CHAPTER V.

VARIOUS CARD GAMES.

“SEVEN UP,” OR “OLD SLEDGE.”

The game, sometimes called Old Sledge and Seven-Up, is played with a

full pack of fifty-two cards, which take rank as at Whist—the Ace being

the highest and the Deuce the lowest.

The players cut for deal. The dealer then gives six cards to each

player, three at a time, and turns up the thirteenth, if there be two

players, and the twenty-fifth if there be four. The turn-up is the

trump.

The non-dealer then looks at his hand, and determines whether he will

hold it for play, or beg. If he is satisfied with his hand, he says, “I

stand;” but if he is not satisfied with his cards, he says, “I beg,” in

which case the dealer must either suffer his adversary to score one

point, saying, “Take one,” or give each three more cards from the pack,

and then turn up the next card, the seventh, for trumps; if however, the

trump turned up be of the same suit as the first, the dealer must go on,

giving each three cards more, and turning up the seventh, until a change

of suit for turn-up takes place.

After these preliminaries have been settled, if two only are playing,

the non-dealer leads a card, and the dealer plays a card to it; these

two cards constitute a trick.

The player who plays the highest card of the suit led, or trumps, wins

the trick, and has the next lead. The play proceeds in this way until

all the tricks are played.

Each player must follow suit, if he can, unless he chooses to trump.

The points that may be scored are herewith given in their order of

precedence.

High.—The highest trump out; the holder scores one point.

Low.—The lowest trump out; the original holder scores one point, even if

it be taken by his adversary.

Jack.—The Knave of trumps. The winner of the trick containing it scores

one point.

When the Jack is turned up for trump, it counts one point for the

dealer, and in that case takes precedence of every other point in the

score.

_Game._—The greatest number that in the tricks gained, can be shown by

either party; reckoning for

Each Ace four towards game.

” King three ” ”

” Queen two ” ”

” Jack one ” ”

” Ten ten ” ”

The other cards do not count towards game; thus it may happen that a

deal may be played without either party having any score for game, by

reason of holding neither face cards nor tens.

When the players hold equal numbers, the dealer’s hand scores the point

for game.

One card may count all “fours;” for example, the oldest hand holds only

the jack of the trump suit, and stands his game, the dealer, having

neither trump, ten, ace nor court card, it will follow that the jack

will be at once high, low, jack and game.

The game consists of seven points, and the player who first scores that

number wins the game. If the non-dealer is dissatisfied with his hand,

he may “beg,” _i. e._, ask the dealer to “give” him one point on his

score. If the latter refuse, he must “run the cards,” by which is meant,

turn down the trump, deal three cards each to his antagonist and

himself, and turn another card. If the latter happen to be of the same

suit as that previously turned, it is turned over, and the “running for

trumps” is continued until some card of a different suit is turned.

In four-handed Seven-up the parties usually decide who shall be partners

by cutting the cards, the two highest and the two lowest playing

together. The four players divide themselves into two sets, each player

sitting opposite his partner, as at whist. The first deal is decided by

cutting the cards, the highest cut having the deal, but afterward it is

taken by each player in rotation.

The _dealer_ and the player on his _left only_ are permitted to look at

their cards, previous to the latter deciding upon his hand, and in case

he begs, the other parties must not raise their cards until the dealer

announces whether he will “give one” or “run the cards” for another

trump.

There can be little question but that the popular game of seven-up had

its origin in the United States, although whether in the East or West is

a question, the answer to which is shrouded in obscurity.

Half a century ago the wild frontiersman of Indiana and Illinois were

accustomed to while away their nights by playing “High, Low, Jack,” with

a greasy pack of cards, upon the head of a whiskey barrel, never

quitting the game until they had consumed the contents of the barrel.

Fully as long ago the stalwart lumbermen of Maine sat down upon

improvised seats in the pine woods, and devoted Sunday to the same

amusement. In these early days the game was, if anything, more popular

than at present, for the reason that fewer games of cards were known to

the great masses of players.

