Don't Pass, then Come, Come, Don't Come, keeping two bets on each side. We ran it through 40,000 simulated hour-long sessions (100 rolls each, $15 table, real casino payouts) to see what actually happens.
Start with $15 on the Don't Pass. During the point, make Come bets and a Don't Come bet until you have two bets on the "light" side and two on the "dark" side, replacing each one as it resolves. On a choppy table, the idea is that wins on one side offset losses on the other.
Bets: Don't Pass, Come, Come, Don't Come โ $15 each.
| Outcome | Result |
|---|---|
| Average (what it costs you over time) | โ$18 |
| Median hour | โ$15 |
| Bad hour (1 in 10 are worse) | โ$195 |
| Good hour (1 in 10 are better) | $165 |
| Best 1% of hours | $300 or more |
| Worst 1% of hours | โ$345 or worse |
Out of the 11 strategies we've simulated, the Cold Table Hedge ranks #7 for lowest average cost per hour. See the full ranking.
Try the Cold Table Hedge free. We'll set the bets up on our table with real casino rules and minimums. No money, no signup.
Play it now โEach session is 100 rolls (about an hour at a busy table) starting on a new shooter, using standard Vegas rules: 3-4-5x odds, casino payouts rounded down, place bets off on the come-out, and a $5,000 table max. At the end of the hour we stop betting, take down removable bets and let contract bets finish. "Down $500" counts any point in the hour where the session was $500 behind. Dice come from a cryptographic random generator. Results are practice estimates, not predictions.
No. It reduces how much your bankroll swings, but you pay the edge on every bet on both sides.
For longer sessions on a small bankroll, and for casino comps, which are based on flat bets.
Bet smaller with fewer odds, or regress after a hit.