CHAPTER II.

FARO GAMBLING AND GAMBLERS.

The general belief that cards were invented in the fourteenth century to

amuse the imbecile Charles VI. of France is one of those popular errors

which, despite the proofs arrayed against them by modern research, seem

destined to be perpetual truth, though booted and spurred, seldom

overtakes a plausible historical fable if the latter has the advantage

of a start of three or four centuries, and therefore the idea that cards

were originated by Gringonneur, a Parisian portrait painter, to tickle

the fancy of a royal idiot, will probably continue to exist in the

public mind for centuries to come. The public journals, in their answers

to correspondents, reiterate the same old stereotyped tale, which seems

destined to have an immortal lease of life.

The truth, however, is that cards, like chess, originated in the Orient,

and were first introduced into Southern Europe by gypsies toward the

close of the thirteenth century. How long they had been in use in the

East is a matter of conjecture, pure and simple, but there is ground for

the belief that they are as old as the Pyramids. This is a question for

archaeologists to settle, and the answer to it does not fall within the

scope of the present work. It is certain that they rapidly grew in

public favor. During the seventeenth century the passion for card-

playing became a veritable mania among the nobility and gentry, royalty

itself setting the example. Louis XIV., in whom were united the

incongruous characteristics of a gambler and a miser played nearly until

the day of his death. During the regency, and throughout the dissolute

reign of Louis XV., under the influence of Madame de Pompadour and the

infamous Dubarry, the court gambled from morning till night and from

night till morning, while the nation followed suit. So in England,

substantially the same state of affairs existed, Charles II., with his

courtiers and favorites, setting the fashion. In a word, all Europe was

card-mad.

America’s turn came later. With prosperity came a taste for sumptous

amusements—the legitimate offspring of wealth and leisure—and it may be

questioned whether there is any country in the world where card-playing

is so universal, or where so much money is staked upon the issues as in

the United States.

The origin of the game of faro, like that of most games of cards, is

obscure. There is a tradition that it emanated from the shores of the

Nile, and that its antiquity is as venerable as that of the pyramids.

Perhaps this rather fanciful theory has grown in favor from the fact

that its name is sometimes spelled “pharo,” the name of the founder of

the great Egyptian dynasty, whose head is said, in ancient times, to

have been depicted upon one of the cards. Be this as it may, it is

certain that centuries ago it was popular among the gamesters of France

and other countries of Europe, whence it crossed the channel to the

British isles and later was brought across the Atlantic to America. In

the United States, it is a game _par excellence_ at every gambling

establishment, being at once the most absorbingly fascinating to players

and the most profitable to the bank. Across the green cloth which

separates the former from the latter, fortunes are hourly lost and won.

The monotonous, droning call of the dealer, falling upon the ears of

players, whose interest is breathless in its intensity, has proved to

thousands the knell of doom to wealth, honor, integrity, and happiness.

With its allurement of excitement and its tempting bait of gain, it woos

its votaries to shipwreck equally certain and no less terrible than that

which befell the mariner of old, whose charmed senses drank in the

intoxicating music of the siren’s song. Faro has been happily likened to

the “tiger,” which, crafty, treacherous, cruel and relentless, hides

under cover waiting, with impatient eagerness, for the moment when it

may bury its velvet covered claws within the vitals of its unsuspecting

victim and slake its fiery, unquenchable thirst with his life blood.

The principles of the game as fairly played to-day do not materially

differ from those laid down by Hoyle a hundred years ago. Be it

understood, however, that this remark applies to modern faro, as played

in the “hells” of this year of grace, only in the abstract. The

principles (sic) upon which it is practically conducted by the dealers

of to-day are of a sort calculated to astound that eminent authority on

the doctrine of chances. In order, however, that the reader may

thoroughly comprehend to how great an extent the player is at the mercy

of the banker, it will be necessary to explain first the method of

legitimate playing (i. e., if any gambling can be properly called

legitimate) and then some of the devices whereby the dealer may

transform his naturally overwhelming chances of winning to a practical

certainty.

As preparatory to a discussion of the first branch of the subject, it

may be remarked that faro is pre-eminently a game of chance. Even when

played with absolute fairness, success or failure, fortune or

misfortune, depend—not upon the skill of the player, but upon the

caprice of blind chance. It is true that mathematical science has

attempted to reduce this chance to some sort of law, and has formulated

a theory as to the inherent probability or improbability of certain

events happening or failing to happen, and there are devotees of faro

who play upon what they believe—with a faith which approaches the

sublime—to be an infallible “system.” But the doctrine of chance is,

after all, but an approximation to accuracy, and the only certainty

about any system, however cunningly devised, is the certainty that at

the supreme moment it will prove a delusion and a snare.

[Illustration: faro hand]

But, to return to the method of playing: Any number of persons may

participate in the game, which requires a full pack of fifty-two cards.

The dealer acts as “banker,” and may, at his discretion, limit the sums

to be played for, according to the amount of his capital. At public

games, this functionary, assisted by one or more persons known as

“lookers-out,” whose duty it is to watch the table, the players and the

bets, with a view to seeing that the bank’s winnings are promptly

gathered in, and that the interests of “the house” are properly guarded.

In order to facilitate the making of bets, players purchase checks,

usually made of ivory or bone or composition, though sometimes of paste-

board, from the banker, who redeems them at the option of the holder.

Their value is denoted either by their color, or figures stamped upon

them. The banker usually limits the sums that may be bet in accordance

with his capital, and the limit may be of two kinds, known as the

_plain_ and the _running_ limit. The _plain limit_ is usually twice as

much for double, treble or quadruple cards as for single cards. That is

to say, if a player may bet fifty dollars on either or all of the

latter, he may bet $100 on all or any of the double. The _running limit_

is any sum named and its multiple of four. To illustrate, the running

limit may be 50 and 200; in that case, the player may bet fifty dollars,

and if he wins, may suffer the original stake and its increase (which

would amount to $100) to be where it is or move it to another place,

where he may win another $100, thus giving him with his first stake

$200, which is the limit. This is known as parleeing a bet, and if the

first bet is five, the second will be ten, the third twenty, the fourth

forty, and so on. Almost all bankers will allow a player to “parlee,” as

the percentage is largely in favor of the bank.

Each banker is provided with a “board” about three by one and one-half

feet in dimensions, which is placed on a table about four by two and

one-half feet. This “board” is covered with green cloth, on which one

suit of thirteen cards of the ordinary pack are portrayed in the order

shown in the foregoing illustration.

