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Crown and Anchor Rules, Symbols and Payout Variations

Crown and Anchor is a traditional three-dice matching game. Each die commonly carries six symbols—crown, anchor, heart, spade, diamond and club—instead of numbered faces. A participant selects a symbol, all three dice are rolled, and the result is determined by how many dice show the selected symbol.

Two numbered dice on a beige background; decorative art, not the symbol-faced Crown and Anchor dice.

The game is traditional and sometimes gambling-based, but it should not be treated as a universally standardized modern casino product. Payouts and operating rules vary. This guide analyzes one explicit selected-symbol schedule: net payouts of 1:1 for one match, 2:1 for two matches and 3:1 for three matches.

Responsible editorial role
Desk research and calculation review
Research method
Source-linked desk research and direct probability calculation; no hands-on testing claimed
Review status
Ruleset-specific calculation checked; historical claims limited to the cited collection records
Last modified
Six labeled Crown and Anchor die symbols: crown, anchor, heart, spade, diamond and club.

Follow the featured rules and worked example.

On this page

Essential Crown and Anchor and payout terms

Selected symbol
The crown, anchor, heart, spade, diamond or club chosen before the roll in the version analyzed here.
Match
One die showing the selected symbol. A three-dice roll can contain zero, one, two or three matches.
Net payout
The winnings excluding the returned initial stake. A 2:1 net payout on an initial one-unit wager produces two units of net winnings.
Total return
The initial stake returned together with the net winnings. For a one-unit wager paying 2:1 net, the total return is three units: two units won plus the original unit.
Paytable
The documented schedule of payouts for each winning outcome. A house-edge calculation cannot be transferred to a different paytable without recalculation.
Ordered outcome
A result that distinguishes what appears on each die. Three six-faced dice have 6 × 6 × 6 = 216 ordered outcomes.
Expected value
The probability-weighted average net result across all possible outcomes. It is a long-run mathematical average, not a prediction for the next roll.
House edge
The average expected player loss as a percentage of the specified initial wager. It is not the probability that one round will lose.

Hit rate and house edge describe different things. Hit rate measures how often a wager wins; house edge also accounts for how much each result pays. Continue with the rules and paytable used for this calculation.

How to play a selected-symbol round

  1. Select one symbol

    Choose crown, anchor, heart, spade, diamond or club before the dice are rolled.

  2. Record the wager if money is involved

    The featured calculation assumes one initial selected-symbol wager. Procedures for accepting or marking wagers are venue-specific and are not part of the probability model.

  3. Roll all three dice

    The three dice are rolled and evaluated together.

  4. Count the matches

    Count how many of the three dice show the selected symbol: zero, one, two or three.

  5. Apply the stated paytable

    In the featured version, zero matches lose; one pays 1:1 net; two pay 2:1 net; and three pay 3:1 net.

  6. End the round

    The selected-symbol wager resolves from that roll. A later roll is a new round.

Selected-symbol Crown and Anchor round sequence The round moves from selecting one symbol to recording the wager if applicable, rolling three dice, counting the matches, applying the documented paytable and ending the round. 1. Select one symbol 2. Record the wager if money is involved 3. Roll all three dice together 4. Count zero, one, two or three matches 5. Apply the documented paytable 6. End the round
Round flow: select one symbol → record the wager if applicable → roll three dice → count zero, one, two or three matches → apply the documented paytable → end the round.

These are the essential mechanics for the featured version. Equipment handling, betting windows and special exceptions can differ. Verify the local paytable before applying these instructions elsewhere.

Worked example: the selected symbol appears twice

  1. Initial state

    The selected symbol is anchor. An illustrative one-unit wager is used only to make the payout wording clear.

  2. Roll

    The three dice show anchor, anchor and heart.

  3. Rule applied

    Two of the three dice match the selected symbol. Under the featured paytable, two matches pay 2:1 in net winnings.

  4. Result

    The net winnings are two units. The original one-unit stake is also returned, so the total returned is three units.

  5. Explanation

    The heart does not match and adds nothing to the payout. A different paytable could resolve the same two-anchor roll differently.

How often zero, one, two or three matches occur

Each die has six possible symbols, so three dice produce 6 × 6 × 6 = 216 ordered outcomes. For one selected symbol, each die has a 1-in-6 chance of matching and a 5-in-6 chance of not matching.

Selected-symbol match distribution for three independent six-faced dice
Match count Reproducible count Outcomes Probability Approximate percentage
Zero matches 5 × 5 × 5 125 of 216 125/216 57.87%
One match 3 × 1 × 5 × 5 75 of 216 75/216 34.72%
Two matches 3 × 1 × 1 × 5 15 of 216 15/216 6.94%
Three matches 1 × 1 × 1 1 of 216 1/216 0.46%
Bar chart of matches on three six-sided dice for one selected face: zero matches 125, one 75, two 15 and three 1, out of 216 ordered outcomes.

Why the counts work

  • Zero matches: every die must show one of the five other symbols, giving 5³ = 125 outcomes.
  • One match: choose which of the three dice matches, then give each remaining die one of five nonmatching symbols: 3 × 5² = 75.
  • Two matches: choose which one die does not match, then choose one of its five other symbols: 3 × 5 = 15.
  • Three matches: all three dice show the selected symbol, producing one ordered outcome.

