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BOH 105: Casino Operations Glossary

A working glossary for understanding the words casino staff use when they talk about money, games, player value, reports, surveillance, and control.

Casino operations language is precise because money and responsibility move quickly. “The table was busy,” “the player lost,” or “the drawer was short” are not complete operating statements. Staff need to know which amount, which system, which period, and which employee controlled the transaction.

This glossary follows a casino shift from opening through play, count, review, and close. Terms can vary by jurisdiction and property, so local internal controls and approved procedures remain authoritative.

Before play begins

Gaming day — The accounting period to which casino activity is assigned. It may not begin at midnight. A visit crossing the gaming-day boundary can affect ratings, reports, and Average Daily Theoretical.

Shift — An approved division of the gaming day used for staffing, custody, reporting, and handover. “Shift” may mean eight hours, twelve hours, or another defined interval.

Table bankroll / table inventory — The chips, tokens, and permitted coin held at a table for making change and paying wagers. It is not the casino's profit.

Par — A target or fixed inventory level. A table or cage bank may be restored to par through controlled fills and credits.

Fill — Chips or tokens transferred to a gaming table, normally from the cage, using an authorized and recorded transaction.

Credit — In table-inventory language, chips removed from a table and returned through the approved process. This is different from credit extended to a patron.

Game mix — The combination of games, variants, limits, table counts, machine types, denominations, and operating hours offered on the floor.

When a player buys in or funds play

Buy-in — Cash, chips, a marker, or another approved instrument exchanged for gaming chips or credits.

Drop — Value placed into the controlled drop system. At a table, it commonly includes cash and approved documents placed in the drop box. Drop is activity, not win and not total wagering handle.

Soft drop — The controlled collection and movement of drop boxes or bill-acceptor canisters containing paper currency and related instruments. The term is often contrasted with a hard drop involving coin or tokens.

Soft count — The count of the contents of drop boxes or bill-acceptor canisters. Soft drop and soft count are connected but are not the same event.

Marker — A formal casino credit instrument evidencing money advanced to a patron under the property's approved credit process.

Credit line — The maximum approved credit exposure for a patron, subject to the casino's rules and continuing review.

Outstanding marker balance — The portion of casino credit that has been drawn and remains unpaid. It is not the same as the total approved line.

Available credit — Approved line minus outstanding exposure and any applicable holds or restrictions.

Ticket In, Ticket Out (TITO) — A system in which a gaming device accepts and issues barcoded wagering tickets representing value.

Coin-in — The total value wagered through a gaming device. Replayed credits count again. Coin-in therefore can be many times larger than the cash a player inserted.

Handle — Total wagering volume. The exact calculation depends on the game and reporting context. It should not be used as a casual synonym for table drop.

While play is being measured

Average bet — An estimate or system-derived measure of the player's average wager during rated play. Poor observations create poor theoretical-value estimates.

Time played — The rated duration assigned to a player session. It may use system timestamps, floor observations, or both.

Decisions per hour — The estimated number of resolved wagers or game decisions in an hour. Game pace changes theoretical action.

Player rating — The record used to estimate and document a player's wagering activity, commonly including game, average bet, duration, and other property-specific fields.

Theoretical win / theoretical loss / theo — The casino's expected long-run win from the recorded action. From the player's perspective, the same estimate is theoretical loss.

A simplified table-game estimate is:

Theoretical Win = Average Wager × Decisions per Hour × Hours × House Edge

The formula is only as reliable as the rating inputs and the chosen edge assumption.

Average Daily Theoretical (ADT) — Total theoretical win divided by the rated gaming days counted in the measurement period.

Actual loss — The player's net gaming result inside a defined boundary. It is not wagering volume and may differ from the casino's theo estimate.

Comp — A benefit funded by the casino, such as food, a room, transport, free play, or another approved item. A comp has a cost and a business purpose.

Reinvestment rate — Benefit cost divided by the chosen player-value measure, often theoretical win.

Reinvestment Rate = Benefit Cost / Theoretical Win

Discretionary comp — A benefit approved through judgment and authority limits rather than issued automatically by a published earning rule.

Slot and electronic-game terms

Return to Player (RTP) — The theoretical long-run percentage of wagers returned through the approved paytable. It is not a promise for a session.

Theoretical hold100% - RTP for a simple slot paytable expression. It is the game's expected casino share of coin-in before separately treated items.

Actual hold — Statistical win divided by coin-in for the measured period, using the property's approved reporting definitions.

Statistical win — The accounting result used in slot or table performance reports. The exact inclusions and adjustments are governed by the reporting rules, not by casual conversation.

