N.Y. Comp. Codes R. & Regs. tit. 9 § 5324.52

Current through Register Vol. 46, No. 45, November 2, 2024
Section 5324.52 - Craps and mini craps
(a) Equipment and layout.
(1) Craps and mini craps shall be played on an oblong table with rounded corners and high walled sides. A craps table shall not be larger than 14 feet in length. A mini craps table shall be no longer than nine and a half feet in length and shall have seating locations for a maximum of nine players.
(2) The layout for a craps and mini craps table shall contain, at a minimum:
(i) the name and/or logo of the gaming facility offering the game;
(ii) specific areas designated for the placement of wagers; and
(iii) the words "no call bets."
(3) When a gaming facility offers a fire bet, the craps table shall include, at a minimum:
(i) no more than 16 designated areas for the placement of fire bets, which areas shall be located around the perimeter of the layout, correspond to player positions at the table and be numbered sequentially in a clockwise direction, with the area numbered "1" being located immediately to the left of the boxperson;
(ii) a designated area of the layout for the relocation and identification of all fire bets placed by players prior to the come out roll of a shooter, which area shall be located in front of the boxperson and contain numbered areas that correspond to the location of the numbered areas described in subparagraph (i) of this paragraph; and
(iii) the following information on the inside wall of the table, which information shall be visible to all player positions:
(a) the payout odds for four, five and six different points made;
(b) that fire bets shall only be accepted prior to a shooter's initial come out roll; and
(c) the wager limitations applicable to the fire bet.
(4) When a gaming facility offers a bonus craps wager, the craps table shall contain, at a minimum:
(i) three designated areas for the placement of all small, make 'em all and all tall wagers, or similar language to denote the wagers;
(ii) designated areas of the layout for the placement of a lammer on numbers 2 through 6 and numbers 8 through 12; and
(iii) the payout odds for the permissible bonus craps wager.
(5) Each open craps and mini craps table shall have at least five dice. Control of the dice at a craps table, or at a mini craps table with an optional stickperson, shall be the responsibility of the stickperson at the table. Control of the dice at a mini craps table without an optional stickperson shall be the responsibility of the dealer at the table. The stickperson or mini craps dealer shall retain all dice, except those in active play, in a dice cup at the table.
(b) Permissible wagers. The permissible wagers at the games of craps and mini craps are as set forth in this subdivision.
(1) Pass bet is a wager placed on the pass line of the layout immediately prior to the come out roll. The pass bet shall win if, on the come out roll:
(i) a total of 7 or 11 is rolled; or
(ii) a total of 4, 5, 6, 8, 9 or 10 is rolled and that total is again rolled before a 7 is rolled. The pass bet shall lose if, on the come out roll:
(iii) a total of 2, 3 or 12 is rolled; or
(iv) a total of 4, 5, 6, 8, 9 or 10 is rolled and a 7 is subsequently rolled before that total is again rolled.
(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. The don't pass bet shall win if, on the come out roll:
(i) a total of 2 or 3 is rolled; or
(ii) a total of 4, 5, 6, 8, 9 or 10 is rolled and a 7 is subsequently rolled before that total is again rolled. The don't pass bet shall lose if, on the come out roll:
(iii) a total of 7 or 11 is rolled;
(iv) a total of 4, 5, 6, 8, 9 or 10 is rolled and that total is again rolled before a 7 is rolled; or
(v) the don't pass bet shall be a push or stand off if, on the come out roll, a total of 12 is rolled.
(3) Come bet is a wager placed on the come line of the layout at any time after the come out roll. The come bet shall win if, on the roll immediately following placement of such bet:
(i) a total of 7 or 11 is rolled; or
(ii) a total of 4, 5, 6, 8, 9 or 10 is rolled and that total is again rolled before a 7 is rolled. The dealer shall move the come bet into the numbered box corresponding with the number that was rolled on the roll following the placement of the come bet.

The come bet shall lose if, on the roll immediately following placement of such bet:

(iii) a total of 2, 3 or 12 is rolled; or
(iv)a total of 4, 5, 6, 8, 9 or 10 is rolled and a 7 is subsequently rolled before that total is again rolled.
(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. The don't-come bet shall win if, on the roll immediately following placement of such bet:
(i) a total of 2 or 3 is rolled; or
(ii) a total of 4, 5, 6, 8, 9 or 10 is rolled and a 7 is subsequently rolled before that total is again rolled.