One or more matches occur in 75 + 15 + 1 = 91 of 216 outcomes, approximately 42.13%. No match occurs in 125 of 216 outcomes, approximately 57.87%. That winning hit rate does not reveal the wager’s expected value by itself; the payout attached to each match count must also be included.

For a broader explanation, see how ordered outcomes, hit rate, expected value and house edge are calculated.

Why Crown and Anchor payouts can vary

Using three dice and six symbols establishes the match probabilities, but it does not establish what those matches pay. A rules description is incomplete if it lists the equipment without documenting the paytable and exceptions.

If any answer differs from the featured assumptions, recalculate expected value from that documented schedule. Unsupported historical or venue-specific payouts should be labeled “varies by rules,” not filled with speculative figures or blended into an average.

Applicable figure: the approximately 7.87% house edge on this page applies only to the selected-symbol wager paying 1:1, 2:1 and 3:1 net under the stated assumptions.

Use the dice-game paytable guide to audit net payouts, total returns, commissions and exceptions.

When Crown and Anchor matches Chuck-a-Luck mathematically

A selected Crown and Anchor symbol and a selected Chuck-a-Luck number have the same match distribution when both wagers use three independent dice, each die has six equally likely options, and the selected option appears once per die.

Conditional comparison of selected-symbol and selected-number wagers
Characteristic Crown and Anchor Chuck-a-Luck
Selected option One of six symbols One of six numbered faces
Dice Three six-symbol dice Three six-sided numbered dice
Zero through three match counts 125, 75, 15 and 1 125, 75, 15 and 1 under equivalent assumptions
Same expected value? Only when the payouts and all relevant rules are also equivalent

Condition: equivalent outcome counts do not guarantee an equivalent house edge. If one game pays more for three matches, charges a fee or applies a special exception, its expected value changes.

The mathematical resemblance also does not prove identical legality, current availability or historical origin. Read the complete Chuck-a-Luck rules and payout analysis for that game’s assumptions and alternative paytables.

Documented Crown and Anchor objects and historical context

Museum collection records provide evidence that physical Crown and Anchor equipment survives, but individual objects do not establish one complete origin story or universal historical ruleset.

  1. Three-dice set documented by Museum Wales

    The Museum Wales Crown and Anchor collection record (external site) documents a set using three dice and the traditional crown, anchor, heart, spade, diamond and club symbols.

    This supports the equipment and symbol description used on this page. It does not, by itself, prove that every version used the featured 1:1, 2:1 and 3:1 paytable.

  2. World War I-era object documented by Museums Victoria

    The Museums Victoria Crown and Anchor collection record (external site) identifies a game object associated with World War I and dated 1915.

    The object is evidence of historical material culture. It does not establish that the game originated in a particular place, was primarily military entertainment or followed one continuous rules tradition.

Previous rolls do not make a symbol due

When the dice are fair and conditions remain unchanged, each new roll is independent. A long absence of anchors does not make an anchor more likely on the next roll. A recent run of crowns does not make another crown more or less likely.

The belief that an opposite or balancing result has become due is the gambler’s fallacy. Records of earlier independent outcomes do not change the next roll’s 1-in-6 chance for a particular symbol on an individual die.

A winning round also does not remove the featured paytable’s negative expected value. House edge describes a long-run expected cost, not a guaranteed outcome in one round or session. Chasing losses by continuing or increasing wagers can increase financial harm.

Ruleset, calculation method and sources checked

Featured wager
One symbol selected before a three-dice roll
Equipment assumption
Three fair, independent dice, each with one crown, anchor, heart, spade, diamond and club
Payout interpretation
Net winnings of 1:1, 2:1 and 3:1 for one, two and three matches; zero matches lose
Outcome denominator
6³ = 216 ordered outcomes
Match-count method
Direct binomial counting: 125 zero-match, 75 one-match, 15 two-match and 1 three-match outcome
Expected-value formula
(75 × 1 + 15 × 2 + 1 × 3 − 125 × 1) ÷ 216 = −17/216
Calculated house edge
17/216, approximately 7.87%, for the featured selected-symbol wager only
Primary sources
Museum Wales and Museums Victoria collection records for equipment and historical-object context
Secondary calculation check
The four match counts reconcile to 216 outcomes, and the expected-value numerator independently simplifies to −17.
Historical confidence limit
The collection records document equipment and objects; they do not establish a universal paytable, continuous ruleset or single origin narrative.
Last checked
Review status
Direct calculation reproduced from the displayed assumptions. Historical statements remain limited to the cited museum evidence.

Sources

  1. Museum Wales, “Dice Game, Crown and Anchor.” Source type: museum collection record. Checked . View the Museum Wales record (external site).
  2. Museums Victoria, “Game: Crown and Anchor, World War I, 1915.” Source type: museum collection record. Checked . View the Museums Victoria record (external site).
  3. Direct combinatorial calculation. Source type: reproducible mathematics based on three independent six-faced dice and the featured paytable. Verified .

Correction history

No material corrections recorded.

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To report a mathematical, historical, sourcing, accessibility or broken-link issue, follow the correction process described in the editorial standards and calculation methodology. Include the affected section, the specific concern and a supporting source where available.