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 . 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º ÉÍÍÍ ÉÍÍ» ÉÍËÍ» ÉÍÍ ÉÍÍ» Ë Ë ÍËÍ » É ÉÍÍ » ÉÍ» º º º º º º º º ÌÍ ÍÍ º º º º º Ì͹ ÌÍ º Ìͼ º º ÈÍÍÍ ÈÍͼ Ê Ê ÈÍÍ ÈÍͼ ÈÍͼ Ê ¼ È ÈÍÍ ÈÍÍ ¼ º ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ º º º This is where you make your bet on PASS or DON'T PASS. You do this by º º pressing (P) for PASS, (D) for DON'T PASS, or (Q) for Quit. After º º selecting P or D then you will be prompted to enter the amount of your º º bet on the Come-Out roll. º º º º Example: 25 then , this will enter your bet as $25 on your º º selection, either PASS or DON'T PASS. º º º º After your selection, and entering the bet amount, the Come-out roll º º will be executed. If a point is established you will then have other º º selections possible. If the Come-out is a natural, 2 - 3 - 7 - 11 - 12, º º you will be asked again for your Come-out bet, PASS or DON'T PASS. º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º » » º º ÌÍ» ÉÍ» ÉÍÍ »ÉÍ » ÍËÍ ÌÍ» ÉÍÍ » É ÉÍÍ » ÉÍ» º º Ì͹ Ì͹ º ̹ º º º º ÌÍ Ì͹ ÌÍ º Ìͼ º º Êͼ ¼ È ÈÍÍ ¼ÈÍ ÈÍÍ ÍÊÍ ¼ È ÈÍÍ ¼ È ÈÍÍ ÈÍÍ ¼ º ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ º º º Selections are 4, 5, 6, 8, 9, 1, F, R, D. º º º º 4, 5, 6, 8, 9, 1 will let you make a backline bet on each of these º º numbers. After number selection you will be asked to enter the bet º º amount. After the amount of your bet you will be asked if you want to º º buy the vigorish on the number. The vigorish will pay at the true odds º º on the number, at a cost of 5% of the bet amount. Saying No will clear º º an old point setting, if the point is not the number in question. º º º º R will make the shooter roll again to try to determine a decision, º º leaving all bets alone. º º F will allow you to make a Field Bet. This is a one roll bet. º º D will take you to the other roll screen. º º º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