Occasionally matches, which might nowadays be euphoniously designated as

tournaments, were held. In the simple language of those times they were

generally referred to as “bouts a keards.” It is probable that even then

more or less fraud was practiced by the players, since deception seems

to have been a prominent characteristic of the human family since the

days of the “fall,” and when cards are played for money the temptation

to cheat seems to be, to a certain class of men, irresistible. “Wet

groceries” were the favorite stakes of the rough Western farmers and the

Eastern lumbermen, yet play was not confined to these. Money earned by

long and patient toil of the hardest sort was piled upon barrel heads or

laid upon the ground, and it is doubtful whether the losers bore their

losses with any more equanimity than do the same class of players to-

day. But it has remained for the blackleg of these latter days to

introduce into the game those finer arts such as the “half stock” and

the “whole stock,” by means of which the unwary are entrapped and the

gullible fleeced. To the untutored minds of the early players to whom

reference has been made, the idea of reading the cards by the back would

have seemed an utter absurdity; but it is true that the farmers and

lumbermen have since grown wiser, through no little bitter experience.

The result has been that the gamblers do not as easily find victims to-

day as they did twenty-five or thirty years ago. This very circumstance

shows the benefit effected by the knowledge, and it is the mission of

this work to spread broadcast throughout the land such knowledge that he

who may be swindled through such artifices as herein described, has only

himself to blame for his folly. Infatuation and ignorance have but a

poor show of success in a contest with chicanery and skill.

Some of the most common, and at the same time most effective

descriptions of fraud practiced in this game will next be concisely

described.

“STRIPPERS.”

In preparing “strippers,” to be used in seven-up, the blacklegs elects

either three aces or three jacks, which he leaves in the same condition

as that in which they came from the manufacturer. The remainder of the

pack he slightly trims down. In using a pack thus prepared the cheat

takes advantage of his antagonist’s deal by drawing out these three

cards from the pack by their sides, instead of giving the deck a fair,

honest cut. Having drawn them out he throws them upon the top, and as a

matter of course receives them as his own first three cards. If he has

the deal himself he “strips” them, that is draws them out of the pack by

the sides, places them on top and throws three cards over them. If his

adversary has cut the pack, the gambler “shifts” the cut, as described

in the chapter relative to poker. Of course his antagonist now receives

the three cards which were thrown on top of the pack, while the sharper

receives the three aces or jacks.

“BRIEFS.”

The same “brief” is employed in seven-up as in poker. It consists of one

wide card which is drawn out and placed on top of the three

cards,—usually an ace, deuce or jack—which have been previously arranged

together. The object in using this card, as in poker, is to enable their

sharper to cut the pack in such a way as to uncover the prepared hand.

It may be remarked concerning both “stripper” and “briefs” that their

employment is usually more easy of detection than “stocking,” when

practiced by an expert, and for this reason they are not favorite

devices with most of the profession in playing short games, unless their

antagonist be particularly verdant.

HALF STOCK.

In this arrangement of the pack the gambler, having first selected a

card of any suit, places above it three others of the same suit. It is a

common practice to select the high (ace) the low (deuce) and the jack;

above these three others are placed. In shuffling the dealer is careful

not to disturb the seven cards thus arranged. Having completed his

shuffle, he offers them to be cut. After the cut he deals, as he should

do, from the remainder of the pack and leaves the cut lying upon the

board. The trump is fairly turned, but as he exposes it the sharper

throws it to one side; he then picks up the cut with his right hand and

places it on top of the remainder of the pack. His antagonist, being

engaged in looking at his hand, naturally fails to observe the order in

which the two halves of the pack are put together. The advantage of this

maneuver is that if his adversary “begs” the dealer runs off to him the

three top cards which he had previously placed together and which, of

course, lie on top of the cut, which is now uppermost in the deck. He

himself receives the three best cards (perhaps the ace, deuce and jack)

of the same suit, which, as we have seen, laid beneath the three upper

cards; he then turns a new trump, the seventh card, which, it will be

remembered, was also of the same suit. He now holds the high, low and

jack of the new trump suit and is naturally in a far better position

than his antagonist. Of course the half stock is comparatively valueless

unless his opponent begs. But in the course of a rubber the latter is

reasonably certain to do this often enough to entail a serious loss upon

himself.

THE WHOLE STOCK.

In a case where the cards have been stocked on the system of the “whole

stock,” it makes not the slightest difference to the sharper whether his

adversary beg or not.

The blackleg who intends to employ this artifice is careful to attempt

it only when there have been but twelve cards dealt from the pack on any

particular hand, for example, when he himself has “stood” on his

antagonist’s deal. In picking up the twelve cards from the table he

selects four cards of some one suit, of course taking care to choose the

highest four which have been played during that hand. Over these four

cards he places the remaining eight, above these again a thirteenth card

of the same suit, which he takes from the pack. Of course, at this

moment the faces of the cards are uppermost. By placing the thirteen

arranged cards on the bottom and turning the pack over in order to

shuffle, the former are brought to the top. In shuffling he takes great

care not to disarrange the prepared thirteen. When his antagonist has

cut, the sharper “shifts” the cut, as in poker, thus restoring the cards

to their original position. The result is, that in dealing, the last

three cards of the original twelve will necessarily fall to himself, and

they will of course be of the same suit as the trump card turned.

