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.