The don't-come bet shall lose if, on the roll immediately following placement of such bet:

(iii) a total of 7 or 11 is rolled;
(iv) a total of 4, 5, 6, 8, 9 or 10 is rolled and that total is again rolled before a 7 is rolled; or
(v) the don't-come bet shall be void if, on the roll immediately following placement of such bet, a total of 12 rolled.
(5) Place bet to win is a wager that may be made at any time on the numbers 4, 5, 6, 8, 9 or 10 that shall win if the number on which the wager was placed is rolled before a 7 and shall lose if a 7 is rolled before such number. All placed 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" lammer on top of such player's wager.
(6) A place bet to lose is a wager that may be made at any time against the numbers 4, 5, 6, 8, 9 or 10 that shall win if a 7 is rolled before the particular number against which the wager is placed and shall lose if the particular number against which the wager is placed is rolled before a 7 appears.
(7) Four the hard way is a wager that may be made at any time and shall win if a total of 4 is rolled the hard way before 4 is rolled in any other way and before a 7 is rolled.
(8) Six the hard way is a wager that may be made at any time and shall win if a total of 6 is rolled the hard way before 6 is rolled in any other way and before a7 is rolled.
(9) Eight the hard way is a wager that may be made at any time and shall win if a total of 8 is rolled the hard way before 8 is rolled in any other way and before a 7 is rolled.
(10) Ten the hard way is a wager that may be made at any time and shall win if a total of 10 is rolled the hard way before 10 is rolled in any other way and before a 7 is rolled.
(11) Field bet is a one-roll wager that may be made at any time and shall win if any one of the totals 2, 3, 4, 9 10, 11 or 12 is rolled on the roll immediately following placement of such bet and shall lose if a total of 5, 6, 7 or 8 is rolled on such roll.
(12) Any seven is a one-roll wager that may be made at any time and shall win if a total of 7 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(13) Any craps is a one-roll wager that may be made at any time and shall win if a total of 2, 3 or 12 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(14) Craps two is a one-roll wager that may be made at any time and shall win if a total of 2 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(15) Craps three is a one-roll wager that may be made at any time and shall win if a total of 3 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(16) Craps 12 is a one-roll wager that may be made at any time and shall win if a total of 12 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(17) Eleven in one roll is a one-roll wager that may be made at any time and shall win if a total of 11 is rolled on the next roll and shall lose if any other total is rolled.
(18) Craps-11 or C and E is a one-roll wager that may be made at any time and shall win, if either a craps, which is 2, 3 or 12, or 11 is rolled immediately following placement of such bet and shall lose if any other total is rolled.
(19) Horn bet is a one-roll wager that may be made at any time and shall win if any one of the totals 2, 3, 11 or 12 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled.
(20) Horn high bet is a wager that may be made at any time and shall win if any one of the totals 2, 3, 11 or 12 is rolled on the roll immediately following placement of such bet and shall lose if any other total is rolled. A horn high bet shall be placed in increments of five, four that are wagered as a horn bet and an additional one wagered on the totals 2, 3, 11 or 12. A gaming facility that does not have a designated area on its layout for the acceptance of a horn high bet shall break down the wager into two separate wagers, one on the horn and one on the totals 2, 3, 11 or 12.
(21) Whirl bet is a one-roll wager that may be made at any time, consisting of a horn bet and the any 7 wager. A whirl bet shall be placed in increments of five, that are wagered on 2, 3, 11 and 12 and the fifth one wagered as an any-7 wager. A gaming facility shall break down a whirl wager into two separate wagers, one on the horn bet and one on the any-7 wager.
(22) Four the hard way on the hop is a one-roll wager that may be made at any time, and shall win if a total of 4 is rolled the hard way on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(23) Six the hard way on the hop is a one-roll wager that may be made at any time, and shall win if a total of 6 is rolled the hard way on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(24) Eight the hard way on the hop is a one-roll wager that may be made at any time and shall win if a total of 8 is rolled the hard way on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(25) Ten the hard way on the hop is a one-roll wager that may be made at any time and shall win if a total of 10 is rolled the hard way on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(26) One-three (ace-trey) on the hop is a one-roll wager that may be made at any time, that shall win if a total of 4 is rolled