CRIMPING.

Crimping in all games is practiced on substantially the same principle.

In seven-up the dishonest gamester “crimps,” or bends down, one or

more—even three high cards. Of course it is an artifice which can prove

of advantage to the operator only on his adversary’s deal, in which case

he cuts down to the “crimped” cards, the location of which is perceived

by the bent card slightly raising those above it, from those below. If

only a single ace be crimped, the result is a very heavy percentage of

odds in favor of the sharper.

MARKING THE EDGES.

The object of marking the edges of the cards is practically the same as

that of crimping; that is, to enable the blackleg to cut down to any

desired card. The edges of the ace or jacks, or possibly of both, are

very carefully marked with India ink. Cards thus prepared are useful to

the cheat only on his opponent’s deal; but in the latter case he is

invariably able to cut the pack in such a way that he will himself

receive one of the cards thus marked.

THE HIGH HAND.

There are two “high hands” in Seven-up, one called the “long hand,” the

other the “short hand.” To run up a “long hand” requires more time than

can usually be obtained by making a seemingly fair deal or turning up a

jack or ten-spot. However, thousands of dollars have been won on this

game, as the major hand seems to a tyro a perfectly sure hand for four

points—the fact being that it is a “sure thing” _the other way_.

The “long hand” is a device to which professional gamblers frequently

resort, and which often proves highly successful. It is introduced at a

stage of the game where the pack has been “run off” to an extent

sufficient to give each player nine cards. Of course, the perpetration

of the trick presupposes that the pack has been carefully “stocked.” The

player who is to be victimized is given the four court cards, ten-spot

and deuce of some suit, _e. g._, of spades, together with the kings of

the three other suits. The gambler has dealt himself six of the

remaining spades, and the aces of hearts, diamonds and clubs. He then

turns a spade—let us say the nine spot.

The reader who has mastered the explanation of the game already given,

will comprehend that the dupe is certain of winning three points—the

high, low and jack, and with six trumps and three kings of outside suits

his chances of making “game” are apparently excellent. He is, therefore,

easily induced, even if he does not himself offer, to bet that he will

score four points. Now, mark the issue. The “sucker” inevitably makes

his “high, low and jack,” but when the count is made for game he finds

his reckoning to be 20 (ace 4, king 3, queen 2, jack 1, and ten-spot

10), to his adversary’s 21 (three aces 12, three kings 9, making 21),

the result being the loss of his stake.

The “short hand” at “Seven-up” is a trick to which gamblers resort at

the stage of the game when the score stands 6 to 5 in favor of the

“sucker” and the “professional” has the deal. Six cards having been

dealt to each player, the cheat turns up, let us say, a heart, although

the particular suit is altogether immaterial, provided the pack has been

properly “stocked.” When the greenhorn picks up his cards, he finds he

has the aces of the three other suits. Of course, if he is an average

player he “begs,” _i. e._, asks his adversary to “give” him one point.

Inasmuch as such a “gift” would make his score seven, and decide the

game in his favor, the gamester refuses. The only course remaining is to

“run for a new trump.” The dupe now feels perfectly sure of winning the

game. He knows that the ace is necessarily “high,” which point counts

first in determining who wins the game; and inasmuch as he is aware that

either hearts, diamonds or clubs must next be the trump, and he holds

the ace of each of these three suits, he “bets his pile” in serene

confidence that he will win. And now comes in the “fine work” of the

sharper. He takes the deck and “runs off” six cards; he then turns up

the seventh, which is always a jack of the suit originally turned, thus

adding one to his own tally, and making the score stand 6 to 6. As the

rules forbid the same suit being trump, he has to “run” again. Once more

the seventh card is turned; another jack (of course of another suit) is

exposed: the gambler scores another point for “turning jack,” thus

making his account seven and winning the game, leaving the unlucky

“sucker” to lament the cruel fate which so effectually prevented him

from scoring “high” on either of his three utterly worthless aces.

HOLDING OUT.

It is unnecessary to enter into any detailed description of this method

of fraud as practiced in seven-up, for the reason that it has been

already fully explained in treating of poker. The most common means of

practicing this cheat is the employment of the “bug.”

