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
Sweat
This is a game which is almost as charmingly artistic as its name,
and one which is particularly lovely for the banker. It also has
the merit of extreme simplicity, and although cheating is hardly
necessary as a rule, still there are times when it may be resorted
to with great profit to the sharp. It is played with a layout arranged
in the following manner:
FIG. 59
The banker shakes up three dice in the box, and the numbers thrown
win for the players. Those who have staked their money upon the
numbers which have turned up receive the amount of their stakes;
the bank takes all that has been laid upon the figures not represented
in the throw. If two dice fall with the same number uppermost, those
who have staked upon that number will receive twice the amount of
their bets. If all three dice turn up the same, that number is paid
three times over.
It does not require a great mathematician to see that even at the
best of times there is an overwhelming percentage of the chances
in favor of the banker. It is five to three that he wins any individual
bet; the player has only three chances those provided by the three
dice, whilst the bank has the chances resting upon the remaining
five squares of the layout.
If we suppose, for example, that the bets upon all the squares
are of an equal amount, which is just about the most unfortunate
arrangement for the banker, the worst that can happen to him is
that all three dice turn up differently. Then the players who have
staked upon the winning numbers will receive the stakes of those
who have lost, the bank gaining and losing nothing. If two of the
dice turn up the same number, the banker receives four shillings,
say, and pays three. If all three dice turn up the same, he pays
three shillings and receives five.
Cheating is introduced into this game by the banker in the case of a player persistently backing a high number time after time, the method
being to ring in a dispatcher which will fall low. This will materially lessen the player's chances. If in addition to this a low number is
secured upon one of the other dice, the chances against the player become five to one. If the player should happen to be backing a low number,
of course a high dispatcher would be used and a high number secured upon the other die.
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