In the centre of the cut given above, the arrangement of the cards in

the “lay-out” is shown. The outer line of the parallelogram represents

the table. Letter “G” indicates the seat of the dealer; “I” that of the

“lookout;” “F” that part of the table on which the “case keeper” (the

use of which will be explained later) is placed; and “H” shows where

sits that important functionary who operates the “case keeper.” The

players sit or stand all around the table. “A” represents the dealing

box, and “B” and “C” the two piles into which the cards are divided as

they issue from the box. “D” shows the “check-rack,” or the apparatus

for holding the “checks,” and “E” shows the position of the money

drawer.

The ace, deuce, queen and king are called the big square; the deuce,

tray, queen and jack the second square, and so on; the six, seven and

eight are called the pot. The players select their cards upon which they

wish to bet, and lay upon them their checks.

All preliminaries being settled, before any bets are made the dealer

shuffles and cuts the cards and places them face upward in a metal box,

containing an aperture at the top, sufficiently large to allow the full

faces of the cards to be seen. Originally, the cards while being dealt,

were held in the dealer’s hands, and in Germany they are nailed to the

table and torn off one by one. For many years, however, it has been the

practice to deal from an uncovered metal box, a little longer than the

pack, in which are placed the “pasteboards” faces upward, so that the

top card is always exposed to view. Near the top of one end of this

receptacle is a horizontal slit, wide enough to admit the passage of a

single card, and at the bottom are four springs, which, pressing upward,

automatically force the pack toward the top of the box, thus keeping one

card always opposite the slit. The top card, called the “soda,” having

been seen, is not used for betting, and is laid aside. The card

immediately below is the banker’s card, and it wins for him all stakes

placed upon it in the “lay-out,” provided it has not been “coppered,” as

explained below. The next is the player’s card and wins for him in the

same manner. Each pair of cards taken from the box and exposed

constitute what is denominated a “turn.” It may happen, however, that

the player may wish to bet that a certain card may lose. In that case he

places a copper (which is provided for the purpose) upon the top of his

stake. This is called “coppering,” because originally old fashioned

copper cents were employed for this purpose instead of the wooden

checkers.

Whenever two cards of the same denomination appear in the same “turn,”

the dealer takes half the money found upon such card. This is called a

“split,” and is, in effect, a percentage taken by the bank. If a player

wins his bet and allows both stake and winnings to remain on the same

card for another “turn,” he is said to play a paroli or parlee. At the

end of a “turn” a pause is made, to permit the paying of bets already

determined and the making of new ones. And the same routine is followed

until the pack is exhausted, when a fresh deal is made and the process

repeated. It will be seen that there are twenty-five “turns” in every

deal. The dealer may close the game at the end of any deal when he may

see fit. The last card remaining in the box at the end of each deal

neither wins nor loses, although originally it was claimed by the

dealer, who took all the money staked upon that card. The bank thus had

the certainty of winning such stakes, with no possibility of loss;

hence, that card came to be called “hock” or “hockelty,” which means

certainty, and by that name it is known.

A player may avoid risking his stake on any particular turn by saying to

the dealer, “I bar this bet for the turn”—pointing to it—in which case

it can neither lose nor win, but remains barred until he says “it goes.”

Again, he may reduce his stake one-half, by saying to the dealer, “one-

half this bet goes,” and this, unless the order is revoked, will be

understood to be his intention until the close of the deal.

When there is but one turn left in the box, the player may “_call the

last turn_;” that is, guess the order in which the cards will appear. If

he guesses correctly, he receives either two or four times the value of

his stake, according to the advantage which he enjoys through the

character of the turn. If the three cards are three denominations, they

may come out in any one of the six different ways; if, on the other

hand, two of the three cards are of the same denomination, only three

arrangements are possible. Hence, in the former case, if he guess

correctly, the banker pays him four times the amount of his wager; in

the latter (which is technically called a “cat hop”) he wins double its

value.

As has been shown, there is a multiplicity of methods of betting open to

the player, but it remains to explain one of the most common, as well as

fascinating, modes in vogue among the patrons of the “green cloth,” a

method, too, which more than any other has been prolific of disputes. It

consists of placing bets not only upon any card or cards, but upon the

margin of the “lay-out.” These are called “string bets,” an explanation

of which would tend rather to confuse than to enlighten the

inexperienced reader.

It being of the utmost importance to both dealer and player that the

cards remaining on the box should be known, an effort is made to keep an

accurate record of the deal in such a way that its every phase may be

seen at a glance. For this purpose a printed card, known as a “cue

card,” is given to each player if he desires it, with the characters A,

2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, arranged in a perpendicular row,

“A” representing the ace, the numbers indicating the spots, and the

letters “J, Q, K” standing for the court cards. As each card is dealt

the player denotes the denomination on his “cue card” by placing in the

proper line a zero (0) if it lose, and a straight perpendicular mark (I)

if it wins, the last or “hock” card being indicated by a double dagger

([++]).

THE CHANCES OF THE GAME.

The following statement of the odds against winning any number of times

consecutively is applicable to faro or any other game of chance. The

computation is that of Mr. Hoyle, who, as an honest man, had not

forecast the devices of the modern sharper.

Champions of this game, however, claim that when fairly conducted, the

percentage of the bank against the player is less in faro than in any

known game; and it is probable that the fact of this belief being wide

spread accounts for its wonderful popularity in the United States. In

fact, when fairly dealt, the only percentages in favor of the game are

the “splits” and “calls.” Mr. Hoyle gives the following computation of

the odds at the game.

The chances of doublets vary according to the number of similar cards

remaining among those undealt. The odds against the player increase with

every “turn” that is dealt.

When only eight cards are remaining, it is five to three in favor of the

bank:

When only six cards, it is 2 to 1

When only four cards, 2 to 1

That the player does not win his first stake is an equal

bet.

That he does not win twice following, is 3 to 1

Three times following, is 7 to 1

Four ditto, is 15 to 1

Five ditto, is 31 to 1

Six ditto, is 63 to 1

Having briefly outlined the method of playing, and shown how even when

fairly played there is a very large percentage of odds in favor of the

bank, it remains to point out some of the practices resorted to by those

professional gamblers known as “advantage players,” “brace dealers,”

etc., to take advantage of the gullible and unwary, called among the

fraternity “chumps,” or by the still less euphonius term of “suckers.”

These practices may be grouped under three different heads: First, the

cards themselves; second, the dealing box; and third, a system of

confederates. These will be taken up in the order given.

