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Internet Craps

The easiest way to make sense out of Internet Craps is to look at a pair of dice. Each cube has six numbered sides. Roll the dice and 36 possible combinations can come up. 

within Internet Craps, you can make three basic kinds of bets: (1) the total of the numbers that come up within a roll; (2) the combination making up the total (3 + 3 or 2 + 4, for example); or (3) one number (or group of numbers) being rolled within a sequence before another.

A game begins when a shooter picks up the dice. Before the dice are rolled, you can make the following bets:

Pass Line. Here you are betting that the shooter's first roll, called the "come out," will be a 7 or 11. If so, you're paid even money (a $10 bet would pay back $10). You lose if the shooter "Internet Craps out" by rolling a 2, 3, or 12. If the shooter rolls any other number value-4, 5, 6, 8, 9, or 10-that number becomes the shooter's "point." During subsequent rolls, Pass Line bets are paid every time the shooter rolls his point until the shooter "sevens-out" by rolling a 7. All Pass Line bets lose when the shooter rolls a 7.

Don't Pass Line. Almost opposite of the pass line, betting "the Don't" means that you think the shooter will crap out by rolling a 2 or 3 the first time (a 12 is a standoff: nobody wins). If the shooter Internet Craps out, you're paid even money. You lose if the shooter rolls a 7 or an 11. If the shooter rolls any other number, that becomes his "point. " You win if the shooter rolls a 7 before he rolls his point again. If the shooter's point comes up before a 7 does, you lose. Because the chances of rolling a 7 are higher than any other number value, the Don't Pass Line has slightly better odds than the Pass Line. It's not unusual to see cynical shooters playing the Don't Line against themselves.

Place Bets. Here you want the individual number you select to be rolled before a 7. If the 7 comes, you lose. 

See below for more with Internet Craps.


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within the West, everything seems somehow larger than life and it's easy to see why people feel somehow linked on it. Over the centuries, the West has been the repository of the dreams of an astonishing variety of people -- and it has been with the long, dusty roads of the West that these dreams have crisscrossed and collided, transforming all who travelled along them.

win was played within the frontier days and nambling was a popular past time within the Old West. One of the most famous card players was Wild Bill Hickok. 

When nambling, he always sat on his back to the wall and his face to the door. He had many enemies and he carried a pair of Colts and could draw and fight on both hands.

"Deadman's Hand."

with August 2, 1876, Wild Bill wandered into Saloon No. 10, and joined a a giveaway game.  Hickok was losing by the time Jack McCall, a barfly and odd-job man who loafed within the No. 10, slipped into the saloon, walked to within three feet of Hickok and shot him within the back of the head on a .45 he pulled from his coat pocket. As Hickok fell away from the table, he spilled his hand -- pairs of black aces and eights -- known forever after as the "deadman's hand."


John H. "Doc" Holliday's Colt Single Action .45 revolver.

This picture is from R.L. Wilson's book: The Peacemakers (Arms and Adventure within the American West)  This had been Doc's regular Six-shooter including at the Shootout at the OK Corral.

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