with a 1 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(27) One-four (ace-four) on the hop is a one-roll wager that may be made at any time and shall win if a total of 5 is rolled with a 1 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(28) Two-three (deuce-trey) on the hop is a one-roll wager that may be made at any time and shall win if a total of 5 is rolled with a 2 appearing on one die and a 3 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(29) One-five (ace-five) on the hop is a one-roll wager that may be made at any time and shall win if a total of 6 is rolled with a 1 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(30) Two-four (deuce-four) on the hop is a one-roll wager that may be made at any time and shall win if a total of 6 is rolled with a 2 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(31) One-six (ace-six) on the hop is a one-roll wager that may be made at any time and shall win if a total of 7 is rolled with a 1 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(32) Two-five (deuce-five) on the hop is a one-roll wager that may be made at any time and shall win if a total of 7 is rolled with a 2 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(33) Three-four (trey-four) on the hop is a one-roll wager that may be made at any time and shall win if a total of 7 is rolled with a 3 appearing on one die and a 4 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(34) Two-six (deuce-six) on the hop is a one-roll wager that may be made at any time and shall win if a total of 8 is rolled with a two appearing on one die and a 6 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(35) Three-five (trey-five) on the hop is a one-roll wager that may be made at any time and shall win if a total of 8 is rolled with a 3 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(36) Three-six (trey-six) on the hop is a one-roll wager that may be made at any time and shall win if a total of 9 is rolled with a 3 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(37) Four-five on the hop is a one-roll wager that may be made at any time and shall win if a total of 9 is rolled with a 4 appearing on one die and a 5 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(38) Four-six on the hop is a one-roll wager that may be made at any time and shall win if a total of 10 is rolled with a 4 appearing on one die and a 6 appearing on the other die on the roll immediately following placement of such bet and shall lose if any other combination is rolled.
(39) Six-seven-eight is a one-roll wager that may be made at any time and shall win if any one of the totals 6, 7 or 8 is rolled on the roll immediately following the placement of such bet and shall lose if the total of 2, 3, 4, 5, 9, 10, 11 or 12 is rolled on such roll.
(40) Fire bet is a wager that may only be made in the game of craps and prior to the come out roll of a new shooter. Such wager shall win if at least four different point totals either 4, 5, 6, 8, 9 or 10 are made by the shooter before a loser 7 is rolled, and shall lose if fewer than four different point totals are made before a loser 7 is rolled.
(41) Bonus craps is a wager that may be made only prior to the come out roll of a new shooter. Such wager shall win if the numbers 2 through 6 are thrown before a 7 (all small), the numbers 8 through 12 are thrown before a 7 (all tall), or if numbers 2 through 6 and 8 through 12 are thrown before a 7 (make 'em all).
(c) Making and removal of wager.
(1) Wagers shall be made before the dice are rolled. A wager may also be made between the time the dice leave the shooter's hand and the time the dice come to rest, provided that such wager is confirmed orally by:
(i) in craps, the dealer and a boxperson; or
(ii) in mini craps, the dealer and floorperson or the dealer and a boxperson.
(2) All wagers shall be made by placing chips, plaques or table game promotional coupons (only for pass or don't pass wagers) on the appropriate areas of the layout. Verbal wagers accompanied by cash may be accepted if the cash wagers are confirmed by the dealer and the cash is converted into chips or plaques.
(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 under the following circumstances:
(i) 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;
(ii) a fire bet, once made, shall not be reduced or increased at any time and shall not be removed prior to the throwing of a loser 7; and
(iii)a bonus craps bet, once made, shall not be reduced or 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 hard ways shall be inactive on any come out roll unless called "on" by the player and confirmed by the dealer through placement of an "on" lammer on the top of each player's wager. All other wagers shall be considered "on."
(6) Only players who are seated at a mini-craps table may place a wager at the game. Once a player has placed a wager, such player shall remain seated until the completion of the round of play.
(d) Payout odds.
(1) A gaming facility shall pay out winning wagers at the game of craps or mini craps at no less than the odds listed in the following table:

