6:1
|
6:1
|
4:1
|
8:1
|
7:1
|
7:1
|
|
7
|
8:1
|
12:1
|
10:1
|
10:1
|
10:1
|
12:1
|
10:1
|
|
8
|
15:1
|
20:1
|
20:1
|
15:1
|
20:1
|
20:1
|
15:1
|
|
9
|
20:1
|
30:1
|
30:1
|
20:1
|
30:1
|
25:1
|
25:1
|
|
10
|
25:1
|
40:1
|
40:1
|
30:1
|
40:1
|
30:1
|
40:1
|
|
11 or more
|
50:1
|
75:1
|
100:1
|
150:1
|
50:1
|
100:1
|
150:1
|
30-2317.04 renumbered as 30-2399.04, effective 12/15/17)
30-2399.05
The play - Craps with Bonus Craps. Effective
10/15/14
Bonus Craps is a patent-protected craps variation game, the
rights to which are owned by Galaxy Gaming, Inc. of Las Vegas Nevada and which
may be transferred or assigned.
Bonus Craps must be played according to the following
rules:
(1) Bonus Craps may be played
only on tables displaying the Bonus Craps layout.
(2) There are three additional Bonus Craps
wagers available:
(a) All Small
(b) All Tall
(c) Make 'Em All
(3) Prior to the come out roll, players may
place an optional wager on one or more of the three Bonus Craps wagers. Each
Bonus Craps wager is independent and has no effect on the primary game of Craps
or other wagers. All Bonus Craps wagers can be made on the come out roll
only.
(4) As the shooter rolls
numbers, for any number other than a seven (7), the boxman or dealer will place
a Bonus Craps lammer on the circle indicating the number rolled. For example,
if the shooter rolls a six, a lammer is placed on the circle with the number
(6) inside of it. If a number is repeated by the shooter, it has no effect on
the wager. When the shooter rolls a seven (7) all bets lose and the lammers are
collected by the dealer.
ALL SMALL
This wager consists of all the "Small" numbers (2,3,4, 5 and
6). All of these numbers must be rolled before the shooter rolls a seven (7).
Players may only make this wager on the come out roll and only when the
previous roll was a seven (7). The bet loses whenever a seven (7) is rolled,
including a seven (7) on the come out roll. The numbers will be marked with
lammers to show which numbers have already been rolled. If all of the "Small"
numbers are rolled, the wager will pay according to pay table 1 or 2, which
must be displayed on the table layout, and will be taken down.
ALL TALL
This wager consists of all the "Tall" numbers (8, 9, 10, 11
and 12). All of these numbers must be rolled before the shooter rolls a seven
(7). Players may only make this wager on the come out roll and only when the
previous roll was a seven (7). The bet loses whenever a seven (7) is rolled,
including a seven (7) on the come out roll. The numbers will be marked with
lammers to show which numbers have already been rolled. If all of the "Tall"
numbers are rolled, the wager will pay according to pay table 1 or 2, which
must be displayed on the table layout, and will be taken down.
MAKE 'EM ALL
This wager consists of all the numbers, except seven (7) (2,
3, 4, 5, 6, 8, 9, 10, 11 and 12). All these numbers must be rolled before the
shooter rolls a seven (7). Players may only make this wager on the come out
roll and only when the previous roll was a seven (7). The bet loses whenever a
seven (7) is rolled, including a seven (7) on the come out roll. The numbers
will be marked with lammers to show which numbers have already been rolled. If
all the numbers are rolled, the wager will pay according to pay table 1 or 2,
which must be displayed on the table layout, and will be taken down.
Pay Table:
|
Wager
|
PT-FLT-BC-01
|
PT-FLT-BC-02
|
|
ALL SMALL
|
34
|
30
|
|
ALL TALL
|
34
|
30
|
|
MAKE 'EM ALL
|
175
|
150
|
30-2317.05 renumbered as 30-2399.05, effective 12/15/17)
30-2399.06
The play - Dice-Ology.
Dice-Ology is a patent-protected craps variation game, the
rights to which are owned by LNW Gaming, Inc. of Las Vegas, NV, and which may
be transferred or assigned. Craps with Dice-Ology must be played according to
the following rules:
(1) Dice-Ology
may be played only on tables displaying the Dice-Ology layout.
(2) Dice-Ology is an optional wager for craps
and consists of three separate wagers, Little Ones, Big Ones and Boom or Bust.
These bets will be in the amount specified at the table by the retail
licensee.
(3) Each Dice-Ology wager
is independent and has no effect on the primary game of craps or the other
wagers. All Dice-Ology wagers can be made on the come out roll or any time
before a number by the chosen bet has been rolled.