It is, however, for two objects; first to secrete an ace, ten, jack or

deuce with a view to their further use, and, secondly as a means by

which the sharper may deal to himself seven cards. This latter purpose,

and the method by which it is achieved may be worth describing.

On the second run of the deal, the blackleg gives himself four cards

instead of three. He then takes out some low card of his strongest suit,

places it on top of his cards and his hand on the table. If his

adversary stands, he discards some one of his seven cards into the

“bug,” thus leaving the proper number in his hand. If on the other hand

his antagonist begs, he runs off the desired cards and picking up his

own, raises the three last received, on the one which he had previously

placed upon the top of his original hand, then exclaims that he has

dealt himself four cards instead of three and that the bottom card must

be the trump. He thereupon turns over the card of his strongest suit and

places it on the top of the deck as the trump, leaving his hand with

only the proper number of cards.

MARKED CARDS.

Marked cards are often used by professionals in playing seven-up, but

the blacklegs do not find them of nearly as great advantage as in many

other games. The description of the manner in which they are prepared

has already been given in the chapter on poker and need not be here

repeated.

TURNING JACK FROM THE BOTTOM.

This is a very common custom with professional gamblers, who, through

long practice, have acquired a manual dexterity which virtually defies

detection. The first step of the sharper is to place a jack at the

bottom of the pack, leaving it in that position while he deals. If his

adversary cuts, the cheat “shifts the cut,” in the same manner as at

poker, restoring the cards to their original position. Then, after

dealing, he places his hands over the deck, in such a way as to conceal

it from view. Then, grasping the pack by its outer edge with his right

hand, he turns it over on the jack, simultaneously drawing the latter

toward the inside, with his left hand, so that it may meet the other

cards as they turn over. He all the time imparts a slight upward

movement to the pack, which he finally drops upon the table.

Of course, as above explained, by “turning up jack” the dealer scores

one. If, now, his opponent begs, the gambler takes occasion

surreptitiously to observe the suit of the bottom card. If it happens to

be the same as the strongest suit in his own hand, he repeats the trick,

turning it for trump, thereby practically placing himself in a position

where the chances for winning decidedly preponderate in his favor.

The sharper very commonly selects as the moment for using this

stratagem, that period of the game when the score stands six to six,

thus scoring the single point necessary to enable him to win.

WHIST.

Whist is too tedious a game for the professional gambler; it is

peculiarly a game of skill, and therefore less adapted to cheating

purposes, than are many others, the issue of which depends more upon

chance. At one time both long and short whist were very popular at

evening parties, but neither of them was ever a general game for money

in this country, and even as a pastime Euchre has far surpassed it in

public favor.

Still, trickery may be employed with telling effect, and the

professional blackleg brings his ill-directed skill to bear upon it in a

variety of ways.

The chief advantage to be obtained by the deal is with a “second,” and

the gambler who is sufficiently dexterous to give the aces, kings and

queens to himself and his partner can make the “odd trick” every time he

deals.

“Signing up” between partners is also an essential element in fraudulent

whist playing. For although each confederate has a general knowledge of

the contents of his partner’s hand, yet there are critical periods in

the game, especially when one of the two holds uncertain cards, when

“signing up” is of great value in determining the event with absolute

certainty. This secret telegraphy is arranged beforehand between the

pair of swindlers, the signals for “suit” and “size” being mutually

agreed upon; and where the understanding is perfect the defeat of any

honest players with whom they may be contending, is a moral certainty.

“” ‘’ Another favorite device of card sharpers is to “ring in a cold

deck,” by which is meant the substitution of a pack of cards having

precisely similar backs as those used in the game, but which have been

previously so arranged that while the greenhorns shall receive excellent

hands, it is a matter of utter impossibility for them to score the odd

trick. The substitution having been effected, one of the swindlers

contrives some excuse for not looking at his hand until after his

antagonists shall have examined theirs. Perhaps he lights a cigar,

protesting that it will not “draw.” After the dupes have seen their

cards, he proposes a wager—“just to make it interesting”—that he and his

partner will win the odd trick. He adds that he will bet on his hand

“unsight, unseen.” The honest player usually protests that he has looked

at his cards already. “O, well,” says the blackleg; “never mind that.

I’m in for a ‘spec,’ and if you want a little ‘go,’ I’m your man for

twenty or so.” At this point, the moral (?) companion of the sharper

interferes with a protest. He doesn’t believe in betting on a friendly

game; money is not so easily made that it can be thrown away, etc., etc.

