Casino Gaming Rule 2010 - Office of Liquor, Gaming and Racing
Casino Gaming Rule 2010 - Office of Liquor, Gaming and Racing Casino Gaming Rule 2010 - Office of Liquor, Gaming and Racing
117 Casino Gaming Rule 2010 _________________________________________________________________ (2) A boxperson or stickperson may invalidate a roll of the dice by calling ‘no roll’ if— (a) the dice do not leave the shooter’s hand simultaneously; or (b) either or both of the dice do not strike the end of the table farthest from the shooter; or (c) for any other reason, the boxperson or stickperson considers the throw to be improper. (3) The call of ‘no roll’ by the boxperson or stickperson under subsection (2) must be made, whenever possible, before both dice come to rest. (4) A throw of the dice which causes the dice to come into contact with chips on the table, other than the craps bank of chips located in front of the boxperson is not a cause for a call of ‘no roll’. 24 Declaration may be overruled (1) The boxperson may overrule the stickperson if, in the boxperson’s judgment, the stickperson has made an error in calling the throw of the dice. (2) The floor manager may overrule the stickperson or boxperson if, in the floor manager’s judgment, the stickperson or boxperson has made an error in calling the throw of the dice. (3) A casino key employee responsible for managing table games may overrule the stickperson, boxperson or floor manager if, in his or her judgment, the stickperson, boxperson or floor manager has made an error in calling the throw of the dice. 25 Calling the results of throw and dealing with wagers (1) When the dice come to rest from a valid throw, the stickperson must call out the sum of the numbers on the high or uppermost sides of the 2 dice. (2) Only 1 face on each die may be considered uppermost.
118 Casino Gaming Rule 2010 _________________________________________________________________ (3) If either or both of the dice do not land flat on the table, the side directly opposite the side that is resting on the chips or other object is taken to be uppermost. (4) After calling the throw, the stickperson must collect the dice and bring them to the centre of the table between the stickperson and the boxperson. (5) All wagers decided by that throw must then be collected or paid, after which the stickperson must pass the dice to the shooter for the next throw. (6) When collecting the dice and passing them to the shooter, the stickperson must use a stick designated for the purpose. 26 Continuing shooter or selecting new shooter (1) The shooter may, after a roll, either pass the dice or remain the shooter. (2) However— (a) (b) if the shooter throws a loser seven, the shooter must pass the dice; or if the shooter unreasonably delays the game, repeatedly makes invalid rolls or contravenes the rules of the game, the boxperson may order the shooter to pass the dice. (3) If the shooter, either voluntarily or compulsorily, relinquishes the dice, the stickperson must offer the complete set of dice currently in play to the player immediately to the left of the previous shooter and, if the player does not accept, to each of the other players in turn clockwise around the table. (4) The first player to accept the dice becomes the new shooter who selects and keeps 2 of the dice offered. (5) The remaining dice of the set must be returned to the dice cup which must be placed immediately in front of the stickperson.
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117<br />
<strong>Casino</strong> <strong>Gaming</strong> <strong>Rule</strong> <strong>2010</strong><br />
_________________________________________________________________<br />
(2) A boxperson or stickperson may invalidate a roll <strong>of</strong> the dice<br />
by calling ‘no roll’ if—<br />
(a) the dice do not leave the shooter’s h<strong>and</strong><br />
simultaneously; or<br />
(b) either or both <strong>of</strong> the dice do not strike the end <strong>of</strong> the<br />
table farthest from the shooter; or<br />
(c) for any other reason, the boxperson or stickperson<br />
considers the throw to be improper.<br />
(3) The call <strong>of</strong> ‘no roll’ by the boxperson or stickperson under<br />
subsection (2) must be made, whenever possible, before<br />
both dice come to rest.<br />
(4) A throw <strong>of</strong> the dice which causes the dice to come into<br />
contact with chips on the table, other than the craps bank <strong>of</strong><br />
chips located in front <strong>of</strong> the boxperson is not a cause for a<br />
call <strong>of</strong> ‘no roll’.<br />
24 Declaration may be overruled<br />
(1) The boxperson may overrule the stickperson if, in the<br />
boxperson’s judgment, the stickperson has made an error in<br />
calling the throw <strong>of</strong> the dice.<br />
(2) The floor manager may overrule the stickperson or<br />
boxperson if, in the floor manager’s judgment, the<br />
stickperson or boxperson has made an error in calling the<br />
throw <strong>of</strong> the dice.<br />
(3) A casino key employee responsible for managing table<br />
games may overrule the stickperson, boxperson or floor<br />
manager if, in his or her judgment, the stickperson,<br />
boxperson or floor manager has made an error in calling the<br />
throw <strong>of</strong> the dice.<br />
25 Calling the results <strong>of</strong> throw <strong>and</strong> dealing with wagers<br />
(1) When the dice come to rest from a valid throw, the<br />
stickperson must call out the sum <strong>of</strong> the numbers on the<br />
high or uppermost sides <strong>of</strong> the 2 dice.<br />
(2) Only 1 face on each die may be considered uppermost.