(4) Players must place their Dice-Ology Wager
in the marked area. Dealers will then move the wagers to the appropriate
betting areas for the Little Ones, Big Ones and Boom or Bust.
(5) Any dealer tip delivered as a Dice-Ology
wager may be placed at the top of the Dice-Ology betting area or piggy-backed
(dealer bet sits on top of the player's bet slightly pushed forward) on top of
the player's Dice-Ology wager. Any restrictions on dealer tip wagers must be
posted at the table or as wall signage.
(6) When a player makes a point, the
stickman, boxman, or dealer will use a lammer to keep track of the number of
passes.
(7) As the shooter rolls
for any number other than a seven (7), the boxman or dealer will place a lammer
on the circle indicating the number rolled. If a number is repeated by the
shooter, it has no effect on the wager. When the shooter rolls a seven (7) all
bets lose and the dealer will clear all losing bets and lammers.
(a) When all "Little" numbers (2, 3, 4, 5, 6)
have been rolled before a seven (7) is rolled the Little Ones bet will pay out
according to the chosen pay table. Players may now, at the discretion of the
casino, re-bet the Little Ones proposition wager or wait for a 7 to be rolled.
The bet loses when a seven (7) is rolled, including a seven (7) on the come out
roll.
(b) When all "Big" numbers
(8, 9, 10, 11, 12) have been rolled before a seven (7), the Big Ones bet will
pay out according to the chosen pay table. Players may now, at the discretion
of the casino, re-bet the Big Ones proposition wager or wait for a 7 to be
rolled. The bet loses when a seven (7) is rolled, including a seven (7) on the
come out roll.
(c) Boom or Bust
will pay out when all of the numbers (2, 3, 4, 5, 6, 8, 9, 10, 11, 12) have
been rolled before a seven (7), Boom or Bust will pay out according to the
chosen pay table. Players may now, at the discretion of the casino, re-bet the
Boom or Bust proposition wager or wait for a 7 to be rolled. The bet loses when
a seven (7) is rolled.
(8) The pay schedule in use, or pay outs
derived from the pay schedules, must be displayed on the table layout or on
signage at the table:
|
Side Bet
|
Pay table 1
|
Pay table 2
|
|
Little Ones
|
34 to 1
|
30 to 1
|
|
Big Ones
|
34 to 1
|
30 to 1
|
|
Boom or Bust
|
175 to 1
|
150 to 1
|
30-2399.07
The play - Dice
Works.
(1) Dice Works.
Dice Works is a craps variation game, the rights to which are
owned by Aces Up Gaming of Brighton, Colorado and which may be transferred or
assigned and must be played according to the following rules. Dice Works is a
multi-roll side bet for the game of Craps. The rules and paytables are as
follows:
(a) The side bet consists of
three (3) separate games:
(i) All Lows: a
player is wagering that the shooter will roll each of the following totals two
(2), three (3), four (4), five (5) and six (6) before rolling a "seven
out".
(ii) All Highs: a player is
wagering that the shooter will roll each of the following totals eight (8),
nine (9), ten (10), eleven (11) and twelve (12) before rolling a "seven
out".
(iii) The Works: a player is
wagering that the shooter will roll each of the following totals two (2), three
(3), four (4), five (5), six (6), eight (8), nine (9), ten (10), eleven (11)
and twelve (12) before rolling a "seven out".
(b) The paytables for Dice Works are as
follows:
|
Wager
|
PT1
(To 1)
|
PT2
(To 1)
|
| All Lows |
34 |
30 |
| All Highs |
34 |
30 |
| The Works |
175 |
150 |
(2) High Roller.
High Roller is a multi-roll side bet for the game of craps.
The rules and paytable are as follows:
(a) A Player is awarded based on the number
of times that the shooter makes a point before rolling a "seven out".
(b) The paytable for High Roller is:
|
Outcome
|
PT1
(To 1)
|
| 10 or more |
299 |
| 9 |
199 |
| 8 |
99 |
| 7 |
49 |
| 6 |
29 |
| 5 |
19 |
| 4 |
9 |
| 3 |
5 |
| 2 or less |
-1 |
(3) Parlay Craps.
Parlay Craps is a multi-roll side bet for the game of Craps.
The rules and paytable are as follows:
(a) The side bet consist of ten (10) separate
games:
(i) Repeating '2' 2x: a player is
wagering that the shooter will roll a two (2), two (2) times before rolling a
"seven out".
