A COMPREHENSIVE DEALING GUIDE
FOR ‘Rock’N Roll Dice’
NOTE: Although dealing Rock’N Roll Dice is a breeze having a general understanding for the game makes this guide an easy read. To have a general understanding of Rock’N Roll Dice, read the ‘How to Play’ section first.
This guide is a detailed roll by roll guide to dealing Rock’N Roll Dice. It takes you from the comeout roll through all the possibilities until a ‘SevenOut’ is rolled.
Rock’N Roll Dice is designed to be dealt by all Dealers, Blackjack and Craps. All of the odds are Blackjack odds, with an exception of a 3 to 1 payoff (triple). The paying and betting procedures are also rooted in Blackjack. To make it easy for all, the payoffs are printed on the layout.
Dealer bets are placed next to the players bets in the ‘JukeBox’ and ‘Players Circle’. On the ‘Numbers’ boxes, the Dealers’ bet is placed in the center of the ‘Numbers’ box. From any point of view, Rock’N Roll Dice was designed to be Dealer friendly.
DEALING OVERVIEW
CALLING THE DICE – TALKING UP THE GAME
In ‘Rock’N Roll Dice’, calling the dice can be as simple as just calling out the number rolled or as exciting as the dealer wishes. The Dealers announcements, in this guide are simple examples; feel free to add your own words to make it colorful and exciting. Remember, the more the Dealer ‘talks it up’ the more money the Dealer makes as the Dealer has become part of the fun.
THE COMEOUT ROLL (The First Roll)
1. Dealer announces that “We are coming out”, “Make your bets” or any words that the dealer wishes to use that she or he is comfortable with.
2. The players may make a ‘Players Circle’ bet, a ‘JukeBox’ bet or both.
3. As, all the players have their bets placed, the Dealer pushes the popper activator button to begin the game.
As the players may choose to bet the ‘Players Circle’ they may also bet in the ‘JukeBox’ on the comeout roll. On the comeout roll, in the ‘Players Circle’, one of four things will happen; it wins immediately, loses immediately, the bet pushes or a ‘Point’ is established.
THE ‘PLAYERS CIRCLE’
THE ‘PLAYERS CIRCLE’ IS PAID AND TAKEN FROM RIGHT TO LEFT, JUST LIKE BLACKJACK.
1. If a seven (7) is rolled, the ‘Players Circle’ wins, Dealer pays even money.
2. If a Two (2) or Three (3) is rolled the ‘Players Circle’ loses, Dealer locks up the ‘Players Circle’ bets.
3. If eleven (11) or twelve (12) is rolled the ‘Players Circle’ pushes, Dealer announces “Push in the Players Circle” or equivalent.
4. If any of the remaining numbers is rolled (4, 5,6,8,9 or 10), that number becomes ‘The Point’, Dealer marks ‘The Point’ with the puck.
THE ‘JUKEBOX’
THE ‘JUKEBOX’ IS PAID AND TAKEN FROM RIGHT TO LEFT, JUST LIKE BLACKJACK. THE ‘JUKEBOX’ IS A ONEROLL BET.
1. If a 5, 6, 7, 8 or 9 are rolled, the ‘JukeBox’ loses the Dealer locks up the losing bets.
2. If a 2,3,4,10,11 or 12 are rolled the ‘JukeBox wins, the Dealer pays proper odds.
A. 2 and 12 the Dealer pays three times the bet,
B. 3 and 11 the Dealer pays double the bet (like an Insurance Payout),
C. 4 and 10 wins the Dealer pays 3 to 2 (like a Double Deck Blackjack)
THE ‘NUMBERS’
THE ‘NUMBERS’ ARE NORMALLY OFF ON THE COMEOUT ROLL. (NO WINNING OR LOSING) THE ‘NUMBERS’ BETS ARE SET UP BY THE DEALER ONLY AND PAID FROM LEFT TO RIGHT. (JUST LIKE BLACKJACK AS THE CARDS ARE DEALT FROM LEFT TO RIGHT OR JUST LIKE CRAPS DEALING ON SECOND BASE AND PAYING PLACE BETS FROM LEFT TO RIGHT)
DETAILED DEALING GUIDELINES
THE COMEOUT ROLL (The First Roll)
1 The Dealer announces that “We are coming out”, “Make your bets” or any words that the Dealer wishes to use that she or he is comfortable with.
2 Dealer cases the layout and makes sure that all the players have their bets placed in the ‘Players Circle’ and ‘JukeBox’. ‘The Numbers’ are always off on the ‘ComeOut’ roll.
3 As, all the players have their bets placed, the Dealer pushes the dice popper activator button.
4 IF THE ROLL IS SEVEN (7)
A. The Dealer announces the roll; “Winner seven”
B. The Dealer picks up losing bets in the ‘JukeBox’,
C. The Dealer pays the ‘Players Circle’ even money from right to left.
D. It is again the ‘ComeOut’ roll, return to step 1.
5 IF THE ROLL IS TWO (2) OR THREE (3)
A. The Dealer announces the roll. Example; “ The roll is two, ‘Players Circle’ is down, the JukeBox wins triple”
B. The Dealer picks up the losing ‘Players Circle’ bets,
C. The Dealer pays the ‘JukeBox’ the proper amount. (triple for 2 and double for 3)
D. It is again the ‘ComeOut’ roll, return to step 1
6 IF THE ROLL IS ELEVEN (11) OR TWELVE (12)
A. The Dealer announces the roll. Example; “YoEleven, push the ‘Players Circle, double in the ‘JukeBox’.”
B. The Dealer pays the ‘JukeBox’ the proper amount. (double for 11 and triple for 12)
C. It is again the ‘ComeOut’ roll, return to step 1.
IF ONE OF THE REMAINING NUMBERS ARE ROLLED – 4, 5,6,8,9 OR 10, THAT NUMBER BECOMES THE ‘POINT’  THE ‘POINT’ IS ESTABLISHED
Immediately after the ‘Point’ is established, the players now have the opportunity to make bets on the ‘Numbers’. The ‘Players Circle’ can be bet or increased at anytime with the assistance of the Dealer but cannot be taken down or decreased until a decision is made.
