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Crap Shooter Version 1.02 Introduction:
Gambling is the wagering of money or other valuables on the outcome
of a game or other event. There is no historical period or culture
to which gambling is unknown. Dice carved from the ankle bones of
antelope have been found in prehistoric tombs and burial caves.
The ancient Egyptians played atep, a game of guessing the number
of upheld fingers. The classical Greeks are known to have played
with astragals, the forerunner of modern dice, and Jews in biblical
Israel gambled by throwing dice. The Romans were reportedly obsessed
with gaming and bet heavily on gladiatorial fights and chariot races.
The Roman historian Tacitus noted that the ancient Germans gambled
not only wealth but liberty as well.
Although few societies have ever wholly approved of gambling, none
has been able to eradicate it completely. Today the United Kingdom
appears to have the most liberal gambling laws, but legal gambling
can be found in many other places, among them Czechoslovakia, Ghana,
France, Macao, Monaco, Puerto Rico, Scandinavia, and Yugoslavia. In
the United States the forms of gambling that have been legalized vary
from state to state, with Nevada, Connecticut, Rhode Island, and New
Jersey among the early liberal states. By the late 1980s a majority
of U.S. states ran lotteries.
The games most closely associated with gambling usually involve a
heavy element of chance. Whereas poker, for instance, requires skill
to play well, the outcome of the game is determined primarily by the
distribution of the cards. Many casino games, such as roulette and
craps, are dictated solely by chance. Betting on the outcome of
sporting events--especially on horse racing--or on a lottery is
perhaps the most widespread legal form of gambling, and in many
countries, governments have created systems to funnel through legal
channels the vast amounts wagered, retaining a certain proportion
for their own use.
Illegal gambling--in the United States and elsewhere--constitutes one
of the largest "businesses" in existence, and its "gross" has been
estimated to exceed that of its legal counterpart. Legal gambling,
claim its advocates, is a means of reducing illegal-gambling profits.
A great deal of the illegal gambling conducted in the United States is
connected to organized crime, which is thought also to maintain a
strong measure of control in legalized gambling.
Today, as throughout history, gambling is not confined to any economic
stratum. Compulsive gambling is recognized as a sickness, and such
organizations as Gamblers Anonymous exist for the purpose of helping
individuals suffering from this problem. The methods are similar to
those used by organizations that help alcoholics and overeaters.
Dice, the oldest gaming instruments known to humankind, are used in
countless board games and are an integral tool in many gambling games.
Craps is played with two dice; chuck-a-luck is played with three; and
five dice are used in poker dice and liar dice. In such classic board
games as Backgammon and Monopoly, pairs of dice are cast to determine
a player's moves.
The modern game of craps developed from an old English game called
hazard. First played in the United States early in the 19th century,
it is enjoyed by many as a private, informal gambling game. Craps has
also become the favorite casino gambling game in the United States.
In informal craps play, any number of players form a ring around the
playing surface. The first player (the shooter) to roll the dice
places a bet that he or she will win; every other player may place
bets that he or she will lose. The general rule regarding the first
roll is that any one of five numbers settles the bets immediately;
seven or eleven, and the shooter wins; two, three, or twelve, and the
shooter loses. Any other number becomes the shooter's point; if it is
rolled before a 7 appears, the shooter wins and continues to roll. If
the shooter "sevens out," a new shooter takes over.
The casino game of craps is played on a felt-surfaced rectangular
table on which a layout, or diagram, shows all possible bets and house
odds on each layout. The table is surrounded by a wall, approximately
30 cm (12 in) high, and the dice must be thrown so as to hit the wall
and bounce back.
Chuck-a-luck, another popular gambling house game, is played with
three dice. In its simplest form the roller bets on a single number
only. If the number shows up on one die, the roller collects the
amount bet. If it appears twice, the payoff is double. If the number
shows up on all three dice, the payoff is triple.
