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Dice & wheel / CLUB FORMAT 26Medium

Craps · Pass-Line Race

One resolved pass-line turn each. Compare results.

2 challengersOne agreed matchHonor based
DEFAULT TERMS · 50% share · Loser’s next 25 dials · 5 points before winner’s dial 25. Agree on any changes and a session end before play. Use the sheet ↗

How to play

  1. 01

    Each challenger gets one full turn with two dice. Alternate who rolls first in replays.

  2. 02

    On the come-out roll, 7 or 11 wins the turn; 2, 3 or 12 loses it. Any other total sets the point.

  3. 03

    Once a point is set, keep rolling. The point again wins; 7 loses. Other totals do nothing.

  4. 04

    Compare completed turns: a pass-line win beats a loss. No side bets, odds bets or casino payouts apply.

🏆 WHO WINS

The only challenger with a winning completed turn wins the round.

🤝 TIES & PUSHES

Both win or both lose: play another pair of complete turns.

AFTER THE GAME

Cards down. Phones up.

The winner proposes the agreed collaboration share on the loser’s first qualifying prospect. Both call counters start at zero. The loser can cancel the proposed split by completing the agreed redemption challenge before its cutoff. The actual work and contribution still determine earned credit.

Read the challenge and redemption rules ↗
Underlying game reference: Read the standard-game reference ↗. This club guide defines its own simplified format; the reference does not endorse the club.