Because the ‘Numbers’ pay true odds, there is a limit to how much a player can bet on them. The limit on each of the ‘Numbers’ is equal to the amount the player has bet in the ‘Players Circle’ (unless otherwise posted). When the players are making bets on ‘The Numbers’, immediately after the ‘Point’ is established, the Dealer should handle them one at a time and from left to right. This is not a firm rule but an orderly procedure is desirable. From this point on, the players may want to increase their bets in any order.
7 IF THE ROLL IS FOUR (4) OR TEN (10)
A. The Dealer announces the roll. Example; “The roll is four, the JukeBox wins 3 to 2.”
B. The Dealer marks the point with the puck
C. The Dealer pays the ‘JukeBox’ 3 to 2 (like a double deck blackjack)
D. The Dealer sets up the bets on the ‘Numbers’ keeping in mind that the ‘Numbers’ are limited to equal the amount bet in the ‘Players Circle’ (unless otherwise posted).
8 IF THE ROLL IS 5.6.8. OR 9
A. The Dealer announces the roll. Example; “The roll is 5.”
B. The Dealer marks the point with the puck
C. The Dealer picks up the losing bets in the ‘JukeBox’.
D. The Dealer sets up the bets on the ‘Numbers’ keeping in mind that the ‘Numbers’ are limited to equal the amount bet in the ‘Players Circle’ (unless otherwise posted).
WHEN THE POINT IS FOUR (4) OR TEN (10) AND;
9 THE ROLL IS SEVEN (7)
A. The Dealer announces the roll. Example; “Seven Out, we are coming out.”
B. All bets lose and the Dealer picks up all bets,
C. It is again the ‘ComeOut’ roll, return to step 1.
10 THE ROLL IS FOUR (4) OR TEN (10) ‘EASY’
A. The Dealer announces the roll. Example; “Winner four the easy way.”
B. The Dealer pays ‘Players Circle’ even money
C. The Dealer pays the ‘JukeBox; 3 to 2 (like a double deck blackjack)
D. It is again the ‘ComeOut’ roll, return to step 1.
11 THE ROLL IS FOUR (4) OR TEN (10) THE ‘HARDWAY’
All bets in the ‘Players Circle’ and ‘JukeBox’ win
A. The Dealer announces the roll. Example; “Winner four the Hardway.”
B. The Dealer pays ‘Players Circle’ a 6 to 5 bonus (like a single deck blackjack)
C. The Dealer pays the ‘JukeBox; 3 to 2 (like a double deck blackjack)
D. It is again the ‘ComeOut’ roll, return to step 1.
WHEN THE POINT IS FIVE (5) OR NINE (9) AND;
12 THE ROLL IS SEVEN (7)
A. The Dealer announces the roll. Example; “Seven Out, we are coming out.”
B. All bets lose and the Dealer picks up all bets,
C. It is again the ‘ComeOut’ roll, return to step 1.
13 THE ROLL IS FIVE (5) OR NINE (9)
A. The Dealer announces the roll. Example; “Winner nine”.
B. The Dealer picks up the losing ‘JukeBox’ bets
C. The Dealer pays ‘Players Circle’ even money
D. It is again the ‘ComeOut’ roll, return to step 1.
WHEN THE POINT IS SIX (6) OR EIGHT (8) AND;
14 THE ROLL IS SEVEN (7)
A. The Dealer announces the roll. Example; “Seven Out, we are coming out.”
B. All bets lose and the Dealer picks up all bets,
C. It is again the ‘ComeOut’ roll, return to step 1.
15 THE ROLL IS SIX (6) OR EIGHT (8) ‘EASY’
A. The Dealer announces the roll. Example; “Winner six the easy way.”
B. The Dealer picks up the losing ‘JukeBox’ bets
C. The Dealer pays ‘Players Circle’ even money
D. It is again the ‘ComeOut’ roll, return to step 1.
16 THE ROLL IS SIX (6) OR EIGHT (8) THE ‘HARDWAY’
A. The Dealer announces the roll. Example; “Winner eight the Hardway.”
B. The Dealer picks up the losing ‘JukeBox’ bets
C. The Dealer pays ‘Players Circle’ a 6 to 5 bonus (like a single deck blackjack)
D. It is again the ‘ComeOut’ roll, return to step 1.
IMPORTANT DEALING REMINDERS:
1. TAKE YOUR TIME! IN THE BEGINNING OF LEARNING ANY NEW GAME ALWAYS STICK TO PROCEDURE AND NATURALLY SPEED WILL COME. IS THIS CASE, HASTE DOES MAKE WASTE.
2. WHEN HANDLING 'THE NUMBERS', ALWAYS TAKE NOTICE OF THE AMOUNT BET IN THE ‘PLAYERS CIRCLE’ AND THAT ‘THE NUMBERS’ ARE LIMITED TO THAT AMOUNT.
3. PLEASE DO NOT HESITATE, IF YOU HAVE ANY QUESTIONS, IDEAS OR SUGGESTIONS TO MAKING THE DEALING OF THIS GAME EASIER OR MORE INTERESTING; LET US KNOW.
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