But this is so artfully said as to stimulate rather than to check the

greenhorn’s desire to bet. A little more conversation almost invariably

results in the making of a wager, the limit of which is determined by

the purse and the verdancy of the victim. The stakes having been placed

the game proceeds. The inevitable result follows: The “suckers” win the

first six tricks and the sharpers the last seven and the money. The

original pack had been put out of sight and the dupes rarely discover

the manner in which they have been swindled, even if they suspect that

any fraud whatever has been practised.

To illustrate the manner in which a pack of cards has been prepared for

this purpose, let us suppose a party seated at the whist table. A, a

sharper, deals to B, his verdant antagonist, the ace, king, queen,

knave, ten and nine of hearts, which we will assume to be trumps; the

ace, king, queen and knave of clubs; and the ace, king and queen of

spades; the hand being, of course, void of diamonds. Every whist player

would recognize this as an exceedingly strong, if not an impregnable,

hand. But observe what A gives himself and his partner; the eight,

seven, six, five, four, three and deuce of trumps, and of the rest of

the pack, it is a matter of indifference. Now, mark the result. B leads

off with his trumps, of which he has six; A follows suit every time,

having seven; next B leads his ace of spades, which A takes with his

remaining trump. The lead being now with the latter, he plays his six

diamonds, each one of which, of course, takes a trick, the blackleg thus

securing the odd trick. In considering a trick of this kind, the average

man is at a loss whether to admire its ingenuity or condemn its

rascality.

CASINO.

This is one of the games of cards usually first taught to children and

commonly considered too simple to interest matured minds. As a matter of

fact, to play it successfully requires an exercise of memory second only

to that necessary in playing at Whist.

It is not a favorite with gamblers for the reason that it presents

comparatively few opportunities of using the advantages so dear to the

heart of the blackleg. At the same time “eminent professionals” have

been known to win $1,000 on a single game, and I have myself played for

(and won) $50 on the hazard of one hand. It is related of “Canada Bill,”

elsewhere referred to as the “king of the monte men,” that he deceived

himself into believing that he understood the game. While he was making

his headquarters in Kansas City he was wont to make short trips upon the

railways centering there, from which he would not infrequently return

with $2,000 or $3,000. He was then willing to have a bout at casino (and

he would play no other game) for from $100 to $500 with any one who

offered. Shrewd rascal as he was, he was the veriest tyro—in fact a

“sucker”—at his own favorite pastime, and the blacklegs of the place

used to fleece him unmercifully.

The main reliance of the gambler at this game, however, is in the

superior skill resulting from careful study and long practice. An expert

gamester can always tell the cards remaining in the pack at the

commencement of the last deal, even on a perfectly fair game.

Of course “paper,” _i.e._, marked cards, are invaluable to the cheat at

this as at all other games, and this is really the principal scheme of

fraud of any importance ever attempted at this game. Occasionally, when

a professional is playing with a greenhorn, he will contrive to keep a

nine spot on top of his pile of tricks, which he uses in “building” to

suit himself. Sometimes also a card of some low denomination (_e.g._ the

three spot of hearts) is substituted for the ace of spades, which the

sharper abstracts and conceals, placing it among his tricks and using it

in counting his own points for game. This is rather unsafe, however, as

the duplicate cards occasionally come together.

Casino is an amusement frequently affected by broken down gamblers,

whose depleted resources do not permit them to “sit in” a game of poker,

and who seek to rehabilitate their fallen fortunes by playing casino for

a stake of five cents on a game of twenty-one points.

EUCHRE.

Perhaps no game is more universally played in the United States than

Euchre. It is pre-eminently a social amusement. While it does not

possess the absorbing fascination of whist, it permits free and

unrestrained conversation among the players, which circumstance has

unquestionably contributed largely to its popularity.

It is probable that it originated in the Western States, but its

devotees are to-day confined to no section, and the pastime finds its

defenders alike in the saloon, the gaming “hell” and the drawing room.

To be a successful Euchre player calls for the exercise of excellent

judgment, considerable finesse and no little boldness. As it is never

played with a pack of more than thirty-two cards, this game does not

afford so many opportunities for fraud, but the slightest advantage

which can be gained, tells with unfailing certainty.

In fleecing victims at euchre, professional gamblers resort to many of

the practices which are so successfully employed at “seven-up.” “Marked”

or “advantage cards,” are among the most common devices of the sharpers.

