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 VIII
THE GAME of FARO
The Rules of Faro
Please note that you may find another description
for the rules of faro in the Rules
of Card Games chapter on Playing
Cards Online.
The appliances above described being available, the game is played
in the following manner:
At the termination of a deal the cards are all lying face upwards
upon the shuffling-board in two heaps at 'C' and 'D,' and the faro-box
is empty. Without taking the cards off the table, but simply turning
them back upwards, the dealer mixes the two heaps together. The pack
is then cut and placed with the faces of the cards upwards in the
dealing-box. The players then stake their money, placing their stakes
upon the layout over the card which they think will win. Each player,
of course, may select any card he pleases, irrespective of the fact
that another player may choose to bet upon the same card. In fact,
they can all back the same card if they like. This, however, is a
case which is rather rare, anyhow at the outset of a game. Meanwhile
the top card of the pack has all along been visible to the players,
through the aperture in the top of the box. This card, therefore,
counts for nothing, and no bets can be made with respect to it. From
the top card downwards, the cards alternately win for the players
and the 'bank,' or dealer. The second card, then, when displayed will
win for the players.
All the bets having been made, the dealer draws off the top card
and discloses the face of the second. The top card is placed upon
the shuffling-board in the position indicated by 'C' (fig.
40), and those players who have staked their money upon the
card in the layout which corresponds in value to the card which
is now seen through the window of the dealing-box will have to receive
from the dealer the amount of their stakes. If no player has bet
upon that card the dealer of course has to pay nothing.
The dealer has now to draw off another card from the box and display
the face of the third. As explained above, this card will win for
the bank. The second card is therefore drawn off, and placed upon
the shuffling board at 'D,' and the players who have staked their
money upon the card representing the one which is now visible will
lose their stakes to the dealer.
The two cards thus played constitute what is called a 'turn.' After
each turn the dealer pays the money he has lost and receives what
he has won. All money staked upon cards other than those which have
either won or lost remains undisturbed upon the layout. The players
are then at liberty to rearrange their bets in any manner they may
think fit, and the game continues. Again the top card is removed
from the box, revealing a fourth, and placed upon the card already
at 'C.' As before, those who have staked upon the card now showing
in the box receive the amount of their bets in due course. And so
on until no more cards remain in the box.
There is one advantage enjoyed by the dealer in which the other
players do not participate. When it so happens that both cards of
a 'turn' are of the same value, both kings, for instance, such an
occurrence is termed a 'split,' and a split means that the bank
loses nothing, but, on the contrary, takes half the money, if any,
which is lying upon the card of that value in the layout. This advantage
or refait gives the bank a preponderance of the chances to the amount
of about three per cent.
The above is the simplest form of the game; but, in reality, it
is usually played in a more complicated manner. For instance, the
players can 'string their bets'; that is to say, they can bet on
more than one card at a time. A counter placed between any two cards
signifies backing either of the two cards to win, and then the player
will win if either of those cards wins, or lose if either loses,
and so on. A single counter may be so placed as to back all the
high cards to win, and the low ones to lose, or vice versa. By 'coppering,'
or, in other words, placing a special counter called a 'copper,'
upon his stake, a player can bet that any card will lose instead
of win.
With this short explanation of the game, we will proceed to consider the various methods of cheating at faro.
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