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CRAPS(6)                         Games Manual                         CRAPS(6)



NAME
       craps - the game of craps

SYNOPSIS
       /usr/games/craps

DESCRIPTION
       craps  is a form of the game of craps that is played in Las Vegas.  The
       program simulates the roller, while the user (the player) places  bets.
       The  player may choose, at any time, to bet with the roller or with the
       House.  A bet of a negative amount is taken as a bet  with  the  House,
       any other bet is a bet with the roller.

       The player starts off with a ``bankroll'' of $2,000.

       The program prompts with:

              bet?

       The  bet can be all or part of the player's bankroll.  Any bet over the
       total bankroll is rejected and the program prompts with bet?   until  a
       proper bet is made.

       Once  the  bet  is accepted, the roller throws the dice.  The following
       rules apply (the player wins or loses depending on whether the  bet  is
       placed  with  the  roller  or  with the House; the odds are even).  The
       first roll is the roll immediately following a bet:

              1. On the first roll:

                           7 or 11                  wins for the roller;
                           2, 3, or 12              wins for the House;
                           any other number         is the point,  roll  again
                                                    (Rule 2 applies).

              2. On subsequent rolls:
                           point                    roller wins;
                           7                        House wins;
                           any other number         roll again.

       If a player loses the entire bankroll, the House will offer to lend the
       player an additional $2,000.  The program will prompt:

              marker?

       A yes (or y) consummates the loan.   Any  other  reply  terminates  the
       game.

       If  a player owes the House money, the House reminds the player, before
       a bet is placed, how many markers are outstanding.

       If, at any time, the bankroll of a player who has  outstanding  markers
       exceeds $2,000, the House asks:

              Repay marker?

       A  reply  of yes (or y) indicates the player's willingness to repay the
       loan.  If only 1 marker is outstanding, it is immediately repaid.  How-
       ever, if more than 1 marker are outstanding, the House asks:

              How many?

       markers  the  player  would  like  to  repay.   If an invalid number is
       entered (or just a carriage return), an appropriate message is  printed
       and  the  program  will  prompt with How many?  until a valid number is
       entered.

       If a player accumulates 10 markers (a total of  $20,000  borrowed  from
       the House), the program informs the player of the situation and exits.

       Should  the  bankroll  of  a  player who has outstanding markers exceed
       $50,000, the total amount  of  money  borrowed  will  be  automatically
       repaid to the House.

       Any  player who accumulates $100,000 or more breaks the bank.  The pro-
       gram then prompts:

              New game?

       to give the House a chance to win back its money.

       Any reply other than yes is considered to be a no (except in  the  case
       of  bet?   or  How many?).   To exit, send an interrupt (break), DELETE
       character or CTRL-D The program will indicate whether the  player  won,
       lost, or broke even.

MISCELLANEOUS
       The  random  number generator for the die numbers uses the seconds from
       the time of day.  Depending on system usage, these numbers,  at  times,
       may  seem strange but occurrences of this type in a real dice situation
       are not uncommon.



                               16 February 1988                       CRAPS(6)