CRAPS(6) Games Manual CRAPS(6)
craps - the game of craps
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:
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:
A yes (or y) consummates the loan. Any other reply terminates the
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:
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:
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
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:
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.
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)