3 Point Molly (working odds)
0.374%- Pays
- 1:1 + true odds
- Type
- Three points
More money sits in the free portion — hence the better figure and the higher variance.
The system people call the gold standard of craps. It does not improve on the math of a Pass Line with odds — it copies it, adding coverage of three numbers at the same price. We walk the algorithm, count a real round, and give an honest verdict on what it demands of a bankroll.
3 Point Molly is not a day-one strategy. It asks for a confident grasp of three things: how the Pass Line works, how a Come bet differs from it, and what happens to odds on the come-out of a new round. If any of the three is shaky, start with the [craps rules](/rules/) and the [bet reference](/rules/bets/).
For an experienced player, though, it delivers exactly what a lone Pass Line bet lacks: action on almost every roll without raising the price of the game. The cost stays at 0.37% — but so does the spread of outcomes widen, because a seven-out now takes down not one bet but all three at once.
Four rules make up the whole of Molly. Departing from any one of them breaks the math:
If the next roll is a come-out and fewer than three numbers are covered, the bet goes on the Pass Line.
If it is not a come-out and fewer than three numbers are covered, the bet goes on Come. The next roll becomes its personal come-out.
Every Pass and Come bet gets the largest odds the table allows as soon as it has its own point.
On the come-out of a new round, odds behind Come bets are off by default. Working odds give 0.374% instead of 0.405%, but noticeably raise the variance.
The name undersells it. “Three points” sounds like a minor elaboration, but what changes is the scale: exposure grows sixteenfold against a flat bet while the price of the game stays exactly where it was. Here is where both of those come from.
The combination is a Pass Line bet plus two Come bets, each backed with maximum odds. As soon as any of the three wins, it is immediately replaced, so three numbers are always in action.
| Parameter | Value |
|---|---|
| Composition | Pass Line + 2 Come, all with maximum free odds; three numbers working at all times |
| Combined house edge | ≈0.37% at 3-4-5× (0.405% with odds off on the come-out, 0.374% with working odds) |
| Cost per $1,000 wagered | ≈$3.70 (for comparison, the Iron Cross is ≈$39) |
| Full exposure | ≈$160–$180 at a $10 flat bet with 3-4-5× — gone on one seven-out |
| Session bankroll | 40–50 units ($400–$500 at a $10 bet); comfortable is 6–10× full exposure |
| Pace | Medium: a decision on nearly every roll during the build-up |
| Who it is for | Disciplined players after a month on Pass + odds. Not for beginners |
Its popularity has a simple explanation: the price is the same as the boring single bet1, while the game visibly comes alive through more frequent payouts.
The system does not improve the math of a Pass Line with odds — it copies it. What changes is not the cost but the shape: wins arrive more often and smaller, while the loss on a seven-out arrives less often and bigger. If that shape does not suit you, no amount of theory will fix it.
The “Pass Line or Come” order is dictated by price, not convenience. Both bets cost the same 1.41%, but the Pass Line is only available on a come-out roll. So during the point phase the only way to add a number at that same price is a Come bet. Any attempt to speed the build-up up through Place or Field immediately triples the cost of the game or worse.
The maximum-odds requirement is the only thing that makes the system cheap. The flat portion always costs 1.41% and there is no lowering it. Diluting it with a zero-edge odds portion is possible, and the more money sits in odds relative to the line, the lower the blended figure.
The odds mode on the come-out2 is the one place where the player has a choice, and it is about character rather than value: working odds give 0.374% instead of 0.405%, but noticeably widen the spread of results.
It comes down to one thing: three points working, always. A number wins — replace it with a fresh Come immediately. And do not add a fourth, and do not raise the flat bet.
| Roll | Action before the roll | Result | Money | Numbers working |
|---|---|---|---|---|
| 1 (come-out) | $10 on the Pass Line | 8 — the point | +$50 odds (5×) | 8 |
| 2 | $10 on Come | 5 — come point | +$40 odds (4×) | 8, 5 |
| 3 | $10 on Come | 6 — come point | +$50 odds (5×) | 8, 5, 6 |
| 4 | — (three numbers working) | a 5 rolls | collect $10 + $60 (3:2) | 8, 6 |
| 5 | $10 on Come | 9 — come point | +$40 odds (4×) | 8, 6, 9 |
| 6 | — (three numbers working) | 7 — seven-out | −$30 flat, −$140 odds | round over |
Peak simultaneous exposure was $170 — and that is exactly what the seven took. Along the way the player had collected $70, so the net result is minus $100.