Wager

Payout

Pass bet

1:1

Don't pass bet

1:1

Come bet

1:1

Don't come bet

1:1

Place bet 4 to win

9:5

Place bet 5 to win

7:5

Place bet 6 to win

7:6

Place bet 8 to win

7:6

Place bet 9 to win

7:5

Place bet 10 to win

9:5

Place bet 4 to lose

5:11

Place bet 5 to lose

5:8

Place bet 6 to lose

4:5

Place bet 8 to lose

4:5

Place bet 9 to lose

5:8

Place bet 10 to lose

5:11

4 the hard way

7:1

6 the hard way

9:1

8 the hard way

9:1

10 the hard way

7:1

Field bet on 3, 4, 9, 10, 11

1:1

Field bet on 2

2:1

Field bet on 12

2:1 or 3:1

Any 7

4:1

Any craps

7:1

Craps 2

30:1

Craps 3

15:1

Craps 12

30:1

11 in one roll

15:1

4 the hard way on the hop

30:1

6 the hard way on the hop

30:1

8 the hard way on the hop

30:1

10 the hard way on the hop

30:1

1 -3 (ace-trey) on the hop

15:1

1 -4 (ace-four) on the hop

15:1

1 -5 (ace-five) on the hop

15:1

1-6 (ace-six) on the hop

15:1

2-3 (deuce-trey) on the hop

15:1

2-4 (deuce-four) on the hop

15:1

2-5 (deuce-five) on the hop

15:1

2-6 (deuce-six) on the hop

15:1

3-4 (trey-four) on the hop

15:1

3-5 (trey-five) on the hop

15:1

3-6 (trey-six) on the hop

15:1

4-5 on the hop

15:1

4-6 on the hop

15:1

6-7-8 bet on a 6 that is a 1 -5 or 2-4, on any 7 or an 8 that is a 2-6 or 3-5

1:1

6-7-8 bet on a 6 that is a 3-3 or an 8 that is a 4-4

2:1

(2) A horn bet and horn high bet shall be paid as if they were four separate wagers on 2, 3, 11 and 12.
(3) A craps and 11 bet shall be paid as if one half of the wagered amount had been placed on any craps and one half on 11 and shall be paid as if two separate wagers were made for the one roll.
(4) A winning fire bet shall be paid once for the highest number of different points made and at no less than the odds set forth in one of the following pay tables, as the gaming facility may choose:

Individual points made

Pav table A

Pav table B

Four

24:1

39:1

Five

249:1

199:1

Six

999:1

499:1

(5) A winning bonus craps bet shall be paid based on the placement of an all-small, make-'em-all, or an all-tall wager in accordance with the odds set forth in the following table:

Wager

Payout

All small

34:1

All tall

34:1

Make 'em all

175:1

(e) True odds on place bets (buy and lay bets); vigorish prohibited.
(1) Buy bets. In addition to the payout odds set forth for place bets to win on 4, 5, 6, 8, 9 and 10, a gaming facility may offer a player the option of receiving true odds on such bets in return for the player paying to the gaming facility, at the time the player makes the bet, a percentage of the amount wagered that shall not exceed five percent of such wager. Notwithstanding the foregoing in this paragraph, a gaming facility may, for one or more pre-specified place bets at a designated table, collect the percentage of the amount wagered only on winning bets. A gaming facility may offer a player the option of receiving true odds on any of these place bets in its rules of games notice set forth in 5323.13 of this Subchapter whether, as to each specified place bet, the gaming facility collects the percentage when the wager is made or when the wager is won. A gaming facility that offers a player true odds shall pay winning wagers at odds no less than as follows:

Wager

Payout

4 to win

2:1

5 to win

3:2

6 to win

6:5

8 to win

6:5

9 to win

3:2

10 to win

2:1

(2) Lay bets. In addition to the payout set forth for place bets to lose on 4, 5, 6, 8, 9 and 10, a gaming facility may offer a player true odds on such bets in return for the player paying to the gaming facility, when the bet is made, a percentage of the amount wagered that shall not exceed five percent of such wager. Notwithstanding the foregoing in this paragraph, a gaming facility may collect the percentage of the amount wagered only on winning bets. A gaming facility that offers a player true odds shall pay winning wagers at odds no less than the following:

Wager

Payout

4 to lose

1:2

5 to lose

2:3

6 to lose

5:6

8 to lose

5:6

9 to lose

2:3

10 to lose

1:2

(3) Except as provided for in paragraphs (1) and (2) of this subdivision, a gaming facility shall not charge a percentage, fee or vigorish to a player making a wager in the game of craps and mini craps.
(4) Supplemental wagers made after come out roll in support of pass, don't pass, come and don't come bets (taking and laying odds).
(i) Whenever a player makes a pass bet and a total of 4, 5, 6, 8, 9 or 10 is rolled on the come out roll, the player shall be permitted to make a supplemental wager in support of the pass bet. A gaming facility may limit the supplemental wager amount, if approved in writing by the commission. If, in such circumstances, the pass bet wins, the original pass bet shall be paid at odds of 1:1 and the supplemental wager shall be paid at odds of 2:1 if the come-out point was 4 or 10, 3:2 if the come-out point was 5 or 9, and 6:5 if the come-out point was 6 or 8.
(ii) Whenever a player makes a don't pass bet and a total of 4, 5, 6, 8, 9 or 10 is rolled on the come-out roll, the player shall have the right to make a supplemental wager in support of the don't pass bet. A gaming facility may limit the supplemental wager amount if approved in writing by the commission. If, in such circumstances, the don't pass bet wins, the original don't pass bet shall be paid at odds of 1:1 and the supplemental wager shall be paid at odds of 1:2 if the come out point was 4 or 10, 2:3 if the come-out point was 5 or 9 and 5:6 if the come out point was 6 or 8.
(iii) Whenever a player makes a come bet and a total of 4, 5, 6, 8, 9 or 10 is rolled on the roll immediately following placement of such bet, the player shall be permitted to make a supplemental wager in support of the come bet that may be limited by the gaming facility to an amount that is equal to the amount of the original come bet. If, in such circumstances, the come bet wins, the original come bet shall be paid at odds of 1:1 and the supplemental wager shall be paid at odds of 2:1 if the come point was 4 or 10, 3: 2 if the come point was 5 or 9 and 6:5 if the come point was 6 or 8.
(iv) Whenever a player makes a don't come bet and a total of 4, 5, 6, 8, 9 or 10 is rolled 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 that may be limited by the gaming facility to an amount so calculated as to provide winnings not in excess of the amount originally wagered on the don't come bet. If, in such circumstances, the don't come bet wins, the original don't come bet shall be paid at odds of 1:1 and the supplemental wager shall be paid at odds of 1:2 if the come point was a 4 or 10, 2:3 if the come point was 5 or 9 and 5:6 if the come point was 6 or 8.
(v) A gaming facility may allow a supplemental wager in support of a pass or come bet in an amount approved in writing by the commission. A gaming facility may allow a supplemental wager in support of a don't pass or don't come bet in an amount approved in writing by the commission. The original pass, don't pass, come or don't come bet and any supplemental wager allowed pursuant to this subdivision shall be paid at the same odds as the original and supplemental wagers are paid pursuant to subdivisions (a) through (d) of this section.
(f) Dice: retention; selection at the commencement of play.
(1) The craps stickperson shall offer the set of dice to the player immediately to the left of the craps bank of chips 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.
(2) The mini craps dealer or the optional mini craps stickperson shall offer the set of dice to the player immediately to the dealer's left at the table. If such player rejects the dice, the dealer or stickperson shall offer the dice to each of the other players in turn, clockwise around the table until one of the players accepts the dice.
(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 shall be returned to the dice cup and:
(i) in craps, be placed immediately in front of the craps stickperson; and
(ii) in mini craps, be placed immediately in front of the mini craps dealer or stickperson.
(g) Throw of the dice. Prior to the selection of the dice, the shooter shall make a pass or don't pass bet, after which the shooter shall throw the two selected dice so that the dice leave the shooter's hand simultaneously and in a manner calculated to cause the dice to strike the end of the table farthest from the shooter.
(h) Point throw; settlement of wagers.
(1) When the dice come to rest from a valid throw, the craps stickperson or the mini craps dealer or stickperson shall call out the sum of the numbers on the high or uppermost sides of the two dice. Only one face on each die shall be considered skyward.
(i) When either die does not, or both of the dice do not, land flat on the table (for example, one edge of a 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-rolled.
(ii) If there is a dispute as to which face is uppermost:
(a) in craps, the boxperson shall have discretion to determine which face is uppermost or shall void the throw and order the dice to be re-rolled; and
(b) in mini craps, the floorperson shall have discretion to determine which face is uppermost or shall void the throw and order the dice to be re-rolled.
(2) In craps, after calling the throw, the stickperson shall collect the dice and bring the dice to the center of the table between the stickperson and the boxperson. All wagers decided by such throw shall then be settled, following which the stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing the dice to the shooter, the stickperson shall use a stick designed for such purpose.