(ii) Repeating '3' 3x:
a player is wagering that the shooter will roll a three (3), three (3) times
before rolling a "seven out".
(iii)
Repeating '4' 4x: a player is wagering that the shooter will roll a four (4),
four (4) times before rolling a "seven out".
(iv) Repeating '5' 5x: a player is wagering
that the shooter will roll a five 5, five (5) times before rolling a "seven
out".
(v) Repeating '6' 6x: a player
is wagering that the shooter will roll a six (6), six (6) times before rolling
a "seven out".
(vi) Repeating '8'
6x: a player is wagering that the shooter will roll an eight (8), six (6) times
before rolling a "seven out".
(vii)
Repeating '9' 5x: a player is wagering that the shooter will roll a nine (9),
five (5) times before rolling a "seven out".
(viii) Repeating '10' 4x: a player is
wagering that the shooter will roll a ten (10), four (4) times before rolling a
"seven out".
(ix) Repeating '11'
3x: a player is wagering that the shooter will roll an eleven (11), three (3)
times before rolling a "seven out".
(x) Repeating '12' 2x: a player is wagering
that the shooter will roll a twelve (12), two (2) times before rolling a "seven
out".
(b) The game ends
when the shooter successfully rolls the wagered-on amount the corresponding
number of times (which do not need to be consecutive) or rolls a "seven
out".
(c) The paytable for Parlay
Craps is as follows:
|
Outcome
|
PT1
(to 1)
|
| Repeating '2' 2x |
40 |
| Repeating '3' 3x |
50 |
| Repeating '4' 4x |
65 |
| Repeating '5' 5x |
80 |
| Repeating '6' 6x |
90 |
| Repeating '8' 6x |
90 |
| Repeating '9' 5x |
80 |
| Repeating '10' 4x |
65 |
| Repeating '11' 3x |
50 |
| Repeating '12' 2x |
40 |
(4) Parlay Craps with Envy.
Parlay Craps with Dealer Envy is a variation of Parlay Craps.
The rules and paytable are as follows:
(a) In addition to the ten (10) separate
games described in Parlay Craps; the side bet also consists of the four (4)
following games:
(i) Repeating '8' 8x: a
player is wagering that the shooter will roll an eight (8), eight (8) times
before rolling a "seven out".
(ii)
Repeating '9' 9x: a player is wagering that the shooter will roll a nine (9),
nine (9) times before rolling a "seven out".
(iii) Repeating '10' 10x: a player is
wagering that the shooter will roll a ten (10), ten (10) times before rolling a
"seven out".
(iv) Repeating '2, 3,
11, 12' 7x: a player is wagering that the shooter will roll any of two (2),
three (3), eleven (11), or twelve (12), seven (7) times before rolling a "seven
out".
(v) The side bet also awards
the dealer with a pay (Dealer Envy).
(b) The paytable for Parlay Craps with Dealer
Envy as follows:
|
Outcome
|
PT1
(FOR 1)
|
| Repeating '2' 2x |
40 |
| Repeating '3' 3x |
50 |
| Repeating '4' 4x |
65 |
| Repeating '5' 5x |
80 |
| Repeating '6' 6x |
90 |
| Repeating '8' 6x |
90 |
| Repeating '9' 5x |
80 |
| Repeating '10' 4x |
65 |
| Repeating '11' 3x |
50 |
| Repeating '12' 2x |
40 |
(5) Roll the Line.
Roll the Line is a multi-roll side bet for the game of craps.
The rules and paytables are as follows:
(a) A Player is awarded if the shooter gets a
specific number of pass line wins before rolling a "seven out". Pass line wins
include the following:
(i) Rolling a seven
(7) or eleven (11) on the come-out roll.
(ii) Making a point.
(b) The pay is awarded at the end of the
game.
(c) Only one (1) pay per game
is awarded.
