Dice Rules & Odds Responsible Gambling

How to Play Hazard: Dice Game Rules, Odds and History

Hazard is a historical two-dice game in which a number called the main determines the immediate results of the opening throw. If that throw produces neither an immediate win nor loss, another total becomes the chance; the caster then tries to repeat the chance before rolling the main.

Two six-sided dice with brown pips on a beige background, introducing the historical game Hazard.

This guide reconstructs the rules described in the unsigned “Hazard” article in the Encyclopædia Britannica, 11th edition (1911). It does not claim that those rules were universal. Historical descriptions differ in terminology, setup and the method used to establish the main.

Classification
Historical two-dice game
Dice
Two six-sided dice
Typical objective
Win immediately or establish a chance and repeat it before the main
Featured ruleset
Encyclopædia Britannica, 11th edition (1911), “Hazard”
Reconstruction status
Editorial paraphrase of the named historical description
Editorial role
Desk research, source comparison and arithmetic review
Sources checked
One featured procedural text, one historical comparison text and one museum collection record

Jump to the source-based round sequence.

On this page

Essential Hazard terms

Caster
The participant who calls the main and throws the dice in the featured description.
Setter
A participant who accepts or “sets” a stake against the caster. The term describes the historical participant relationship; it does not by itself establish a permanent casino house or house edge.
Main
A number from 5 through 9 called before the opening throw in the featured ruleset. It controls the opening outcomes and becomes the number that defeats the caster after a chance is established.
Nick
An opening result that wins immediately. Which totals count as nicks depends on the selected main.
Chance
An eligible opening total that produces neither an immediate win nor an immediate loss. Once established, it must be rolled again before the main for the caster to win.
Throw out
An opening result that loses immediately under the featured rules. The exact totals depend partly on the main.
Resolution
The point at which the rules declare the sequence won or lost.

Terminology caution: Main and chance should not automatically be replaced with modern craps terms. Although the games are historically related, their documented procedures are not interchangeable.

Dice, participants and setup

  • Equipment: two dice.
  • Caster: calls a main from 5 through 9 and rolls.
  • Setter: accepts a stake against the caster in the source’s participant terminology.
  • Decision before the roll: the caster chooses the main.
  • Banking structure: the text describes setters opposing the caster. This page does not reinterpret that arrangement as a standardized casino-banked game.
  • Payout: no complete paytable is reconstructed here.

Details not needed to resolve the dice sequence—such as table limits, turn order among several prospective casters or a formal casino procedure—are not supplied from modern practice.

How a Hazard dice game round proceeds

Hazard round sequence The caster calls a main from five through nine and rolls two dice. A main-dependent nick wins immediately, a main-dependent throw-out loses immediately, and any other eligible total from four through ten becomes the chance. After that, the chance before the main wins, the main before the chance loses, and other totals require another roll. Call a main from 5 through 9 Roll two dice Main-dependent nick Immediate win Eligible other total Establish the chance Main-dependent throw-out Immediate loss Roll again Chance appears first Win Main appears first Loss Any other total Roll again
Round flow reconstructed from the 1911 Encyclopædia Britannica description. The opening win and loss totals depend on the called main.

Text equivalent

  1. Call the main. The caster chooses 5, 6, 7, 8 or 9.
  2. Roll two dice. Add the two face values.
  3. Check for an immediate win. The main itself is a nick. In addition, 11 is a nick when the main is 7, while 12 is a nick when the main is 6 or 8.
  4. Check for an immediate loss. Totals 2 and 3 lose for every main. Eleven loses when the main is 5, 6, 8 or 9. Twelve loses when the main is 5, 7 or 9.
  5. Establish the chance if neither immediate result applies. The eligible opening total from 4 through 10 becomes the chance.
  6. Continue rolling. The caster wins by rolling the chance before the main and loses by rolling the main before the chance.
  7. Ignore other continuing totals. A total that is neither the chance nor the main leaves the state unchanged, so the caster rolls again.

The opening branches are main-dependent. For example, 11 wins immediately with main 7 but loses immediately with main 6; 12 wins immediately with main 6 or 8 but loses with main 7.

Follow these rules through a complete example.

Worked example: from main to final resolution

This example uses a main of 7 and illustrates the chance mechanism. It does not represent a prediction, recommended wager or guaranteed sequence.

  1. Initial state: main 7

    The caster calls 7 as the main before rolling.

    Applicable rule: In the featured source, the caster calls a main from 5 through 9.

  2. First roll: 2 and 4, total 6

    With main 7, a total of 6 is neither an opening nick nor an opening throw-out. It therefore becomes the chance.

    Updated state: Main 7; chance 6.

  3. Second roll: 3 and 5, total 8

    Eight is neither the chance nor the main. The roll does not resolve the sequence.

    Updated state: Main 7; chance 6; continue rolling.

  4. Third roll: 1 and 5, total 6

    The chance, 6, appears before the main, 7.

    Final result: The caster wins the dice sequence under the featured rules.

Plain-text summary: The caster called main 7, rolled 6 to establish the chance, rolled an irrelevant 8, and then repeated 6 before rolling 7. No monetary payout is stated because this reconstruction does not supply a complete paytable.

Each roll remains independent when fair dice and the rolling conditions are unchanged. The totals shown here do not make any later result more or less due.