1st. The cards themselves. The “skin gambler” never deals a game of faro

without making use of cards known as “strippers,” or “humps.” These may

be bought from dealers in gambling implements, or may be prepared by the

gambler himself by using “trimming shears,” a tool devised for this

special purpose, and costing from forty to seventy-five dollars per

pair. “Strippers” are ordinary playing cards of the same size and form

as the “square” ones used in dealing faro, from the edge of which a very

little “strip” has been trimmed, thus making them a fraction narrower at

one end than at the other. The “strip” cut off does not exceed one

thirty-second part of an inch at one end and runs to a point at the

other. These are used that certain cards may be reversed and known; that

is, the narrow ends of some turned with the wide ends of others. Thus,

the dealer may take all the cards under seven, and turn their narrow

ends with the wide ends of the rest of the pack, thus greatly increasing

the chances for “splits,” on which the banker wins half the stakes;

moreover, the cards are used more in bunches, whereby the odds in his

favor are still further increased. When the wide ends of such a pack are

all together, it is difficult to detect them; but when a part only is

reversed they are more easily distinguished, since if the pack be taken

by opposite ends all those turned opposite ways will easily come out if

pulled by the ends.

The cards just described are known as “side strippers.” Another variety,

which has some advantage over these is called “end strippers,” or

“rakes.” As their name implies, they are cut on the end instead of the

sides, but are arranged, sanded, and used as are the others. Before

making a deal, the cards are “pulled” and “run in” endwise, after which

they may be shuffled any number of times without changing their relative

positions. They will apparently change their positions, but owing to the

manner in which they are cut and their being sanded, they adhere in

pairs all through the pack. When the cards are trimmed on the side,

displacement during shuffling is unavoidable; hence, the advantage of

using “rakes.”

Other prepared cards are called “_hollows_” and “_rounds_.” These are

cut in plates made for the purpose, and a portion of the pack is wider

across the middle, and tapers a very little toward the ends. The rest of

the pack is hollowed out a little in the middle and broader at the ends.

Strippers of this sort are used for the same purpose as those first

described, but are used by taking hold of the pack at the middle and one

end instead of at both ends.

The very closest observation is necessary to detect cards prepared in

either of these ways, and soft, smooth hands are necessary to use them

advantageously. The advantages resulting to the skillful dealer from

their use, however, are too palpable to call for further elucidation,

except in connection with the explanation of fraudulent, or “fake”

dealing boxes, which will be given below. Sometimes the odd spot cards,

the jack and king are trimmed differently from the remainder and then

reversed. They are then “run in,” an odd against an even, and can be

told through the difference in their size. This stratagem insures, at

the pleasure of the dealer, the effectual bankruptcy of the man who

plays upon a “system.”

“Squares and rounds” are made in much the same way. They are cut to pull

from the ends like “rakes.” Like “hollows and rounds” they can be turned

around without producing any effect upon them; and, like both, when

properly “sanded” (which process is explained below), they can be

shuffled without changing their relative positions. They are used in the

same way as common “strippers.”

Another process to which the cards of the “skin” faro gambler are

subjected is the preparation of them in such a way that they will adhere

together. This is accomplished by rubbing them, sometimes with

sandpaper, sometimes with rosin and glass, and sometimes with pumice

stone. If, however, the surface be too much scratched, the abrasion will

become visible when the cards are held up to the light. To accomplish

the result desired most effectually, and at the same time with the least

possible risk of detection, a powder composed of fish bone and rosin is

sprinkled over them. When it is remembered that the dealing cards are

extremely thin and smooth, the ease with which this device can be

carried into successful operation can be imagined. Sometimes the backs

of certain cards are roughened and the faces of others; the adhesion is

then rendered very close and the added thickness so slight as absolutely

to defy detection. To facilitate the use of cards thus prepared, a

special dealing box, known as the “sand tell” box, has been devised, a

description of which may be found in its proper place.

Still another resource, however, remains to the dealer of a “fake” game.

He marks his cards along the edges on the faces, by which simple but

effective plan he can always tell, with approximate accuracy, the

denomination of any card below the top. This is accomplished by putting

dots on the edges and it is absolutely essential to the successful

operation of most of the “faked” boxes described below. Similar dots may

be seen along the left hand edge of the card shown in the accompanying

cut of the dealing box.

2nd. THE DEALING BOX.—When the dealing box was first introduced, more

than half a century ago, it was claimed in its behalf that it insured

absolute protection against fraud on the part of either dealer or

players. Practically, as years have passed and new features have been

engrafted upon it, it has become the most effective agency for unlimited

fraud that the most nefarious dealer could desire. Indeed it may be

questioned whether the original object of its introduction was not to

render more easy the task of completely stripping every man who should

venture to play against the bank. Hoyle points out that the odds, even

in legitimate play are always in favor of the banker, and it seems

hardly probable that he would himself suggest an innovation which might

in any degree lessen his chances. The first boxes were made of brass, a

very little larger than the pack, and about half an inch wider, with one

side left open for the admission of the pack. The side opposite had an

opening, close to the top, large enough to allow a single card to slip

out, and in the top of the case was another of sufficient size to permit

the insertion of the end of the finger to slip off the top card. At the

bottom were springs to keep the pack constantly pressed up to the top of

the box. That such a contrivance might be used with perfect fairness in

dealing faro cannot be disputed. The fact remains, however, that almost

every American gambling den to-day has at hand boxes which are cunningly

contrived devices to facilitate the fleecing of the ignorant, to convert

chance into certainty, to transform the unsuspicious player into the

victim and the dealer into the harpy.

In order to have a thorough comprehension of the following description

of some of the “fake” boxes now in use, it may be well that the reader

understand the object sought to be gained through them. The rules of the

game require that but one card shall be dealt at a time. To a dealer

determined to win, it is of the utmost importance to know, before the

card issues from the box, what that card is going to be. In this, he is

greatly aided by the preparation of the cards as described above. Still,

he needs some mechanical device through which he may put this knowledge

into practical operation, either by failing to deal any certain card at

a moment when its issuance from the box means loss to the bank, or by

putting out a card which is sure to win for himself. To give him this

advantage he uses a box so constructed that he can control its

operations at will. It will thus be seen that his cards and his box

supplement each other. To know the cards would avail him nothing unless

he might use those which he needed; to be able to deal fraudulently

would be of no possible advantage, unless he knew precisely which card

to deal. Taken together, they form a combination so strong as to be

impregnable to the dupe who fancies that he and his crafty opponent meet

on a fair field in open, even if not honorable, combat.