“Strippers” are also found extremely useful. These are prepared in the

same manner as in all other games, i. e. by removing—either from each

side or both ends—a narrow, triangular “strip,” not wider than one-

sixteenth of an inch at the widest part. One of the “surest things” is

to have the cards cut for two jack “strippers,” which the “professional”

can strip on the top of the pack on his opponent’s deal, thus securing

two bowers. Sometimes one jack of a red and one of a black suit are

selected for this purpose, but it is usually considered better to use

two jacks of the same color, for the reason that should a trump of that

color be turned, (which is likely to occur at least half the time) the

cheat is sure of both bowers. This, as every euchre player knows, gives

an immense advantage. Yet this trick is not always certain to win;

sometimes “luck” will favor the honest player, and it is recorded that a

guileless and unsuspecting neophyte once won _sixteen consecutive games_

from a blackleg who trusted to this expedient. Such instances, however,

are almost as rare as ice in the tropics; and any man is utterly devoid

of sense who imagines that he is safe in trusting to chance, as against

skill combined with chicanery.

“Briefs” may also be advantageously used at euchre. The gambler places a

“brief” above two bowers, or a bower and an ace, and the cut is made

down to it on his adversary’s deal, thus insuring at least two high

cards.

“Stocking” is far more easily accomplished at this game than at either

poker or “seven-up,” and the gamester who is proficient in arranging the

cards for either of the other two games finds it an easy matter to “put

up” a deck for euchre, although it is absolutely essential to his

success that he should be an expert at “shifting the cut.”

“Crimping” is practiced precisely as in “seven-up,” the most common

device being to “crimp” a jack and then cut to it. The sharper also not

infrequently marks the edges of the bowers with India ink, whereby he is

always able so to cut the pack as to be certain of securing one of these

desirable cards, with the chance of another one should two happen to lie

together.

As in poker, the “bug” is sometimes used for “holding out” a valuable

card—_e. g._, a bower or ace, and sometimes two. A card “held out” is

occasionally “palmed;” by which is meant that it is concealed by the

black-leg in the palm of his hand when the pack is handed him to cut. He

then adroitly drops it on top, lightly taps the deck and allows the

cards to run. If the gambler wishes to palm a card on his own deal, he

places it on top of the pack as described and either makes a false cut

or shuffles the pack through once without disturbing the one palmed.

However, although these nefarious artifices are constantly practiced by

black-legs upon the unsophisticated player, it is only right to say that

the “profession” does not regard euchre with favor as a game at which

quick and large returns may be realized. It is mainly employed to fleece

victims through a device technically called the “high hand,” which, as

thus used, has very generally supplanted “three card monte” on railroad

trains and steamboats. These conveyances are most commonly selected by

this class of card sharps as the theater of their exploits. In the

operation of this scheme of fraud, two confederates act in concert.

Usually the game is commenced by “roping in” two greenhorns to make up a

euchre party, “just for amusement,” or possibly for stakes, which are

merely nominal. As soon as a fairly good hand has been obtained by one

of the pair and the next deal is to fall to his confederate, he “plays

it alone,” his accomplice gathering in the tricks as they are made. As

he does so he can easily arrange the cards so that when dealt they will

inevitably fall into “poker hands,” that is, into “single pairs,” “full

houses,” “four of a kind,” etc.—for an explanation of which terms the

reader is referred to the chapter on “Poker and Poker Players.” One of

the sharpers at once offers to bet at poker; his ally accepts the

gauntlet thus thrown down, the stakes are put up, and the bet won. As

soon as occasion offers these tactics are repeated, until finally one of

the “suckers,” who has been given what would be an extraordinarily

strong hand at “bluff,” is induced to bet. The stakes are at once

“raised,” as at poker, and when the hands are shown, the victim always

finds that he has lost, for the reason that the sharper always holds a

hand “just a little higher.”

When a “gudgeon” displays an unusual reluctance to “snap at the bait”

sometimes he is given four kings—a hand which only four aces or a “royal

flush” can beat. If he still hesitates the confederate who sits next to

him shows him an ace in his own hand, thereby convincing him that his

adversary, at best, cannot have four aces, and inducing him to believe

that he has a “sure thing.” When the “show-down” comes the dupe is

amazed to be confronted by four aces in his opponent’s hand! The

explanation is simple; the pack had _five aces_.

CRIBBAGE.

Cribbage is a quicker game than whist, and therefore better adapted to

the requirements of the professional blackleg. It is not so popular in

this country as in England, although extensively played and constantly

gaining in favor.