Outcome rules in the featured version

Opening outcomes by called main in the 1911 Encyclopædia Britannica description
Called main Immediate win or nick Immediate loss or throw-out Totals that establish the chance
552, 3, 11, 124, 6, 7, 8, 9, 10
66, 122, 3, 114, 5, 7, 8, 9, 10
77, 112, 3, 124, 5, 6, 8, 9, 10
88, 122, 3, 114, 5, 6, 7, 9, 10
992, 3, 11, 124, 5, 6, 7, 8, 10
Resolution after a chance has been established
Later resultResolution
Chance appears before the mainCaster wins
Main appears before the chanceCaster loses
Any other totalNo resolution; roll again

Conclusion: Totals 2 and 3 always lose on the opening throw in this version, but the treatment of 11 and 12 changes with the main. Once a chance exists, only the chance or main resolves the sequence.

How documented Hazard rules vary

The table separates reviewed source descriptions rather than merging them into an invented standard. “Not stated” means that the cited text does not provide enough information for this comparison.

Comparison of named historical Hazard descriptions
Feature Encyclopædia Britannica, 11th edition (1911), “Hazard” R. F. Foster, Foster’s Complete Hoyle (1897), Hazard description
Source roleFeatured reconstructionSecondary historical comparison
MainCalled by the caster; permitted values 5 through 9Uses the same restricted main range in its described play
ChanceAn eligible non-immediate opening total from 4 through 10Uses the same central chance-before-main resolution structure
Immediate outcomesMain-dependent treatment of 11 and 12; 2 and 3 are opening lossesSubstantially corresponding nick and throw-out structure in the compared passage
Continuing rollsChance before main wins; main before chance loses; other totals continueSame central resolution order in the compared passage
Participant structureCaster opposed by one or more settersCaster-and-setter terminology is used
Complete modern paytableNot statedNot stated in a form used for this page’s expected-value analysis

Comparison result: The two checked descriptions support the central rules reconstructed here, but that agreement should not be mistaken for proof that all periods and venues used identical setup or settlement procedures. Other descriptions must be evaluated by name and edition before their rules are combined with this version.

Hazard probability and why there is no universal house edge

Two fair six-sided dice have 36 ordered outcomes: each of the six results on the first die can occur with each of the six results on the second die. Results such as 2–4 and 4–2 are separate ordered outcomes even though both total 6.

Two fair six-sided dice: ordered-outcome counts by total
TotalOrdered outcomesOne-roll probability
211/36
322/36
433/36
544/36
655/36
766/36
855/36
944/36
1033/36
1122/36
1211/36

These are probabilities for the opening roll, not the probability of winning the complete multi-roll round. Once a chance is established, the final result depends on the chance and main frequencies and on which appears first.

House edge: Not applicable as a universal figure. House edge is expected player loss as a percentage of a specified initial wager under defined rules and payouts. The historical descriptions used here do not establish one universal house-funded wager and complete payout schedule, so this page does not publish a Hazard house-edge percentage.

Modern craps figures must not be transferred to Hazard. See how ordered outcomes, multi-roll probabilities, expected value and house edge are calculated. For payout analysis requirements, see why a complete dice-game paytable is necessary.

Hazard and the development of modern craps

The Metropolitan Museum of Art describes Hazard as an old dice game from which modern craps descends. This supports a broad ancestral relationship, but it does not establish that every Hazard rule passed unchanged into craps or that Hazard had one continuously standardized form.

Documented at a broad level
Hazard is historically associated with the development of modern craps.
Not established by the museum record
One uninterrupted rules lineage, one official Hazard ruleset or the transfer of every main-and-chance rule into modern craps.
Requires separate evidence
Specific inventor stories, precise origin dates, disputed etymologies and detailed geographic claims.

There is a structural resemblance in the use of a first-stage roll followed by a number that can govern later resolution, but the terminology and outcome rules differ. Learn the current game in the modern standard craps guide, including come-out rolls, points, Pass Line resolution and attached odds.

Previous rolls do not make a result due

When fair dice are rolled independently under unchanged conditions, previous results do not alter the distribution of the next roll. A run of high totals does not make a low total more likely, and repeated misses do not create a recovery opportunity.

The gambler’s fallacy is the mistaken belief that earlier independent outcomes make a balancing result due. Historical rules, recorded patterns and knowledge of the 36 ordered outcomes cannot predict the next fair roll.

Historical sources, reconstruction method and review record

Methodology ledger

Featured procedural source
Unsigned “Hazard” article, Encyclopædia Britannica, 11th edition, 1911
Comparison source
R. F. Foster, Foster’s Complete Hoyle, 1897, Hazard description
Historical context source
Metropolitan Museum of Art collection record for Thomas Rowlandson’s Kick Up at a Hazard Table
Research method
Editorial desk research with procedural, comparative and contextual sources assigned separate roles
Wording modernization
Historical terms including caster, setter, main, nick and chance are retained; sentence structure and table organization are modernized.
Reconstruction decisions
The source’s opening outcomes are organized by main, and its post-chance rule is displayed as a three-branch sequence. No unstated payout or casino procedure is added.
Calculation assumptions
Two independent, fair six-sided dice with 36 equally likely ordered outcomes
Secondary arithmetic check
The total-frequency counts sum to 36. For the main-7 example, 8 immediate-winning, 4 immediate-losing and 24 chance-establishing outcomes also sum to 36.
Editorial reviewer role
Source comparison and arithmetic review; no hands-on testing or academic credential is claimed
House-edge status
Not applicable as a universal figure because no universal house-funded wager and complete paytable are established

Sources by role

Correction history

No substantive correction is recorded in this edition.

Report a correction or source issue

Use the correction-reporting workflow in Editorial Standards. Include the page title, the disputed passage, the source or calculation that supports the change and an optional reply address. Do not send sensitive personal or gambling-account information.