At the present time, the “fraternity” generally use one of three

varieties of boxes, known respectively as the “lever,” or “end squeeze

movement,” the “needle movement,” and the “sand tell” box. Of these, the

former is the most common, and the second the most expensive, while the

third is commonly employed for a special purpose, which will be

explained.

The accompanying cut shows the mechanism of the “screw box,” at one time

very popular with gamblers, and still used in some houses.

[Illustration: screw box]

The front side of this box, “A,” is provided with three thin

perpendicular plates, of which two are stationary, but all of which seem

to be solidly joined together. Between the stationary plates “B” and

“D,” whose inner surfaces are so highly polished as to reduce friction

to a minimum, slides another and invisible plate, marked “C,” and which

is adjustable and highly sensitive to the secret manipulation of the

practiced dealer. This centre piece “C,” when properly placed and at

rest, presents an upper edge a trifle above the two stationary plates,

leaving an aperture so narrow that the dealer can take but one card from

the box at a time.

“F” is a screw which operates a secret lever, “E C,” between the two

plates “B” and “D.” This lever hangs on a pivot, and by slightly

pressing the screw with the thumb the adjustable plate “C” quickly

responds, and drops until its edge is even with those of the stationary

plates “B” and “D,” thereby enabling the dealer to take two cards from

the box at one time without observation.

Upon removing the thumb pressure from the screw “F,” the adjustable

plate “C” rises to its original position.

There is a flat metal piece in the inside of the box at the bottom,

which, when pushed forward, instantly and securely locks the box,

preventing the discovery of its mechanism, should any of the players

request permission to examine it. Such permission is always cheerfully,

and usually courteously given.

Finally, inside of the box, as in all others, is a thin plate the size

of the cards, which is placed in a level or horizontal position, upon

which the cards rest, and which is supported by four steel springs, that

force the cards up to the top of the box so that they may always be

ready for dealing.

The “lever,” or “end squeeze” box—the one which is perhaps just now most

in favor among “skin” gamblers—is operated on the same principle as is

the “screw” box. The screw, however, is replaced by a mechanical

contrivance which enables the dealer to raise the middle plate (lettered

C in the illustration) by means of pressure or “squeezing” applied at

the end of the box. The “lever” box also differs from the “screw” in the

manner of locking the secret mechanism. In the essential principles of

the “fake,” however, the two closely correspond. The underlying fraud in

both consists of the manipulation of a concealed middle plate,

substantially in the manner already explained.

The “needle” movement box is so called from the fact that at one end, on

the inside, is a small spring, lying the thickness of three cards from

the top, and having a fine point, like that of a needle, which catches

on the edges of the cards. The dealer remembers which cards are

round—which, as has been said, may be the odd numbers or may be those

having a less number of spots than seven; the remainder of the pack is,

of course, cut hollow at the ends. By the aid of the spring, the dealer

is enabled to tell whether the first card is round or hollow, and also

what the second card is; as when the round card comes in contact with

the spring, it pushes it in, and as the latter slips it makes a slight

noise, similar to the grating of the finger nails. He can thus tell

whether it is for his interest to take the second card or not,

and—thanks to his previous preparation of the cards—it is as easy for

him to take one as the other. An incidental advantage of this box is,

that in case any of the players object to the apparently undue advantage

in favor of the bank, it is possible for the dealer to offer to permit

any player thus dissatisfied to deal in his stead, while he himself bets

against the bank. Should his offer be accepted and a player open a bank,

the latter, of course, not being acquainted with the secret spring of

the box, will derive no benefit from the grating noise even should he

notice it; while by reason of the professional dealer understanding the

sound made by the secret spring, the latter is able to tell very nearly,

if not absolutely, what card is coming next.

The “sand tell” box is particularly designed for the use of gamblers who

desire to induce a player to deal the game. As its name implies, the

cards used in it are “sanded,” while the “tell” consists of a small

extra perpendicular plate near the front of the box on the inside, a

trifle below its mouth, which causes the top card to stand slightly in

advance of the deck, so that the gambler can readily distinguish the

card underneath.

[Illustration: case-keeper]

A record of the game is kept by means of an implement known as a “case-

keeper,” which is usually placed in care of an employe of the

establishment. This device is a miniature “lay-out,” with four buttons

attached to each wire as shown in the illustration. These buttons run on

wires, one of which extends from the end of each card. When the deal

begins, all the buttons are shoved up close to the cards; as soon as a

“turn” is made, the two buttons opposite the cards dealt are shoved to

the opposite ends of their respective wires. This enables anyone around

the table to see, at a glance, how many cards of each denomination

remain in the dealer’s box. When all four cards of any one denomination

have been dealt, that is said to be “_dead_.” When three cards of any

one denomination have been dealt, the one remaining in the box is called

the “_case_,” or “_single card_.”

It may sometimes happen that the tally of a player will not agree with

that of the case keeper, owing to the fact that the dealer has withdrawn

two cards where he should have taken one. In such a case, a trick known

as the “put back” is employed. A confederate of the dealer attracts the

attention of the players while the extra card or cards taken from the

box are adroitly returned to it by the dealer. Of course, there must be

a perfect understanding between the latter and the case keeper, so that

when two cards are dealt at once a signal may be given showing the

denomination of the second card.

In case a player making a bet finds that he has been misled by the

incorrectness of the record kept by the cue keeper, the invariable rule

is that the bet must be determined by the cards remaining in the dealing

box, a regulation which is, to say the least, not at all to the

disadvantage of the bank.

But the cheating is not all on one side, and a device called a hair

“copper” is sometimes employed by players to guard against a possible

loss on a certain description of bets. This hair “copper” consists of a

piece of shoemaker’s wax, the color of the check, a horse hair, and a

string of rubber attached to a band around the wrist, secreted in the

sleeve. The wax adheres to the copper at one end of the horse hair,

which is invisible, the other end being fastened to the rubber string

which is extended in the hand to the tops of the fingers. Placing this

copper on a bet, if the turn comes in favor of the dealer the player

quickly and without observation loosens the rubber which jerks the

“copper” into his sleeve, causing the dealer to pay the bet he may have

fairly won.

Another scheme for beating the dealer is not infrequently resorted to by

professional gamblers. It is technically known among them as “snaking”

the card. This consists of “ringing in” upon the proposed victim of

certain prepared cards, which are placed among the other dealing cards

in some secret manner, and at a time when he is not aware of it.