Poker dice calls for five dice (often bearing playing card
denominations), and any number may play, each having a single turn. A
player may roll the dice once, twice, or three times in an attempt to
get the best possible poker hand. Of all dice games based on poker,
liar dice most closely resembles the card game. Each player rolls five
dice, concealing them from all opponents. In turn, the players then
declare their hands, giving the spots on all five dice. A player may
declare any hand, no matter what the roll actually is, and the player
to the left must either accept the statement or call the declarer a
"liar." If the accused's hand is as good as or better than declared,
the accuser must throw a unit of bet in the pot. If the statement is
accepted as true, the player on the left becomes the roller. The game
(and pot) is won when only one player has a unit of bet left.
Bibliography: Bergler, Edmund, Psychology of Gambling (1970);
Eadington, William R., Gambling and Society: Interdisciplinary
Studies on the Subject of Gambling (1976); Epstein, Richard A., The
Theory of Gambling and Statistical Logic (1977); Findlay, John M.,
People of Chance: Gambling in American Society from Jamestown to Las
Vegas (1986); Galski, Thomas, ed., The Handbook of Pathological
Gambling (1987); Scarne, John, Scarne's Complete Guide to Gambling
(1974); Times Mirror Press, ed., Gamblers Anonymous, 3d ed. (1973).
Bibliography: Frey, Skip, Complete Book of Dice Games (1975).
======================================================================
//////////////////////////////////////////////////////////////////////////
Crap Shooter Version 1.02
Crap Shooter was developed initially to give the normal person an
introduction to the game of Craps. Crap Shooter in no way guarantees
success at the crap tables or supports gambling in any form. Crap
Shooter is for amusement only and to inform the general public to
how the game of craps is played. It was set up because I had not
found a decent program that would completely emulate the game of
Craps. I have seen may games out there that were close, but none to
give true essence to all of the complexities of the game. Some of the
games that there are are rather hard to use. Crap Shooter, after
becoming used to the various bets, is very easy to use! Crap Shooter
currently supports 15 of the possible 58+ bets available on the craps
layout. Future versions will contain more possibilities if support is
shown. Version 1.01 has many revisions to become the complete game
that I hope it to be in the future, but with your support and
interest, it will be! Version 1.01 is really a test of the water,
so to speak. If the interest is there, Version 1.01 has a long road
to climb. Currently Version 1.01 supports the following bets:
1. Field Bets. ( 1 Bet)
2. Backline Bets and the vigorish. ( 12 Bets )
3. Pass and Don't pass line bets. ( 2 Bets )
4. Special care has been given to making sure that the
payoffs on various bets are correct.
5. It has been tested for about 50 hours by myself,
the top point of my runs of luck have been $19,000.
I have stopped at around $4900 several times, with
practice what we try to do is quit ahead! That is
partly what this program is for, learning when to
stop!! PRACTICE!!! Compulsive gambling is a sickness!
Never gamble with money you can't afford to lose!
6. Currently supports CGA or better.
7. Currently if money is bet on the Backline and the
shooter passes after establishing a point. The back-
line is OFF or not working on the come-out roll. This
can be changed in a true game and the backline can be
working on the come out, but this version does not
support this feature.
Crap Shooter Version 1.02 is distributed as shareware, and may be
distributed in it's original form. Crap Shooter contains the following
files:
CRAPS102.EXE 90274 This is the main program.
CRAP.TXT 25310 This file.
CRAP.COM 27867 Support file for main program, this
is this file. It must be with
CRAPS102.EXE for the program to
run correctly. May be read directly
by typing CRAP at the prompt and
pressing <CR>.
PRINTME.BAT 21 To print out Crap.txt.
If you find Crap Shooter to be of use, and intend to support its'
development, send $10, with your name and address to:
Warren J. Miller
1630 Las Vegas Blvd. N., #402
North Las Vegas, NV 89030
This will entitle you to access to Millers' Magic, described later in
this document, and full access to future versions of Crap Shooter. We
appreciate your support!
Crap Shooter Version 1.02
Disclaimer:
The Author in no way is responsible for damage to a users equipment
in any way shape or form. Crap Shooter Version 1.02 is distributed as
Shareware, and may be copied on a trial basis.
