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Write a program to stimulate the roll of two dice. If the total of the two dice is 7 or 11 you win; otherwise, you
Write a program to stimulate the roll of two dice. If the total of the two dice is 7 or 11 you win; otherwise, you lose. Embellish this program as much as you like, with betting different odds, different combination for win or lose, stopping play when you have no money left or reach the house limit, displaying dice, etc.
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