Had the seven-out come a couple of rolls later, the round could have finished in profit. That is the character of Molly: the flat bet looks like a mere $10, and the spread of outcomes runs into the hundreds.
More money sits in the free portion — hence the better figure and the higher variance.
The default mode. On the come-out the odds do not play and are returned — calmer, marginally dearer.
The same price at a quarter of the exposure. The base Molly only adds coverage to.
Every $1,000 wagered costs roughly $3.70. For comparison, the Iron Cross at up to 3.9% takes about $39 out of the same thousand — ten times as much.
At a live table you call the odds mode to the dealer before the roll, not after. At an online table it is an interface setting. Either way, changing it mid-round in reaction to a result is the direct route to getting the worst of both modes.
Which gives the bankroll guidance:
Every bet in the system lives its own life and settles separately, including carrying over into the next round. There is one pleasant quirk:
If you have just placed a Come bet and the next roll is a 7, that is a seven-out for everything that came before — but for the new Come bet it is its own come-out roll, and it wins at 1:13. The same roll simultaneously takes $170 and pays $10. That is not consolation, it is a piece of mechanics worth understanding in advance.
Given the size of the individual losses, playing Molly without strict bankroll discipline is not worth attempting at all.
| Table constraint | What happens to the system | The right response |
|---|---|---|
| Odds limit of 1× or 2× | The free portion is small, so there is nothing to dilute the 1.41% with: the blended figure climbs to 0.85–0.61% | Molly still works, but its entire point is gone — go and find a 3-4-5× table |
| Minimum bet high relative to bankroll | You end up with 10–20 units rather than 40–50, and one seven-out takes a quarter of the evening | Drop to 2 Point Molly, or to a plain Pass Line with odds |
| Fast pace on an RNG table | Three times the decisions per hour of a live table — and three times the turnover | Price your evening by turnover, not by hours |
The third row deserves its own paragraph, because almost nobody mentions it. The house edge is taken not from your bankroll and not from your time at the table but from turnover — the sum of every bet you make. The same hour on a fast table costs several times what it costs on a slow one, with an identical system and an identical stake.
A live dealer table produces noticeably fewer rolls per hour than an RNG one: there is bet-taking, calling, and settling to get through. RNG craps waits for nobody, and Molly adds several bets per round on top of that. If you want to stretch an evening and cheapen it at the same time, the simplest lever is not changing the system but changing to a slower table.
The cheaper variant is the Dark Molly: the same construction on the dark side. Instead of Pass and Come you take Don’t Pass, two Don’t Come bets and the maximum lay bets that stand in for odds. Depending on the lay maximum available, the house edge falls to 0.14–0.37%.
In a land-based casino, betting against the table is visible to your neighbours at the rail, and the atmosphere can cool. It makes no difference to the math; it occasionally makes a difference to the evening. Online the question does not arise.
Drill whichever variant you choose at the free table, and once the system runs on autopilot, pick a site from the craps casino rankings — checking the odds limit first: without a high multiple, Molly loses the point entirely.
One price, very different characters, and very different bankroll demands.
| System | House edge | Exposure at a $10 bet | Session bankroll | Character |
|---|---|---|---|---|
| Pass Line + 3-4-5× odds | 0.37% | ≈$60 | 20–30 units | Calm, one decision per round |
| 2 Point Molly | 0.37% | ≈$120 | 30–40 units | The bankroll compromise |
| 3 Point Molly | 0.374–0.405% | $160–$180 | 40–50 units | Frequent payouts, expensive seven-out |
| Dark Molly | 0.14–0.37% | depends on lay | 40–50 units | Cheapest of all, hardest psychologically |
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