Crap Shooter was made to give the average gambler a way to practice
and gain skill in the game of Craps. The following documentation will
give the novice player the general idea behind the game, the odds paid
by the house, the true odds on the various possible bets, what bets to
avoid, and a general plan to increase your chance of winning. Also
included are the basic commands and the general working knowledge of
Crap Shooter 1.02. The odds should be memorized to be sure that the
casinos pay you what you have won. Just because you have won a bet is
no guarantee that you will be paid correctly. Much care has gone into
Crap Shooter to make sure that you are paid correctly on winning bets.
Terminology used and breif description:
" Shooter " The player active with the dice!
" Naturals " On the come-out roll if a 2, 3, or 12 is rolled the shooter
DON'T PASSed and continues to roll. If the come-out roll
is a 7 or 11, the shooter PASSed and continues to roll.
" Point " If the come-out roll is not a natural, 2, 3, 7, 11, or a 12.
Then the number is the point. If the shooter rolls the point
again before rolling a seven. The shooter PASSes, and continues
to roll. If a seven appears before the point, the shooter DON'T
PASSed and they lose their turn at shooting. This is the only
way a shooter loses his turn at shooting numbers!
" Come-out bet " The Come out bet is the first bet made when you
start to play Craps. You can bet on the Pass or the Don't Pass
line. In real play you may make many bets, Crap Shooter
presently does not support this.
" Pass Bet " The Pass bet is a bet that says that you think that the
shooter will make his point before a seven occurs, or roll
a seven or eleven on the come-out roll.
" Don't Pass bet " The Don't Pass bet is the initial bet which says that
you think that the shooter will not make his point, or roll
a 2, 3 or a 12 on his come out roll. A twelve natural is a
push or tied bet with a DON'T PASS line bettor.
" Backline Bets " These are made after a shooter establishes a point. They
work with every roll of the dice as the shooter tries to reach
a decision, either PASS or DON'T PASS. Each time a backline
number appears the backline bet wins at the payoff descibed
later in this document. Backline numbers are 4, 5, 6, 8, 9,
and 10.
" Vigorish " The vigorish is the purchase of true odds on a backline bet.
True odds are described later.
" Field Bets " The field bet is a one roll bet. Field numbers are 2, 3,
4, 9, 10, 11, and 12. If a 2 or twelve are rolled the payoff
is at 2 to 1 for the two, and 3 to 1 on the twelve. Any number
besides a Field number and this bet loses.
When using Crap Shooter Version 1.02 watch the "Command box" and the
dialog box for prompts on user input to the program. Current limits
are $5 minimum to $2000 maximun.
Crap Shooter Ver. 1.02 currently displays the point in the Backline
box. When a new point is established this may be reset buy betting
the old point and not betting the vigorish. Or ignored if you are
not playing the Backline possibilities. The bet on the new point
may be reset to zero by betting zero on the new point.
Explaining the Game of Craps:
Craps is one of the most popular games in casinos today. One of the
unique things about craps is the fact that you have two ways to bet.
RIGHT ( with the shooter), and WRONG ( betting against the shooter to
pass). This gives you two good possibilities to beat the House
advantage, using proper MONEY MANAGEMENT! MONEY MANAGEMENT will be
discussed later. The more efficient the player is, the less of an
advantage the House has against you. The following will help you
minimize your disadvantage against the Casino! Currently Crap Shooter
supports the bets with the least advantage to the house. This means
that the odds of winning are slightly better with Crap Shooter
version 1.02!
Idea of the game:
Betting RIGHT, or on the dice is the initial topic of discussion.
First of all, the dice are passed around the table from player to
player. The player has the option of picking up the dice and
"shooting" or passing them to the next player. Let's assume that the
first player decides to shoot. He takes two dice from the stickman
and places his bet on the PASS line (RIGHT). He then makes his
Come-out roll to the opposite end of the table and establishes his
POINT! Points are 4, 5, 6, 8, 9, 10. If his come-out roll is 7 or 11,
he wins his pass line bet. If his come-out roll is 2, 3 or 12, he
loses his PASS line bet, but not his turn at shooting. The only way
a shooter looses his turn at shooting is buy establishing a point,
4 - 5 - 6 - 8 - 9 - 10, and then rolling a 7 before rerolling his
point. You may after a Come-out point, back up your bet by placing an
equal bet behind the line. This is called TAKING THE ODDS. Some
casinos allow double odds bets. Crap Shooter currently does not allow
this bet!
