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
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SHARPS AND FLATS
CHAPTER X
DICE
Yankee-Grab or Newmarket
This game is played with three dice, and the object in view is
to get nearest to 'an aggregate of eighteen pips; or in the English
Colonies, where the 'ace' or single pip counts seven, to throw the
nearest to twenty-one. Each player has three throws. At the first
throw he picks out the highest number thrown, and puts that die
aside. Then he throws with the two remaining dice, puts aside the
higher as before, and throws again with the remaining one. The number
thrown this last time, together with the numbers shown by the dice
which have been put aside from the two former throws, will constitute
that player's score. This is done by all the players in rotation,
and the highest score wins all the stakes. Any player may, however,
elect to throw with one die only for each throw if he chooses.
Cheating at this game is obviously easy. It may be done either
by securing, by the use of loaded
dice, or by ringing in dispatchers.
It is of course necessary to have some means of distinguishing the
dispatchers from the fair dice if the cheating is done by those
means. In picking up the dice from the table, the sharp whose turn
it is to throw will change one of them for a high dispatcher. When
the throw is made, the false die is very likely to be the highest;
but if it is not, so much the better for the sharp, as he has it
available for the next throw. Supposing it to be the highest, he
will apparently toss it carelessly aside, but in reality, he changes
it again for the genuine die which has meanwhile been held in his
thumb-joint. The genuine die is turned over to show the same value
as that given by the dispatcher in the throw. The other players
will not mind the careless handling of the die, as the value has
already been called; the only object in putting the dice on one
side being to act as markers, and prevent any dispute as to the
value of the previous throws. The same thing is done in the succeeding
throws; the dispatcher going into the box all three times. At the
conclusion of the throws, the false die is exchanged for the genuine
one it has replaced for the time being.
If the sharp prefers to use securing instead of false dice, he
may secure a six upon one die at each of the first two throws; but
the third throw must be left to chance. If the last die were to
be secured, there would be none left to rattle in the box. A case
has been known where a man even secured the last die; but he had
an arrangement sewn into his coat-sleeve, to counterfeit the noise
made by the die in the box.
In using loaded dice at Yankee-grab, the best plan is to have three
which will all fall 'sixes.' In order to avoid the suspicion which
must inevitably be created by the fact of the three dice turning
up six each at the first throw, a low number is secured upon one
of them in the first and second throws. This puts the other players
off the scent, at the same time insuring three sixes for the sharp.
This is a very ingenious expedient
A good way of finishing a game, where the sharp has been securing
and where the dupe has had ample opportunities of assuring himself
that only fair dice are being used, is for the sharp to palm a dispatcher
in the right hand, and deliver himself thus: 'My dear fellow, you
have lost a lot.' (Here he pats the dupe on the shoulder with the
hand which has the dispatcher palmed within it.) 'I will tell you
what I will do. I will go double or quits with you, on three throws
each, with one die.' The dupe usually jumps at the chance of thus
winning back what he has lost; the sharp rings in his dispatcher,
and of course the 'mug' loses.
In using a dispatcher the sharp always puts the box down with the left hand; this leaves his right hand free to ring the changes. Whatever
manipulation he may be engaged upon, he does everything slowly, easily, and deliberately. When tossing the selected die on one side after
a throw and ringing in a square one to replace the loaded die or dispatcher, he takes care of course to turn it with the same side up that
the other fell. This prevents any dispute as to the score, when all three throws have been made. At all times he gauges the mental caliber
of his dupe, and operates in the manner which is most likely to be successful. Above all, he never neglects the golden rule of his profession
'Always work on the square as long as you are winning.'
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