Museum

Home

Lab Overview

Retrotechnology Articles

Online Manuals

⇒ craps(6) — sys5 — Apollo Domain/IX SR9.5

Media Vault

Software Library

Restoration Projects

Artifacts Sought



CRAPS(6)                 DOMAIN/IX SYS5                  CRAPS(6)



NAME
     craps - the game of craps

USAGE
     /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 you place
     bets. At any time, you may choose 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.

     At the start of the game, you have a ``bankroll'' of $2,000.
     The program begins prompting with:

          bet?

     The bet can be all or part of your bankroll. Any bet over
     the total bankroll is rejected and the program continues
     prompting until a proper bet is made.

     Once the bet is accepted, the roller throws the dice. The
     following rules apply (you win or lose, 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 fol-
     lowing 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, so roll again (Rule 2
          applies)

     2. On subsequent rolls:

          point -- roller wins;

          7 -- House wins;

          any other number -- roll again.

     If you lose your entire bankroll, the House offers to lend
     you an additional $2,000.  The program prompts as follows:

          marker?




Printed 12/4/86                                           CRAPS-1







CRAPS(6)                 DOMAIN/IX SYS5                  CRAPS(6)



     A yes (or y) consummates the loan. Any other reply ter-
     minates the game.

     If you owe the House money, the House reminds you, before
     you can place a bet, how many markers are outstanding.

     If, at any time, you have outstanding markers and your ban-
     kroll exceeds $2,000, the House asks:

          Repay marker?

     A reply of yes (or y) indicates your willingness to repay
     the loan. If only 1 marker is outstanding, the debt is
     immediately repaid. However, if more than 1 marker is out-
     standing, the House asks:

          How many?

     markers you want to repay. If you enter an invalid number or
     just a carriage return, the program prints an appropriate
     message and prompts with

          How many?

     until you provide a valid number.

     If you accumulate 10 markers (a total of $20,000 borrowed
     from the House), the program tells you and then exits.

     Should your bankroll exceed $50,000, the House automatically
     deducts from it the total amount of money needed to pay off
     all outstanding markers.

     If you accumulate $100,000 or more, you break the bank.  The
     program then prompts:

          New game?

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

     The program usually considers any reply other than a yes to
     be a no.  Exceptions to this are when the program asks you
     if you want to place a bet (i.e., bet?) and when it asks how
     many markers you want to pay off (i.e., How many?).

     To exit, send an interrupt (↑I). Before exiting, the program
     tells you whether you won, lost, or broke even.






CRAPS-2                                           Printed 12/4/86







CRAPS(6)                 DOMAIN/IX SYS5                  CRAPS(6)



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.
















































Printed 12/4/86                                           CRAPS-3





Typewritten Software • bear@typewritten.org • Edmonds, WA 98026