Chart 1: "TRUE ODDS ON POINTS"
4 and 10: 2 - 1
6 and 8 : 6 - 5
5 and 9 : 3 - 2
For a 4 and 10 it means if, for example, you bet $10 on the pass line,
then after the point is set, you place $10 behind the line. Then if
you make the 4 or the 10 before rolling a 7, you will win $10 for the
PASS line bet and $20 for your "place" bet. ( 2 - 1) On a 6 or 8 you
would recieve $12, 5 or 9 you would receive $15, with the match of $10
for your PASS line bet. After a decision is made you may then remove
your come and place bets. This is called RIGHT BETTING and it is the
best possible way to win, with the least disadvantage against the
House. There are also ways to increase your RIGHT betting to lower
your disadvantage against the house. These we will discuss later.
BETTING WRONG:
This almost the same as betting RIGHT, except it is done from the
Don't pass side of the Come out bet. This is the reverse of the PASS
betting. In this method the player bets on the DON'T PASS LINE. The
player is hoping for a 2, 3, or a 7 after a point is established. A
roll of 12 on the Come-out roll is a Push for the DON'T PASS BETTOR.
This is the House advantage against the DON'T BETTOR. If the push of
a Come-out 12 was not there, the DON'T Bettor would have an advantage
over the HOUSE on this bet. I don't think the casinos would be in
business long if the players had the advantage on the house. The lay
bet is almost the same except that on the 4 and 10 you "lay" $20 to
win $10, 5 and 9 is $15 to win $10, and $12 to win $10 on the 6 and 8.
Because you are on the opposite side of the betting, the odds are also
reversed!
OTHER BETS ON THE CRAPS LAYOUT!
THE PLACE BET, or BACKLINE BET:
Place bets may be made after a point is established on the come-out
roll. You may place your bet on these numbers 4, 5, 6, 8, 9, 10,
although you do not receive the true odds unless you buy the Vigorish,
which is 5% of the bet amount. The best way is to not buy the vigorish
on these numbers, with the exception of the 4 and the 10 if the amount
of the bet is $40 or more. In this instance the Vig. is worth the buy,
because this then lowers the house advantages on these numbers buy
several percentage points. Otherwise the amount spent isn't worth the
return on the number! For instance, with $40 on the 4 or 10, the
return without the vigorish, if the number hits, is $72. With the vig
bought on a $40 bet( 4 or 10 ), it will cost $2. But the return will
then be $80 if the number hits before a 7. That is an $8 return for a
$2 investment! Or 4 to 1! Oh before I forget, if a seven appears with
a backline bet in place, you lose all backline bets. When you make
this bet, you are saying that that number will appear before a seven.
Backline bets are also OFF or not working on a come-out bet, unless
you turn them on. This means that if the shooter passes several times,
with lots of numbers between passes, this bet can bring in quite a
bundle! Using MILLER'S MAGIC can produce runs in the thousands of
dollars! It does happen!
Backline PAYOFFS:
PAYS Then it PAYS
4 and 10: (9 - 5) BUY the VIG (2 - 1)
5 and 9 : (7 - 5) BUY the VIG (3 - 2)
6 and 8 : (7 - 6) BUY the VIG (6 - 5)
The six and eight should be bet in amounts evenly divisable by six.
This will make the payoffs correct! Unless the vigorish is bought.
THE COME BET:
The Come bet is the same bet as a come-out bet. It is treated as a
come-out bet after a point is already established. The come line
bettor is hoping that there will be a few rolls before a 7 appears.
If the number repeats before a seven the bet gets matched just like
the pass line bet. The Don't Come bet is the same in reverse. If a
seven appears, then the bet is matched like the Don't Pass Line. If
it appears again, before a seven, then the bet loses. Not currently
supported.
THE FIELD BET:
The FIELD bet is a one roll bet. The field numbers are 2, 3, 4, 9, 10,
11, and 12. This is a foolish wager, the House has 20 ways to win and
there are 16 ways to lose. There are lures used to encourage this bet.
Double on 2 and 12. Sometimes even triple on 12. But remember, how
many ways are there to make 12? One chance in 36!!
