 

     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).
     ======================================================================
     

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     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.




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    ͻ ͻ     ͻ             ͻ                  
                           ͹      ͼ                  
    ͼ         ͼ ͼ                              
͹
                                                                           
   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.      
ͼ



ͻ
                                                                         
  ͻ ͻ       ͻ            ͻ                      
  ͹ ͹    ̹                ͹      ͼ                      
  ͼ                                          
͹
                                                                           
  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.                                
                                                                           
ͼ