Sometimes, when no other opportunity presents itself, the faro dealer’s

room is entered by false keys during his absence, and his cards are so

operated upon that the operator can, to a certainty, break the bank at

the first opportunity. There are gamblers who travel through the country

for the purpose of “snaking” games, seldom engaging in any other species

of gaming, and it often happens that many professionals are badly bled

through this means without suspecting it. Sometimes the services of some

person who is a stranger to the dealer are secured to play against the

bank in order to allay suspicion.

The modes of “snaking” are various. One of the earliest consists of

placing an extra plate in the dealing-box, in connection with a piece of

steel not larger than a cambric needle. The cards are then cut on the

edges in such a way that the appearance and disappearance of this piece

of steel tells whether the next card will win or lose. This steel point,

in the rapidity of its motion, was compared to a snake’s tongue, and it

is probable that the origin of the term “snaking” is to be found in this

fancied resemblance.

Another method of “snaking” cards is as follows: The deck is prepared.

Let us suppose that the “pot” cards—the six, seven and eight—are the

ones selected. A pack of cards is taken, and the sixes, sevens, and

eights sanded on the backs and the remainder of the pack on the faces.

Small dots are then made on the face of each card in the deck, near the

edge. The position of these dots is determined by measuring on the card

with the plate which belongs to the dealing box. Now, when a sanded deck

of cards is placed in a “sand tell” dealing box, every time a card is

taken from the box the card next to the one taken moves a little forward

in consequence of the card taken from the box pressing on the one

underneath it. But, with these “snaked” cards, the case is somewhat

different; while dealing with these cards, should a smooth one be next

to the one drawn from the box, it would be drawn a little forward, i.

e., if there is not one of these “sanded” cards underneath this smooth

one. If there should be one of the sanded cards under the smooth one,

the card left on the top, after making a turn, will be held back by the

sanded card which is underneath it, and it will not be pulled forward at

all. Now, when a card which is left on the top, after making a turn, is

pulled forward, these dots (above mentioned) are visible on the face of

the card, denoting that neither of the pot cards can lose on the first

turn; consequently the pot cards are played to win as long as this dot

is visible on the face of the top card. But, in case, after a turn is

made, the top card should not move forward, then the dot on the face of

the card underneath could not be seen, which shows that one of the pot

cards (which are the six, seven or eight) will certainly lose on that

turn; of course the pot is instantly coppered, that is, betting that

these cards will lose.

Another and simpler plan is to perforate all the cards of a certain

description, perhaps of either dark suit, from the two to the ten, with

an instrument known as the “card punch,” of which the accompanying

illustration will enable the reader to form a fair conception.

[Illustration: card punch]

It is made of the finest steel, and is employed to puncture cards at the

center. A “deck” thus prepared is substituted for that which the banker

intends to place in the box. Sometimes, however, in this “diamond cut

diamond” game, an entrance is effected to the dealer’s room and the

“punch” is employed on his own cards. The substitution of the prepared

pack for that of the banker is the fundamental point to be attained, and

occasionally resort is had to desperate expedients. A fight is raised,

and in the melee which ensues the dealer’s box is thrown upon the floor

and the substitution quickly accomplished.

This shameless trick is played by one gambler upon another without the

slightest compunction. What a commentary does this afford upon the

hollowness of the old adage regarding “honor among thieves.” The author

having never been guilty of larceny, as defined by either the common law

or the criminal code, cannot speak for “thieves” technically defined as

such. As to those greater thieves known as gamblers, however, he does

not hesitate to say that among them “honor” is a word as unmeaning as

the mirage of the desert is illusory.

But to return to the punctured cards. The holes made by the punch are so

small that the player is often “beaten” by it. Whenever a white surface

is seen through this small hole, the player is perfectly certain that

the card underneath is the deuce, four, six, seven, eight or ten, and

may accordingly back these cards to win for himself with absolute

certainty. If a colored surface is discerned, he is equally certain that

the next card will be of another denomination.

Yet another method is to sandpaper the edges of one-half the cards.

Then, as the edge of the under card is seen through the slit in the

dealing box, the outside player can tell in which half it belongs by

noticing whether it is bright or dull. Of course, to practice this

successfully, the player must remember correctly the cards making up

each half; but when the division is made upon a system, this is an easy

matter.

Besides the methods of cheating already described, which relate more

particularly to the preparation of the cards and the construction and

operation of the dealing box, there are other methods well known to

professionals, which may be employed with comparative immunity and great

success against the unsuspecting.

A favorite stratagem is to use a prepared deck containing fifty-three

cards, one more than the legitimate pack contains, known among the

fraternity as the “odd.” The odd card is never seen by the player; and

as the cues come out correct, there is nothing of which he can complain.

The advantage of its use to the gambler is that it gives him one sure

turn during each deal, and he usually prefers to employ it on the last

turn. In such a case, it is impossible for the bettor to win on the

call, and he is equally certain to lose on any bet which he may make on

that turn. The advantage of such a large additional percentage in favor

of the game is palpable. A large proportion of players are fond of

calling the “last turn,” because of the greater odds given by the bank;

they are also more disposed to bet high on single cards at this stage of

the deal, for the reason that a “split” is impossible. This is called

playing cases. The manner in which a deck of fifty-three cards may be

manipulated to the certain loss of such bettors may be best shown by

means of an illustration. The denomination of the extra card is a matter

of no importance, but we will suppose it to be an ace; its introduction

would then make five aces in the pack. All the cards are then sanded

except these five aces, which are marked on the edges with one or two

dots, so as to be instantly recognized. The deck, having been thus

prepared, is played in the following manner: The cards are first

shuffled a few times from bottom to top, the dealer not then knowing the

position of any card. The latter then commences finding the aces, which

is easily accomplished, inasmuch as they are the only cards not sanded

and are marked on the edges. While shuffling he places one ace on the

top of the deck, over this he places a card of some other denomination,

and on this another ace, and over this again yet another card. A false

cut (which is accomplished in various ways, and is really no cut at all)

is then given to the cards, which are next placed, faces upward, in the

dealing box, the arranged cards being of course now at the bottom. Let

us suppose that when the last turn is reached it consists of an ace,

king and queen. Of course there are really two aces in the box, though

only one is shown. If the dealer wishes to make the ace lose, all that

he need do is to turn one card and then take two cards instead of one,

through the aid of his “faked” box, the bottom one of these two cards

being one of the aces, this leaves one card in the box, as there should

be. Should he desire to make the ace win, he draws two on the first

pull, and only one afterward, which results in one of the aces never

being seen, making the cues on the last turn come out correct. Sometimes

the cards are cut fairly, and the extra card comes in the middle of the

deck; in such a case, when the dealer arrives where the aces are

arranged, he is aware of it and acts in the same manner as has been

already described when they are placed so as to fall in the last turn.