THE BIG 6 AND BIG 8:
Does not pay at true odds. In the long run it will take your money.
Not currently supported.
THE HARD WAYS:
The hard ways are right in the middle of the table. They are 2 - 1
and 1, 4 - 2 and 2, 6 - 3 and 3, etc. Close but no cigar! A good way
to lose money! Not currently supported.
MONEY MANAGEMENT:
The key is to Maximize what you win, and limit your losses. The way
to do this is to bet at a certain set point. This set point is your
unit bet. Start out betting on PASS or DON'T PASS, with one unit.
After a win increase your bet 1 unit. If you win again, make the same
2 unit bet. Increase as long as you are winning. Go back to one
unit bet on any loss. Use the following format:
1 22 333 4444 55555 666666 777 88 9999999999
On the first win then press up to 2 units. Win again, and bet 2 units
again. Win again and then bet 3 units, etc. Remember, on any loss, go
back to 1 unit!!
Have fun!! And remember, always quit ahead! If you get on a HOT streak
and things cool off. Quit ahead! They will will still be there at a
later date.
╔═══════════════════════════════════════════════════════════════════════════╗
║ ╔═══ ╔══╗ ╔═╦═╗ ╔══ ╔══╗ ╦ ╦ ═╦═ ╗ ╔ ╔══ ╗ ╔═╗ ║
║ ║ ║ ║ ║ ║ ║ ╠═ ══ ║ ║ ║ ║ ║ ╠═╣ ╠═ ║ ╠═╝ ║
║ ╚═══ ╚══╝ ╩ ╩ ╚══ ╚══╝ ╚══╝ ╩ ╝ ╚ ╚══ ╚══ ╝ ║
╠═══════════════════════════════════════════════════════════════════════════╣
║ ║
║ This is where you make your bet on PASS or DON'T PASS. You do this by ║
║ pressing (P) for PASS, (D) for DON'T PASS, or (Q) for Quit. After ║
║ selecting P or D then you will be prompted to enter the amount of your ║
║ bet on the Come-Out roll. ║
║ ║
║ Example: 25 then <CR>, this will enter your bet as $25 on your ║
║ selection, either PASS or DON'T PASS. ║
║ ║
║ After your selection, and entering the bet amount, the Come-out roll ║
║ will be executed. If a point is established you will then have other ║
║ selections possible. If the Come-out is a natural, 2 - 3 - 7 - 11 - 12, ║
║ you will be asked again for your Come-out bet, PASS or DON'T PASS. ║
╚═══════════════════════════════════════════════════════════════════════════╝
╔═══════════════════════════════════════════════════════════════════════════╗
║ ╗ ╗ ║
║ ╠═╗ ╔═╗ ╔══ ╗╔═ ╗ ═╦═ ╠═╗ ╔══ ╗ ╔ ╔══ ╗ ╔═╗ ║
║ ╠═╣ ╠═╣ ║ ╠╣ ║ ║ ║ ║ ╠═ ╠═╣ ╠═ ║ ╠═╝ ║
║ ╩═╝ ╝ ╚ ╚══ ╝╚═ ╚══ ═╩═ ╝ ╚ ╚══ ╝ ╚ ╚══ ╚══ ╝ ║
╠═══════════════════════════════════════════════════════════════════════════╣
║ ║
║ Selections are 4, 5, 6, 8, 9, 1, F, R, D. ║
║ ║
║ 4, 5, 6, 8, 9, 1 will let you make a backline bet on each of these ║
║ numbers. After number selection you will be asked to enter the bet ║
║ amount. After the amount of your bet you will be asked if you want to ║
║ buy the vigorish on the number. The vigorish will pay at the true odds ║
║ on the number, at a cost of 5% of the bet amount. Saying No will clear ║
║ an old point setting, if the point is not the number in question. ║
║ ║
║ R will make the shooter roll again to try to determine a decision, ║
║ leaving all bets alone. ║
║ F will allow you to make a Field Bet. This is a one roll bet. ║
║ D will take you to the other roll screen. ║
║ ║
╚═══════════════════════════════════════════════════════════════════════════╝