(d) The paytables for
Roll the Line are as follows:
|
Outcome
|
PT1
(FOR 1)
|
PT2
(FOR 1)
|
PT3
(FOR 1)
|
PT4
(FOR 1)
|
PT5
(FOR 1)
|
PT6
(FOR 1)
|
PT7
(FOR 1)
|
| 11 or more wins |
50 |
75 |
100 |
150 |
50 |
100 |
150 |
| 10 wins |
25 |
40 |
40 |
30 |
40 |
30 |
40 |
| 9 wins |
20 |
30 |
30 |
20 |
30 |
25 |
25 |
| 8 wins |
15 |
20 |
20 |
15 |
20 |
20 |
15 |
| 7 wins |
8 |
12 |
10 |
10 |
10 |
12 |
10 |
| 6 wins |
6 |
6 |
6 |
4 |
8 |
7 |
7 |
| 5 wins |
4 |
4 |
3 |
3 |
5 |
5 |
4 |
| 4 wins |
2 |
2 |
2 |
2 |
2 |
3 |
2 |
| 3 wins |
1 |
1 |
1 |
1 |
1 |
0 |
0 |
| 2 wins |
0 |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
| 1 wins |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
| 0 wins |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
Notes
1 CCR
207-1-23
37
CR 12, June 25, 2014, effective 7/15/2014
37
CR 18, September 25, 2014, effective
10/15/2014
37
CR 20, October 25,2014, effective 11/14/2014
37
CR 21, November 10,2014, effective
11/30/2014
37
CR 24, December 25, 2014, effective
1/14/2015
38
CR 06, March 25, 2015, effective 4/14/2015
38
CR 11, June 10, 2015, effective 7/1/2015
38
CR 14, July 25, 2015, effective 8/14/2015
38
CR 20, October 25, 2015, effective
11/14/2015
38
CR 24, December 25, 2015, effective
1/14/2016
39
CR 02, January 25, 2016, effective
2/14/2016
39
CR 05, March 10, 2016, effective
3/30/2016
39
CR 10, May 25, 2016, effective
6/14/2016
39
CR 12, June 25, 2016, effective
7/15/2016
39
CR 14, July 25, 2016, effective
8/14/2016
39
CR 19, October 10, 2016, effective
10/30/2016
39
CR 22, November 25, 2016, effective
12/15/2016
40
CR 02, January 25, 2017, effective
2/14/2017
40
CR 07, April 10, 2017, effective
4/30/2017
40
CR 13, July 10, 2017, effective
7/30/2017
40
CR 21, November 10, 2017, effective
12/15/2017
41
CR 02, January 25, 2018, effective
2/14/2018
41
CR 08, April 25, 2018, effective
5/15/2018
41
CR 09, May 10, 2018, effective
5/30/2018
41
CR 09, May 10, 2018, effective
7/1/2018
41
CR 11, June 10, 2018, effective
7/1/2018
41
CR 14, July 25, 2018, effective
8/14/2018
41
CR 18, September 25, 2018, effective
10/15/2018
41
CR 22, November 25, 2018, effective
12/15/2018
42
CR 02, January 25, 2019, effective
2/14/2019
42
CR 11, June 10, 2019, effective
6/30/2019
42
CR 14, July 25, 2019, effective
8/14/2019
42
CR 24, December 25, 2019, effective
1/14/2020
43
CR 01, January 10, 2020, effective
1/30/2020
43
CR 09, May 10, 2020, effective
5/30/2020
43
CR 14, July 25, 2020, effective
6/18/2020
43
CR 09, May 10, 2020, effective
7/1/2020
43
CR 16, August 25, 2020, effective
7/16/2020
43
CR 14, July 25, 2020, effective
8/14/2020
43
CR 18, September 25, 2020, effective
8/27/2020
43
CR 16, August 25, 2020, effective
9/14/2020
43
CR 18, September 25, 2020, effective
10/15/2020
43
CR 19, October 10, 2020, effective
10/30/2020
43
CR 20, October 25, 2020, effective
11/14/2020
43
CR 22, November 25, 2020, effective
12/15/2020
44
CR 02, January 25, 2021, effective
12/26/2020
44
CR 10, May 25, 2021, effective
4/15/2021
44
CR 06, March 25, 2021, effective
5/1/2021
44
CR 10, May 25, 2021, effective
6/14/2021
44
CR 14, July 25, 2021, effective
8/14/2021
44
CR 20, October 25, 2021, effective
11/14/2021
44
CR 24, December 25, 2021, effective
1/14/2022
45
CR 03, February 10, 2022, effective
3/2/2022
45
CR 08, April 25, 2022, effective
5/15/2022
45
CR 17, September 10, 2022, effective
8/3/2022
45
CR 14, July 25, 2022, effective
8/14/2022
45
CR 16, August 25, 2022, effective
8/22/2022
45
CR 18, September 25, 2022, effective
10/15/2022
45
CR 23, December 10, 2022, effective
10/27/2022
45
CR 19, October 10, 2022, effective
10/30/2022
46
CR 02, January 25, 2023, effective
2/14/2023
46
CR 04, February 25, 2023, effective
3/17/2023
46
CR 06, March 25, 2023, effective
4/14/2023
46
CR 23, December 10, 2023, effective
12/30/2023
47
CR 15, August 10, 2024, effective
8/30/2024