Sometimes two odd cards are added to the deck, making the pack consist

of fifty-four cards. When properly manipulated, the dealer has the

advantage of being able to manage two turns instead of one.

Even when both cards and dealing box are perfectly “square,” it is still

in the power of the professional gambler to take such advantages of

persons not posted as to be morally certain of winning their money. For

instance, should a player select certain favorite cards on which to bet

(as is often the case), on the next deal the dealer may easily cause

such cards to win or lose all the way through as he may desire, the

bettor never suspecting that the run was not a matter of pure chance. As

these favorite cards come out of the box, the dealer—at a moment when

the bettor is not observing—places them at the bottom at the end of the

deal, where they are not disturbed while shuffling. The deck is then

“run in” endwise, and these cards being separated, will either win or

lose throughout the game.

“Faked” dealing boxes are not always the “thing of beauty” and perennial

source of joy which their manipulators would like to see them. They

occasionally “get out of order;” a little sand works its way between the

plates, and even an expert “brace” dealer finds it more or less

difficult so to use the device that its employment cannot be detected.

At Laredo, Texas, a few years ago, a “professional,” who is now dealer

at a famous house in a Western city, encountered a difficulty of this

sort. He “pulled” two cards, but so clumsily that the “sucker” observed

it. “What’s the matter with your box?” the player asked. “O, it’s a

little old, and don’t work just right,” was the answer. “Well, see

here,” said the Texan, “that was an almighty short deal, somehow. Reckon

I’m going to lose money any way; but hadn’t you better go a little

slower and make one of them long deals? I’d like to take a little more

time.” The game progressed and the stranger rose from the table a loser

to the amount of three hundred dollars. “Look here,” he remarked to the

dealer, “I reckon you’d better give me back the money you’ve cheated me

out of.” The gambler, with an air of the utmost nonchalance, replied

that he would be blanked if he gave back any of it. “Well,” remarked the

countryman, as he drew down his slouch hat over his eyes and left the

room, “I’ll be back in a few minutes.” No sooner had he left than one of

the employes of the establishment took the proprietor aside and advised

him either to return the money or close the place at once, if he did not

want the victim to return and shoot him “on sight.” The proprietor was a

capital “brace” dealer, but physical courage was not his chief

characteristic. He lost no time in acting on his subordinate’s

suggestion. Hastily raising the window he called out to the victim—whose

rapidly vanishing form was still in sight—“I say, you! Come back here a

minute; I want to see you.” The “sucker” came back; the gambler greeted

him cordially. “You old idiot,” said he, “can’t you take a little joke?

Of course I knew that you were ‘capping,’ (i. e. acting as ‘capper’) for

the game. Here’s your money old man.” He handed him a roll of currency,

which the stranger pocketed with a grim smile of satisfaction. But

subsequent events proved that the proprietor “had builded better than he

knew.” Sitting around the room were other men who had lost money and

seen a fellow sufferer receive back his losses, it did not take long for

the crowd to extinguish the lights, and in the darkness the unlucky

dealer was “held up” for every dollar that he had with him.

3rd. The third adjunct to success in a “brace” faro game is by no means

the least important. Confederates on the outside are considered _sine

qua non_ in every “skin” gaming hell. They are technically known as

“ropers” or “steerers.” This euphonious appellation sufficiently

indicates at once their character and the nature of the duties with

which they are charged. The man who for a percentage and under the guise

of friendship lures a man to loss is, if possible, morally lower than

the scoundrel who robs him.

To be a good “steerer,” a man should possess some education and be

endowed with a courteous and affable demeanor. The more polished his

manners, the greater the value of his services. Men of this stamp hang

about the depots, infest the corridors of hotels of every grade, and

patrol the streets with far more watchfulness than does the average

policeman. Their methods do not vary, in any marked respect, from those

employed by “cappers” and “steerers” in other games, which are fully

disclosed under other head lines. About the same qualifications are

expected of faro and “bunko steerers,” and those required of the latter

are plainly indicated in Chapter VIII.

There is, however, a class of “ropers” who do rather more than “dirty”

work. These men hang about the entrances to houses which are alleged and

believed to be “square,” turn out the gas in the stairway, and when a

would-be player presents himself, assure him that “the house is closed

for the night, but that they (or he) can ‘show him where a game is

running.’” Should the verdant dupe be sufficiently gullible to believe

the story, one of these miscreants “steers” him to a “brace” house, sees

that he is “plucked,” and then claims and receives his percentage on the

amount which the victim has lost.

Among broken-down gamblers who have lost the last vestige of self-

respect, another game is popular. Individuals of this sort will hang

about the side-walk in front of a “hell.” When a player goes up-stairs

into the rooms, they watch him. If they can gain access to the house

they watch his play; if they are too disreputable in appearance to be

allowed inside the doors, they await his return. In either event, they

ascertain whether he has lost or won. If the former, they promptly

present themselves before the proprietor and claim the usual percentage

paid to a “steerer,” and usually receive it. This sort of scamp is known

among the fraternity as a “gutter snipe.”

Once in a while one of them proves himself of some service. On a certain

evening, two young men had been playing faro at a “skin” house on the

Bowery, in New York. They had pooled their resources and one of them had

been doing all the betting. Their losses footed up about eighty dollars.

After coming down stairs they stood upon the corner, bewailing their

hard luck, when they were accosted by an individual who, although

decidedly seedy, presented the appearance of being the wreck of what was

once a gentleman. He told them that he had overheard their conversation

and asked them if they would like to get a part of their money back.

Being answered in the affirmative, he went on to say that he himself did

not dare to go up into the rooms, but that if the man who had not done

the betting would return alone and claim to have been acting as a

“steerer,” he would receive from the proprietor a “capper’s” percentage

of the house’s winnings. The advice was acted upon; one of the two again

mounted the stairs, entered the apartment, demanded his forty-five per

cent. of the money lost and received it without objection. The stranger

was made happy by receiving a five dollar bill, and the friends walked

away considerably wiser, if somewhat poorer, than when they first

entered the den.

