foreword to the online edition
preface
I. introductory
II. common sharpers and their tricks
III. marked cards and the manner
of their employment
IV. reflectors
V. holdouts
VI. manipulation
VII. collusion and conspiracy
VIII. the game of faro
IX. prepared cards
X. dice
XI. high ball poker
XII. roulette and allied games
XIII. sporting houses
XIV. sharps and flats
postscript
|
|
SHARPS AND FLATS
CHAPTER X
DICE
Over and Under Seven
This is a game which is played with a 'layout,' or painted cloth,
upon which the players place their stakes. The form most generally
used is divided in the following manner:
FIG. 58
The players having placed their stakes upon either of the three
divisions they may individually choose, the 'banker' shakes two
dice in the box and throws them out upon the table. If the throw
proves to be over seven, those players who have put their money
upon 'over seven' in the layout receive the amount of their stakes,
whilst those who have bet upon the other squares will lose to the
banker. In the same way, if the throw is under seven the players
who have backed 'under seven' will win. If, however, the throw should
prove to be exactly seven, those players who have staked upon the
centre square of the layout will receive three times the amount
of their stakes. A little reflection will show that even in a fair
game, if players can be found to back the '3 to 1 against seven'
square, the bank has a large percentage of the chances of the game
in its favor. Indeed, in an infinite number of throws, the banker
stands to win two-fifths of all the money staked upon the centre
square. The chances against seven turning up are really 5 to 1,
and not 3 to 1.
Cheating at this game may be done either by the banker or the players,
although at first sight it would appear that the players can have
no opportunities for cheating the bank as they have nothing to do
with handling the dice. When the bank cheats the players the methods
employed are as follows. The banker notes the disposition of the
bets upon the layout and reckons up the amounts upon the various
squares. His policy, of course, is to let that square win which
has the least staked upon it. If he can always do this his gains
must obviously be always greater than his losses. If the 'under
seven' division has the least stakes he will secure one of the dice
to fall with the ace uppermost. Then the throw must prove to be
either seven or under. If the division of the layout which has least
money on it is the 'over seven,' a die is secured in such a manner
as to fall with the six uppermost, and in this case the throw must
be either seven or over. If the bets upon both 'under' and 'over'
squares are equal he has no need to trouble, as he can neither win
nor lose with those squares. If either of them turns up, the money
simply passes across the table from one side to the other, whilst
the bank takes whatever may have been staked upon the centre square.
Even though the players always staked an amount which should equalize
the bets upon the 'over' and 'under' divisions, they would lose
to the bank one fifth of their stakes in the long run because the
seven would turn up on the average once in six times, and then those
two divisions would both lose.
The banker always shakes the box quietly, so as not to give any
indication of the fact that only one die is rattling about within
it. At the same time he keeps up a running fire of remarks such
as, 'Any more?' 'Over wins!' 'Under pays the over,' 'The little
seven wins!' &c. This is the approvedly [sic] professional way of
conducting the game, all others are spurious imitations, and cannot
be recognized by true 'sports.'
Another method of cheating the players is to ring in a loaded die
which will fall six. If the highest betting is found to be over
seven, this die is secured so that it shall fall ace uppermost,
and then the throw can only be seven or. under. If on the other
hand the highest betting is 'under seven,' the dice are simply shaken
without securing, and the result must be seven or over. If there
is heavy betting upon the 'seven' or central division of the layout
a two or a three is secured upon the genuine die, and this will
make the throw necessarily over seven. As a rule, however, the central
or '3 to 1 against' square does not require much attention from
the sharp. The chances are always five to three in his favor. If
the players persistently bet upon the high square of the layout,
the sharp will just ring in a loaded die that falls with the ace
up, to save himself trouble. When this is done, the throw can manifestly
never be over seven.
In cases where the players cheat the bank, it generally happens that the banker is not a professional, but a novice who has been put up or
persuaded to accept the position for the time being. A party of sharps will always get a 'mug' to take the bank if they can. Securing, in
an instance of this kind, is impossible; the cheating must be done by contriving to introduce into the game either a dispatcher or a loaded
die. The latter is the safer thing to do, because a dispatcher will not bear even a moment's attentive examination. The ringing-in is done
by officiously picking up the dice for the next throw, tossing them carelessly into the box, and handing the whole over to the banker. If
well done, the exchange is imperceptible, and it is highly improbable that it will be noticed. The bets, of course, will be made according
to the nature of the die which has been rung in. If it is made to fall high, the bets are put upon the 'over seven' division; if it falls
low, they are put on 'under seven.' Naturally, the players allow the bank to win occasionally, in order to avoid suspicion. Finally, and before
quitting the game, a genuine die is rung in, replacing the false one. There are not many chances in favor of the bank with this method of
playing.
|