As five-spots are most valuable cards at cribbage, various devices are

employed by professionals to secure them. One of the most common is

“palming.” In accomplishing this the sharper conceals two five-spots and

any other two cards in the palm of his right hand, alternating the fives

with indifferent cards, and playing them so that the five-spots shall be

below the others. Having arranged the cards in this manner in his hand,

the sharper—with an air of candor—passes the rest of the pack to his

antagonist, with the request that the latter shuffle them while he is

lighting his cigar. The cards having been shuffled, the blackleg takes

them in the hand in which he has “palmed” the four cards, which are thus

placed upon the top of the pack, and, of course are dealt first.

Sometimes the professional marks all four fives, so that while dealing

he may not only avoid giving them to the dupe, but may, as opportunity

offers, appropriate them to himself. Another trick sometimes practiced

by less dexterous manipulators is to place the fives at the bottom of

the pack, and quietly drop them into the dealer’s hand. Cards are also

sometimes secreted between the knee and the table, or in the “bug,” as

in poker, or in the coat collar, so that the swindler may exchange bad

cards received during a deal for good ones previously abstracted from

the pack. The coat collar, and the knee-and-table method have generally

fallen into disfavor as being too clumsy and liable to detection.

Cards are sometimes prepared for cribbage as follows. The sixes, sevens,

eights and nines are cut slightly shorter than the others, while the

fives, court cards and tens are cut a trifle narrower. If a sharper

wishes a card of one of the former denominations to turn up, he cuts the

pack by lifting the ends, and one of the cards which he needs is certain

to be uppermost on the cut, for the reason that they are shorter than

the others. But if a five, ten or court card be desired, he cuts by

taking hold of the cards on the sides, and the card which he needs,

being narrower than the rest, will be infallibly discovered.

Crimping is also practiced at cribbage. In the course of two or three

deals, the sixes, sevens, eights and nines are bent in the middle

lengthwise, the sides inclining downwards. By this means it is possible

for the sharper to obtain one of the important cards at the start,

should he want it, by cutting the pack where he sees the bent card.

Sometimes two or three small cards are surreptitiously taken from the

pack. The dupe, not knowing this, plays at a great disadvantage, while

the knowledge of the fact is proportionately of benefit to the blackleg.

A common method of cheating at cribbage, euchre, and in fact nearly all

card games, is the “telegraph.” A confederate gambler looking over the

shoulder of an honest player, under pretense of taking an interest in

the game, with, perhaps, the excuse of a trifling bet on his success,

reads off his hand to the other gambler, who is thereby thoroughly

informed as to its nature and value. This information can be conveyed in

a hundred ways, without speaking a word or moving a finger. An almost

imperceptible movement of the eyebrows, an expansion of the nostrils, a

puff of cigar smoke to the right or the left, an opening of the mouth, a

turn of the head, biting the lip, chewing a toothpick—these and a

thousand other equally simple devices, previously agreed upon and

thoroughly understood, may be employed to abstract money from the pocket

of an unsuspecting dupe. Of course, under such circumstances the

confederate sharpers pretend to be utter strangers to each other, and

not infrequently there occurs a slight wrangle between them, which

serves still further to instil into the mind of the victim the belief

that the sharper who acts as “stool pigeon” is his friend.

Considered on the whole, however, cribbage is not a favorite game with

professional blacklegs, for the reasons stated above. There are,

however, many persons who are exceedingly fond of it, and who are easily

induced to play for stakes in the belief that cheating at it is

practically impossible. To such players as these the foregoing remarks

are especially commended. There is no game where innocence and ignorance

are a match for chicanery. Nor does the expert card-sharper know either

pity or remorse. The man who sits down at a table to play for stakes is

supremely foolish, and the man who gambles with a stranger is

preternaturally idiotic. The only safety for the unsophisticated youth,

the only safe rule for every man, young or old, is to abstain from

gambling altogether.

VINGT-UN, OR TWENTY-ONE.

This game of vingt-un, as its name denotes, originated in France, but

has achieved wonderful popularity, not only all over the continent of

Europe and the kingdom of Great Britain, but also on the shores of the

Western Hemisphere.

It is played by any number of persons, seated around a table similar to

that used in faro. The banker always deals, and uses one, two, or three

packs of cards, according to the number of players.

