If the come-out roll is a 7 or 11 (which craps rules label a natural) the pass
line wins and the don't pass loses. The shooter has another chance to set a point
and rolls another come out roll immediately. If the come-out roll is a 2, 3, or
12 (called 'craps') the pass line loses and the don't pass line wins, or ties.
The don't pass bet is a tie when the come-out roll is a 12. The shooter again
gets another chance to set a point. In order to pass the dice along the shooter
must first set a point, and then ‘seven out’ by hitting a seven before
they hit the point number again.
If the come-out roll is a 4, 5, 6, 8, 9, or 10 then that number becomes known
as the 'point'. At this point (HA!) the dealers will place a little puck with
the word 'ON' written on it and put it on top of the number that is the 'point'
on the layout. This is just to remind players that the session is on, and what
the point number is. Before the dealer did this, the puck was just off the table
with the 'OFF' side up. Any pass line or don't pass line bets at this point
are in a state of limbo, waiting for more action to determine their outcome.
The shooter will keep rolling until one of two things happen: if they roll
the number that they had set to the point (success! referred to as making the
point) the pass line bettors win and the don't pass bettors lose. If a seven
is rolled before the point number is rolled (which is called sevening out),
the winners are opposite: pass line bettors lose, don't pass bettors win. In
both cases, the round is over. The craps rules governing the come-out roll set
the pace and state of the game for all other bets.