While speaking of “steerers” there is one fact which should not be

overlooked. Not a few of the proprietors of the so-called “square”

houses run “brace” games at other localities, “on the quiet.” These men

keep “ropers” at the foot of the stairways leading up to their

respectable (?) establishments, whose duty it is to inform any

particularly verdant “sucker” that there is “no game being played here

to-night,” and then “steer” him to the place where he can be fleeced

with more ease and expedition. The same tactics are employed at times

when public sentiment compels the closing of the gaming hells. The

“reputable” gamblers shut their doors, and open a room either at a hotel

or in some out of the way location, whither their “steerers” guide

victims, thus partially at least, recouping their losses resulting from

the closing of their regular rooms. Where they do not open other places

they sometimes “stand in” with the keepers of “skin” rooms, to have

their employes “steer” their patrons to the latter resorts, the “square”

players, of course, receiving a percentage of the winnings.

The better class of houses of play close at about two o’clock in the

morning, when the cards, dealing boxes and other paraphernalia are given

a few hours rest. Others are open all night, and at Pueblo, Colorado,

there is a resort whose doors are never closed. At all establishments,

however, there are at least two sets of employes, known respectively as

the “day” and “night-watch.” The day men arrive about nine in the

morning, the dealer having the combination of the safe. He takes out the

money, chips, cards, etc.; the “house is ready for business,” or to

state it more accurately, the trap is set and baited for fresh game.

It is generally during the earlier hours of the day-watch that the game

is “thrown off,” if at all. This term is a bit of gambler’s slang, and

always means that some one is victimized through a gross breach of good

faith, in other words, the victim is “thrown” to a confederate as a bone

to a dog. The “throwing off a game” is usually worked as follows:

Suppose that A, B and C enter into partnership to conduct a gaming

house. A and B secretly agree to defraud C of the capital which he has

advanced. C closes the house at night and A opens in the morning. B

arranges with an outside party to come to the house in the morning while

C is absent, and by collusion with the dealer, A, “win out the roll,” as

it is technically termed, that is, win the money of the firm so that C’s

share may be divided among the two scoundrels. Of all dastardly

confidence games this may be probably set down as the meanest, and the

fact that it is ever done shows how far the maxim “honor among thieves”

applies to professional blacklegs.

A UNIQUE ESTABLISHMENT.

The establishment at Pueblo to which reference has been made above, is

probably the largest in the United States. It contains six faro tables,

four roulette wheels, four hazard tables, two “stud” poker tables, two

“draw” poker tables, one “short faro” table, one vingt-un table, one

hieronymus bowl, and one table for playing a game known as “high suit.”

They are all in one large room, which opens directly off the street,

without any pretense of concealment, and contains, besides, a bar and a

lunch counter. Back of this is an apartment in which occur two drawings

daily, and yet farther in the rear is a keno room, where a game is run

every night. This mammoth hell never closes its doors. Three sets of

employes relieve each other, each “shift” (a designation for the

alternate “watches,” borrowed from the phraseology of the Colorado

miners) being on duty eight hours. As may be imagined, the cost of

running such an establishment is enormous, and the fact that the

proprietors continue to prosper financially shows that dupes are found

in abundance.

There is one feature in the management of this Pueblo resort peculiar to

itself. It is a very common thing in all gambling houses for a player

who “has lost his roll” to ask a donation—or a “loan,” as he prefers to

call it—of a small sum, wherewith to get a drink, procure a meal, or pay

for a night’s lodging. Only in the lowest dives is such a request

refused. In the Pueblo den, however, a different system is pursued. The

proprietors never give money to any man, for the reason that they

apprehend that the beneficiary might use it in playing against the

house. At the same time no sober applicant (unless a chronic “dead

beat”), whether player or stranger, is ever refused a drink, a cigar, a

square meal, or a night’s lodging. Instead of cash, however, he is given

a brass check which, while not receivable at the tables as stakes, is

good at the bar, the lunch counter, or at a lodging house owned and run

by the establishment, for refreshments of whatever kind he may desire.

SHORT FARO.

This is a vastly simplified modification of the game of faro. The lay-

out consists of six cards—ace, king, queen, jack, ten, and nine. The

dealer commonly uses two or more packs, which he shuffles and usually

deals from his hand, though sometimes from a box. The first three cards

run off are for “the house,” and are dealt faces down and not exposed.

The second three cards are for the player and are shown. Bettors place

their stakes on the card or cards in the lay-out which they may select

before the deal begins. The mode of play may be best shown by an

illustration: Suppose a player wagers a dollar on the queen. If one of

the three cards exposed happens to be a queen he wins one dollar; if two

are queens he receives double the amount of his stake; if all three

should prove to be queens the dealer returns him his original stake

augmented by three times the amount; if no queen is shown the “house”

gathers in the stake. It does not require a particularly erudite

mathematician to discover that the odds at this game are enormously in

favor of the bank. In the first place the player can win only should one

of six cards out of fifty-two turn up. Moreover, of the six cards dealt

he is allowed to see only three, thus reducing his already insignificant

chances by one half. Even when fairly played the game, like roulette, is

little short of downright robbery by the dealer, and when to this

preponderance of chances one adds the numerous advantages which a

professional “brace” dealer has over a greenhorn it is easy to foretell

who will have the money at the end of the game.

POLICE PROTECTION TO GAMBLING.

The attentive reader will find, at various parts of this volume,

allusions to the tacit understanding which often exists between the

fraternity of black-legs and the police. The personal experience of the

author is referred to and the chapter devoted to local gambling is

replete with recitals of facts which afford food for reflection.

It may not be out of place here, however, to describe briefly the

methods adopted for rendering ineffective even a carefully planned and

honestly executed raid, if undertaken or managed by inexperienced or

incompetent officers. The latter on gaining entrance to a room do not

find any gambling in progress and are therefore unable to capture any

property or make any arrests. The outer doors of the resorts are usually

constructed of ponderous oak timbers, from four to ten inches thick,

fastened together by means of heavy iron bolts. Of late years steel has

been substituted for wood, and it is said that at one of the Chinese

gambling hells in San Francisco the doors are made of thick rubber,

resembling car springs in texture, the elasticity of which repels the

blows of a sledge hammer as a marble pavement gives a rebound to a

rubber ball. The object of making such doors is, of course, to prevent

forcible intrusion. It is not of the employment of violence, however,

that I am about to speak, but of those raids where the officers are

given admission. It should be added that not infrequently entrance is

granted, after a short delay, because the hospitable proprietors have

been privately warned of the intended visit.