(3) In mini craps, after calling the throw, the dealer or stickperson shall collect the dice and bring the dice to the center of the table. All wagers decided by such throw then shall be settled, following which the dealer or stickperson shall pass the dice to the shooter for the next throw. When collecting the dice and passing the dice to the shooter, the dealer or stickperson shall use a stick designed for such purpose.
(i) Continuation of shooter as such; selection of new shooter.
(1) It shall be the option of the shooter after any roll to either to pass the dice or remain the shooter, except:
(i) the shooter shall pass the dice upon throwing a loser 7; and
(ii) the craps boxperson or the mini craps dealer may order the shooter to pass the dice if the shooter unreasonably delays the game, repeatedly makes invalid rolls or violates the provisions of this section.
(2) If, after making the come out point, the shooter 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 craps stickperson or the mini craps dealer or stickperson shall offer the dice to the player immediately to the left of the previous shooter, as provided for in paragraph (3) of this subdivision. 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.
(3) Whenever a voluntary or compulsory relinquishment of the dice occurs by the shooter, the craps stickperson or the mini craps dealer or stickperson shall offer the complete set of five or more dice to the player immediately to the left of the previous shooter and, if such player 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 dice offered. The remaining dice shall be returned to the dice cup, which shall be placed in front of the craps stickperson or the mini craps dealer or stickperson.
(j) Additional procedures and rules for the fire bet.
(1) If a gaming facility elects to offer the fire bet in the game of craps as set forth in paragraph (40) of subdivision (c) of this section, subparagraphs (i) through (x) of this paragraph shall apply.
(i) Each player shall, prior to a new shooter's initial come out roll, place such player's fire bet on the numbered designated area for the placement of fire bets that is closest to such player's position at the craps table.
(ii) Whenever there is a voluntary or compulsory surrender of the dice by a shooter pursuant to paragraph (3) of subdivision (j) of this section prior to the throwing of a loser 7, any pending fire bet shall be settled upon the successor shooter throwing a loser 7.
(iii) Once all fire bets are placed, the dealer shall bring in each fire bet in numerical order and place such bet on the corresponding number of the designated area in front of the craps bank of chips, where such bets shall remain until such bets are either lost or paid.
(iv) With each individual point made by a shooter, the dealer shall place a fire bet point marker inscribed with the total number of different points made by the shooter in the area of the table layout containing the number of the point (4, 5, 6, 8, 9 or 10) that was just made. Each fire bet point marker shall be visually distinguishable from and have a diameter larger than any authorized chip. Fire bet point markers shall be maintained by the boxperson at the craps table.
(v) Fire bets shall be collected or paid, as applicable, upon a shooter throwing a loser 7.
(vi) Once four different points are made, the gaming facility's surveillance department shall be notified for the purpose of confirming all fire bets and payouts.
(vii) The minimum wager shall be $1 and the maximum wager shall be $5 and all wagers shall be made in increments of one dollar.
(viii) When a shooter makes the same point total more than once, the total number of different points made for purposes of settling a fire bet shall not increment.
(ix) The four or more different points required to win a fire bet are not required to be made in any specific order or combination each table.
(k) Irregularities.
(1) A roll of the dice shall be invalid whenever either die leaves, or both dice leave, the table or whenever one die comes to rest on top of the other die.
(2) The gaming facility employees listed in paragraph (5) of this subdivision shall have the authority to invalidate a roll of the dice by calling "no roll" for any of the following reasons:
(i) the dice do not leave the shooter's hand simultaneously;
(ii) either die or both of the dice fail to strike an end of the table;
(iii) either die or both of the dice come to rest on the chips constituting the craps bank of chips;
(iv) either die or both of the dice come to rest in the dice cup in front of the craps stickperson, or in front of the mini craps dealer or stickperson, or on one of the rails surrounding the table;
(v) the use of a cheating, crooked or fixed device or technique in the roll of the dice; or
(vi) for any other reason that renders the throw improper.
(3) The call of "no roll" under either subparagraphs (i), (ii) or (vi) of paragraph (2) of this subdivision shall, whenever possible, be made before both dice come to rest.
(4) A throw of the dice that results in the die or dice coming into contact with any wagering instrument on the table, other than the craps bank of chips located in front of the boxperson, shall not be a cause for a call of "no roll."
(5) "No roll" may be called:
(i) in craps, by a boxperson or stickperson, as designated by the gaming facility; and
(ii) in mini-craps, by the dealer, stickperson or floorperson, as designated by the gaming facility.

N.Y. Comp. Codes R. & Regs. Tit. 9 § 5324.52

Adopted New York State Register November 16, 2016/Volume XXXVIII, Issue 46, eff. 11/16/2016