After the cards are shuffled he draws one from the pack and places it at

the bottom, face upward. This is called “burning” a card. The object is

to prevent what is known among gamblers as “bottom dealing,” and this

practice measurably interferes with one of the favorite practices of

card sharpers. First, all bets are made before they deal. Two cards are

given to each player, one at a time. When all have been supplied, the

players look at their hands. The king, queen, jack and ten spot each

count ten; an ace counts one or eleven, at the option of its holder, but

he is always guided in his determination by the exigencies of his hand.

The remainder of the cards are reckoned according to the number of spots

upon their faces. Each player signifies his satisfaction, or

dissatisfaction with his hand by “standing” or calling for a card which

is dealt to him, face upward. If this does not satisfy him he can call

for a second or even a third, as long as it does not count more than

twenty-one. If a player, who elects to draw to his hand, finds that the

number of spots on the cards drawn, added to the number on those which

he first received, exceeds twenty-one, he is said to have “burst,” and

throws his hand face downward upon the table, the stake being forfeited

to the banker, who is always the dealer.

After all have stood or drawn, the dealer turns his hand face upward on

the table, and either stands or draws. If he draws and “bursts,” that is

makes his count exceed twenty-one, he pays to each player the stake

which he has advanced, provided such player has not already overdrawn.

If he stands, or draws so that his hand does not exceed twenty-one, he

receives from or pays to each player in rotation; the one whose cards

reckon up nearest twenty-one being considered the winner. In the case of

a tie between the dealer and any of the players, the former takes the

stakes.

Every man who has ever played Vingt-un knows that the foregoing

description of the game is palpably incomplete. The author does not aim

fully to instruct the ignorant as to the legitimate method of playing

all games of cards. Wherever a game, as honestly played, is described in

this book, it is his intention to give only such an explanation of the

game as may enable the reader thoroughly to comprehend the frauds

practiced by blacklegs. It is idle folly to say to a man that he is on

the edge of a precipice, who does not understand what a precipice is.

There can be no question that the explanation of the tricks of

“professionals” in this game will be thoroughly comprehended by those

who have ever played it, either for the purposes of amusement or in a

gaming “hell.”

In the first place the dealer enjoys an unquestionable advantage, and

the sharper always endeavors to obtain the deal if possible. Failing in

that, two other resources are open to him. As honestly played, the game

is one which calls for the exercise of some little discretion,

considerable finesse and extraordinary boldness. If square players

possess these qualifications, it is necessary for the “professional” to

encounter from some “point of vantage.” The most common agencies

employed to effect this result are the use either of marked cards or of

the “bug.” If he uses the latter, it is comparatively easy for him to

fill in his hand without a draft, standing on two cards and raising

from—and at the same time discarding to the “bug.” If he is able to make

use of the marked cards, it is, of course, easy for him to tell what he

will receive on the draw, and he guides his action accordingly.

The “second” hand, is often found invaluable to gamblers who wish to win

at this game. If a sharper has marked cards, or “paper,” he can readily

deal from eight, while he draws with absolute certainty. If, on the

other hand, he is using a fair pack, it is not much trouble for him to

prick those above the nine. This having been done, on dealing a

“second,” it is the simplest thing in the world to pick up twenty-one

every time.

It is much easier to deal a “second” at vingt-un than at poker, for the

reason that the deal affords far better opportunities for delay and

stoppage in the former game than in the latter.

Any reader who is not a preternatural idiot can easily see that a

“professional” who uses “paper” has enough percentage to bankrupt a

greenhorn with the utmost celerity and dispatch.

Sometimes a partner is found valuable. In such a case, the latter

usually sits directly on the right hand of the dealer. A system of

signals between the two confederates having been arranged, the “elder”

hand is able to tell precisely when it is advisable for him to “draw.”

This he does without any regard to his own hand. It is no difficult

matter for an accomplice to continue his draft until some card appears

on top that will fill the dealer’s hand. Marked cards, are of course, an

advantage even in the accomplishment of this scheme. When both

circumstances are combined—i. e. “paper” and partner—there can be little

doubt as to which party will win.

It is not an uncommon practice among gamblers to “stand” on their first

two cards without drawing, even when they have not more than twelve or

thirteen. The object is to mislead an unsuspecting player into the

belief that they already hold nineteen or twenty. The result often is

that the latter is thus induced to draw until he “bursts.” Just here, is

where the advantage of having a partner is most apparent. The dealer

either draws according to some previously determined system of signals

between himself and his partner, or is guided by the action of his

confederate not drawing.

[Illustration: joker]

Fools of Fortune; or, Gambling and Gamblers · 第 5 / 17 章