A small aperture in the door enables the door-keepers, one of whom is

always in attendance, to inspect applicants for admission before undoing

the bolts. If the custodian is in doubt as to the character of the

callers, the proprietor is summoned. If the visitors are recognized as

officers, an electric bell sounds a note of warning, and a parley

between the blue-coats and the Cerebus at the portal follows. In the

twinkling of an eye the cards, boxes, chips, lay-out, case-keeper, and

money disappear into the safe. The table is at once transformed into an

ordinary round-topped affair, covered with a crimson cloth. Scattered

around the room are well dressed, quiet mannered gentlemen engaged in

reading the newspapers, in discussing politics, or in general

conversation. The police see nothing, and after apologizing for their

intrusion, withdraw. Often the proprietor accompanies them to the

stairway, and, cordially shaking hands, leaves in the honest (?) palm of

the one in command a substantial token of his readiness to “bury the

hatchet.” Scarcely have they reached the sidewalk before the table is

placed in position, the safe unlocked, the money and paraphernalia taken

out, the players resume their seats, and the game goes on as before. Is

it surprising that the man who witnesses such a farce as this should

entertain a contempt for the very name of law?

REMINISCENCES AND INCIDENTS.

From what has been said, some unsophisticated reader may be led to

suppose that running a faro bank is a short and easy road to fortune. No

more fatal mistake could be made. Professional gamblers, almost without

exception, die paupers. Nor is the reason far to seek. The gambler “on

the inside,” is likely to win, even if the game is fairly played; and

the skin dealer never loses, even by accident. But the curse of Heaven

seems to attach to money thus accumulated. The winners rarely keep it

long. The terrible fascination of the mania for gaming is no less potent

with professionals than amateurs. The author might multiply

illustrations, drawn from his own experience. A successful proprietor of

a faro game will often draw from his safe thousands of his nefariously

won money to drop it on the table in another house. Even Morrissey, the

gambling king of the country, twice a member of the New York State

Senate and later of the United States House of Representatives, owner of

the most luxuriously appointed gambling house of the American metropolis

and of the world famed “club house” at Saratoga, which vied with Monaco

and Monte Carlo in its elegance—even Morrissey, the “prince of good

fellows,” the idol of his friends, the once millionaire, died insolvent.

The history of American gambling abounds in incidents scarcely less

striking. Ephemeral success, debauchery, drunkenness, poverty, suicide

or death from violence—this is the epitome of the career of the average

blackleg. O! young men of America, you who are upon the very threshold

of life, you who are in doubt as to “which way” you will direct your

steps, you in whom are centered the fondest affections of so many

hearts, you before whom so bright a future is opening, you upon whom

depends the future of this great country, listen to the advice which

comes from a heart that would avert from you the pangs which it has

suffered. Believe one who has drained the cup to its very dregs, that at

the bottom you will find only a serpent!

William Close, one of the best known and most expert manipulators of a

brace box known to American gamblers, who won heavily and bet as freely,

died a pauper.

John Timmins, a successful dealer, “went broke” and in a fit of

desperation, ended his miserable existence with a bullet.

Sam Cade, a “faro bank fiend” and one of the best poker players known in

the “hells” was buried by a fund to which I was myself a subscriber.

These are but a tithe of the many instances that I might adduce in

corroboration of the truth of what has been said.

An illustration of the well-nigh irreclaimable depravity of the case-

hardened professional happened not many years ago in a St. Louis

gambling house. A well dressed young man entered, sat down at the faro

table, and in a very short time lost $500. His money gone, he hurriedly

rose and left the room without a word. After his departure one of the

“profession,” who was sitting in the room, looked toward the door and

remarked, “Well, he dropped his little roll rather sudden.” Then he

added, with a pensive air, “but it comes easy?” “What is he?” asked the

dealer. “Why don’t you know?” was the inquiry of the first speaker.

“He’s one of the finest ‘dips’ in the country.” “What’s a dip?” was the

next conundrum of the proprietor. “Why, you driveling idiot,” replied

his confrere, “a dip’s a pick-pocket.” “Well,” answered the winner, with

a yawn, “I don’t care. Glad he makes money so easily. Hope he’ll ‘dip’

some more. A dip’s money is just as good to run bank with as any other.”

And with this remark he wheeled about in his chair and was soon immersed

in the newspaper, awaiting the arrival of another victim.

I cannot close this chapter on faro without a passing reference to an

old gambler who at one time was a prominent figure all along the

Mississippi valley, and whose face was as familiar to patrons of the

river steamers as were the sand-bars which blocked the channel. I refer

to “Colonel” Charles Starr. His long yarns were proverbial. According to

his own story he owned half the plantations skirting the river.

Occasionally some one would “pick him up” by telling him that he (the

skeptic) was the owner of those broad acres. No such trifling

circumstance as this abashed the “Colonel” in the least. Like Banquo’s

ghost, he peremptorily and perennially refused to “down.”

Stories about him were as plentiful as “pickaninnies” about a negro

cabin. It is said that once, at an Arkansas watering place, he was

approached by an itinerant blackleg who asked for half a dollar with

which to get something to eat. The “Colonel” surveyed him leisurely,

from head to foot, before either granting or refusing his request.

Finally he said: “How long did you say it was, young man, since you had

anything to eat?” “Two days, Colonel.” “Well,” drawled Starr, “I reckon

I don’t want to give you a half a dollar, but if you go without eating

two days longer, I’ll give you a hundred dollars for your appetite.”

Starr was a gourmand, though a dyspeptic, and withal rather selfish. He

went into a restaurant in New Orleans one day and ordered a sumptuous

repast. A hungry, penniless gambler entered while he was eating, and

approaching him, said: “Colonel, I’m awful hungry and I’m dead broke.

Can’t you ‘stake’ me with some of that?” “Oh, no,” answered Starr, “you

see, I’m a capper for the house, and my play doesn’t go.”

He accumulated a fair competence, but gambling and dissipation reduced

him to poverty, and he died a pauper. The evening of the day preceding

his death he entered a fashionable restaurant and ordered a dinner

costing some seven or eight dollars. The proprietor called him on one

side, and told him frankly that he did not feel disposed to “carry” him

any longer, that he must pay cash for his order or it would not be

filled. Starr said nothing, but went out and borrowed five dollars from

a friend; returning, he threw it on a table and ordered the best meal

obtainable for that sum. When it was set before him he deliberately

turned every dish upside down upon the cloth, and walked out of the

place. The following morning he died.

Fools of Fortune; or, Gambling and Gamblers · 第 2 / 17 章