A method of simulating a traditional craps game experience using a specially designed deck of thirty six (36) playing cards to determine play rather than rolling dice. The deck of playing cards includes one card for each possible roll combination of a pair of dice. The deck is shuffled so that the cards are drawn at random to simulate a player rolling dice. The stickman activates the shuffler to draw a card from the shuffled deck. A bar code on the drawn card is read into a computer via a scanner and the computer then provides a visual representation of a dice roll on the monitors provided on either end of the craps table with the visualization showing the dice landing on the roll combination dictated by the drawn card. The display is activated when the shooter rolls the trackball mouse.

 
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< Card shuffling machine

> Gaming system and method for enabling a player to select progressive awards to try for and chances of winning progressive awards

> Multi-hand poker with card transformations

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