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Pointline Table
3 plays Published Oct 4, 2026 Version 1
Come-out and continuing point rolls, locked Pass and legal Don’t Pass reductions. Free fictional points; solo or online2–8.
Allocate, then confirm and roll. A point stays ON until that number or seven rolls. Pass locks; Don’t Pass may decrease before the next throw. Both pay 1:1 net.
Craps Pass-Line uses two six-sided dice. Come-out: Pass wins on 7 or 11 and loses on 2, 3 or 12. Don’t Pass wins on 2 or 3, loses on 7 or 11 and pushes on 12. A 4, 5, 6, 8, 9 or 10 establishes the point. Keep rolling: the point before seven wins Pass; seven before the point wins Don’t Pass. Other totals keep the same point and contracts active. Both winning lines return their allocation plus 1:1 net. A push returns Don’t Pass with no net. No odds or side bets in this pass-line milestone.
Pass cannot decrease after a point. Before each next throw, you may prepare a Don’t Pass reduction by 10 or remove it. Reset restores an unconfirmed draft. Roll seals the remaining contracts: after confirmation you cannot replace or increase a removed amount in this hand. Original/current contracts, every throw and withdrawal refund appear in history. Withdrawal returns that portion without profit; it cannot create points.
Five resolved hands start with 1,000 free nontransferable fictional points. Allocate at most 100 per hand in units of 10; both lines may be mixed. Empty confirmation sits out but still rolls. No money, purchases, paid entry, cash-out, tradable tokens or prizes. Solo is shared-dice practice. Online uses exactly 2–8 signed-in humans, independent contracts and the same dice. Fresh randomness and remaining choices are committed for every next throw before any reveal. Every client verifies them and reconstructs dice/point/payments. No future ordered throw stream. Casual results remain unverified; abort bias and collusion are possible. No trusted dealer or ranked anti-cheat claim.
Online: 45s to confirm each throw, 10s without peer response, 10min session, 8s final receipts. An unresolved hand is never forced to win or lose: 128 total throws, departure, backgrounding, bad reveal or deadline ends without a result. No Local, spectator, reconnect or host migration. Highest final points wins; ties share competition ranks. New session restores the free allowance. Help pauses solo and remains live online.
Landscape means phone sideways; portrait works too. Parent Standard/Theater/Fullscreen preserve the session. Arrows select the two lines; Tab focuses legal buttons. From the table, Space allocates and Enter confirms before come-out; in the point phase Enter/Space rolls. Focused buttons use Enter/Space. Backspace/Delete resets drafts; Escape closes Help or pauses/resumes solo; F1 Help; M mute. Pointer/touch use the same legal choices and buttons. Cancel, blur, rotation and background never submit. No gamepad, rebinding or offline reload.
How to play
Arrows / Tab choose · Enter / Space act · Esc back. Landscape preferred; portrait supported. Separate Allocate/Confirm and continuing point rolls; Pass stays locked, Don’t Pass may decrease/withdraw before the next throw. Free fictional points/no prizes; exact online2–8, live Help. F1/M/Backspace/Delete; pointer/touch equivalent.
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