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A clear explanation for all players, both inexperienced and experienced, on how to play casino craps. This edition provides several strategies which help to minimize the potential losses and bankroll risks and provide a chance to be a winner. In addition, this 2nd edition presents the results of experimentation to study whether dice control is fact or fiction. That is, can the casino advantage due to randomness be overcome?
An overview of the principles and rules of the casino game Craps.
Stanford Wong applies math and logic to tossing the dice to get an advantage over casinos at craps. Included are all the details of setting the dice, tossing them, using your practice time efficiently, determining when you are good enough to take on the casinos, optimal betting strategy, and the math of craps.
"A Short Read With the Potential for Long Lasting Results" DICE 101 CRAPS is intended for the beginning CRAPS player. It is a very concise paperback book which covers only what the author has found to work for him in his thirty plus years of experience while playing the game of CRAPS with enough success to keep him going back to play again and again. CRAPS: Keep It Simple! In Don's 88 years of life he's learned that success often comes to those who stick to the basics without becoming too complicated in their endeavors. He has followed that philosophy in his approach to CRAPS and it has worked well for him. Don will take you step by step to the bottom line of the procedure he has learned. You will also learn that procedure when you purchase and read DICE 101 CRAPS Why DICE 101 CRAPS? In today's fast paced world, many people love to go to a casino for a weekend getaway and to forget the stresses of day to day life. Those people would like to know enough about the game of CRAPS to be able to play, without having to do a lot of research! When they go, they are drawn to the large crowds around the table, where people are laughing, sometimes yelling and, generally, having a great time with friends or making new friends. However, a basic understanding of the game is necessary for the weekend occasional gambler to feel confident at the CRAPS Table. That's the author's target audience and why DICE 101 was written! DICE 10 1CRAPS explains WHY the LARGE CROWDS are gathered at the CRAPS Tables by very basically describing the implication of the statistical research and explaining how the game of CRAPS can have the best odds of winning in the entire casino, when simple bets are correctly placed. The author wrote DICE 101 CRAPS to explain how he uses the simple bets and he explains the statistics which support his method.
This underground classic, written in no-nonsense language by a craps player for a craps player,not a theorist or mathematician includes some of the most profitable craps advice ever put into print. You'll learn professional plays and sane money management strategy, honed from 60 years at the table, from the greatest craps player of all time. You'll learn powerful techniques like finding Qualified Shooters, Converted Come Bets, locking up wins, finding legitimate winning streaks, controlling and protecting your bankroll, and how to make 5 to 10 times more on a hot roll than a weaker bettor starting with the same bets! Grafstein also reveals all the professional plays made at craps his core moves 21 winning strategies covering both sides of the dice! The new edition of this "Super System" of craps includes 30 professional charts and tables.
Dice control. The only way to beat the casinos at craps! Frank Scoblete reveals his secrets and takes you step-by-step through his dice control techniques: sets, stance, grip, throw, arc, backspin, landing, proper betting, and the 5-Count. Additionally, Frank exposes the good, the bad, and the ugly betrayals he experienced in 25 years playing with the world's greatest dice controllers. Join the legendary Captain, the father of dice control. Marvel at the greatest dice controller of all time, the woman known as "The Arm" in the roaring days of Atlantic City! Meet today's dice control stars: the Dominator, Jerry "Stickman," Chris "Sharpshooter" Pawlicki, Howard "Rock 'n' Roller," Bill "Ace-10" Burton, Bob "Mr. Finesse," John "Skinny," Nick@Night, Billy "the Kid," Daryl "No Field Five," Arman "Pit Boss," Mark "Dice Pilot," Randy "Randman," and Tim "Timmer." Learn about PARR, the first dice control class created by controversial author Jerry Patterson. Enter the famous Golden Touch dice control school. Meet the great dice control teams: the Captain's Crew, the Lee Brothers, the Five Horsemen, and the tag teams of Marilyn "the Goddess" and Charlie "Sandtrap;" Heavenly Kitten and Star Shine; Pat "Dr. Crapology" and Janis "Alligator Rose." Meet the crooks, the cheats, the scoundrels, and the screw-ups of the dice-control world. Join Frank on his adventures inside the exclusive world of elite dice controllers.
This is the book craps players have been waiting for! For the first time ever, the casino's worst nightmare, the amazing player known as 'Sharpshooter', reveals his secrets for getting the edge at craps -- how to control the dice when you shoot in order to reduce the appearance of certain numbers (the 7!) and increase the appearance of other numbers. If you learn Sharpshooter's methods of dice control or 'rhythmic rolling', craps becomes not only a beatable game but a money maker for the player.
Gives the knowledge, discipline and money management skills to help you become a more consistant winner.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.