Meter — An electronic or mechanical accumulator recording activity such as coin-in, games played, ticket value, cash in, awards, or access events.

Handpay — An award or cash-out paid through an attendant-controlled process rather than entirely through the machine.

Progressive — A prize that increases under defined rules as qualifying wagering or contributions occur.

Tilt alarm — A programmed error or control state that stops or restricts play until the condition is resolved.

Uptime — The percentage of scheduled or available time during which a device is ready for normal play.

Table-game result terms

Opening inventory — The recorded table bankroll at the beginning of the shift or accounting period.

Closing inventory — The recorded table bankroll at the end of that period.

Table win — The table's accounting result after applying the approved inventory equation. A common form is:

Table Win = Closing Inventory + Credits + Drop - Opening Inventory - Fills

Properties may display or adjust components differently, especially for markers, promotional instruments, or specialty games.

Hold percentage — Statistical win divided by statistical drop. Hold is an observed relationship between win and drop; it is not the mathematical house edge on each wager.

Hold Percentage = Statistical Win / Statistical Drop

House edge — The expected casino advantage per unit wagered under the stated rules and player strategy.

Variance — The statistical spread of possible results around an expected result. Short-term win can be far above or below theo without proving operational failure.

Fill/credit frequency — The number or value of chip-inventory transfers. Unusual frequency can indicate demand, poor starting inventory, inefficient par levels, or a control issue.

Count and reconciliation terms

Drop box — A locked or controlled container receiving table-game cash and permitted documents.

Bill-acceptor canister / cashbox — The secured container holding currency accepted by a gaming device or kiosk.

Count team — Employees assigned to open controlled containers, count the contents, verify totals, and complete the required documentation.

Count room — The restricted room in which drop proceeds are counted under surveillance and access controls.

Master games summary — The record that brings together table inventories, drop, fills, credits, markers, and calculated results for the reporting period.

Reconciliation — Comparison of independent records to prove that value is complete and correctly recorded.

Variance / over / short — The difference between the expected amount and the amount counted or recorded.

Count Variance = Counted Amount - Expected Amount

A variance is a starting point for investigation, not an automatic accusation.

Evidence, risk, and review

Surveillance — The independent observation, recording, and review function that protects gaming integrity and provides evidence. It is not interchangeable with physical security.

Security — The function responsible for safety, access response, physical protection, and incident management, subject to local organization.

Incident report — A factual record of an event, persons involved, time, actions, evidence, and escalation.

Exception report — A system or operational report identifying transactions outside normal rules, limits, or patterns for review.

Audit trail — The sequence of records showing who performed, approved, changed, or reviewed a transaction and when.

Segregation of duties — Dividing custody, authorization, recording, and review so one person does not control the whole transaction.

KYC — Know Your Customer procedures used to identify and understand patrons according to applicable law and risk controls.

AML — Anti-money-laundering controls. Requirements, thresholds, and report names differ by jurisdiction.

Source of funds / source of wealth — Distinct inquiries into where a transaction's money came from and how a person's overall wealth was acquired, used when required by law or risk policy.

Internal control — The approved combination of procedures, authority, records, access restrictions, independent checks, and monitoring used to protect assets and produce reliable reporting. Nevada's Minimum Internal Control Standards library shows how detailed these controls can be across table games, slots, cage, credit, and information technology.

Terms most often confused

Terms The difference
Drop vs handle Drop is value entering a controlled collection system; handle is wagering volume.
Hold vs house edge Hold uses actual win and drop; house edge is expectation per wager.
Actual loss vs theo Actual loss is what occurred inside a defined period; theo is expected value from recorded action.
Fill vs patron credit A fill moves chips to a table; patron credit advances funds to a customer.
Soft drop vs soft count Drop is collection and transport; count is opening, counting, verification, and recording.
Security vs surveillance Security responds physically; surveillance observes and preserves independent evidence.
Credit line vs marker The line is the approved ceiling; a marker is a draw against it.
RTP vs actual return RTP is the paytable's long-run expectation; actual return is the measured result.

How to use this glossary

Do not memorize isolated definitions without the accounting boundary. Ask three questions whenever a term appears in a report:

  1. What exactly is included?
  2. What is the denominator or comparison record?
  3. Which gaming day, shift, game, device, table, or player does it cover?

Continue with How Casino Operations Work, Casino Departments Explained, and the Back of House Quick Reference. Detailed definitions are available for Drop, House Edge, Theoretical Loss, Comp, Marker, and Surveillance.

Play smart. Gambling involves real financial risk. If the game stops being entertainment, it's time to stop playing.