CHAPTER VI.

DICE AND THE DICE BOX.

The origin of dice is shrouded in obscurity, but it is certain that

their use has come down to modern days from a period of remote

antiquity. Dice throwing has always been one of the most popular forms

of gaming, and in days gone by immense fortunes have been staked and

lost upon the throwing of the cubes. Of late years, however, the

popularity of this method of gambling has been rather on the wane, as

compared with the past. It is by no means so common a recreation of

gentlemen gamesters, who delight in playing a fair game of chance for

stakes with their friends. It is now chiefly played in gaming houses,

and the dice are among the implements of the professional gambler.

Nevertheless dice are among the most time-honored tools of the

“professional.” The honor of their invention is ascribed to the

Egyptians, and in some of the bas-reliefs that have been disinterred in

the land of the Pharoahs, figures playing with something closely

resembling dice are discernible. The Ethiops of three or four thousand

years ago were, it is believed, addicted to gaming of this sort, and in

this connection it may be remarked that gambling is quite as much a

barbaric as a civilized vice. In fact it may be questioned whether the

Troglodytes did not gamble in their caves, and swindle one another out

of the spoils of the chase before they had learned to construct huts in

which to live.

It is not the intention of this chapter to describe all the games of

dice which may be played—some of which are yet a favorite amusement

among gentlemen—but to explain those most commonly used by card sharpers

as a means of defrauding the ignorant. In fact the practices described

in this chapter hardly deserve to be ranked with “games” considered as

such. They partake rather of the nature of tricks, and, without

exception, are illy concealed games of fraud.

The various devices will be treated _seriatum_. And first we will begin

with one of the best known and most frequently played.

HIERONYMUS.

This is, perhaps, one of the most successful games of dice—considered

from the standpoint of the operator—known to the gambling fraternity.

The illustration affords a view of all the paraphernalia employed in

conducting it. On a cloth-covered table rests an inverted tambourine,

above which stands an implement substantially of the form depicted in

the cut. The latter may be best described as consisting of two wooden

bowls, the smaller ends of which are placed opposite each other and

connected by a hollow tube as shown in the diagram. On the cloth which

covers the table are painted numbers from one to six. Three dice are

used in playing, differing from ordinary dice, only in being larger and

in having figures painted on the faces, instead of the small black dots

commonly employed.

[Illustration: hieronymus]

The mode of playing is as follows: Players select the number or numbers

on which they wish to bet, and place their wagers on the corresponding

squares on the cloth. The dice are then placed in the upper bowl and

permitted to drop through the tube, and fall upon the tambourine,

directly under the inverted bowl. The bowl is then raised, and if the

bettor happens to have placed his stake on the number appearing on one

of the upper faces of the cubes, he wins the amount of his bet. If the

number which he selected appears on two of their faces, the proprietor

of the bowl pays him double. If the three dice all show the same number

and he has happened to place his wager thereon, the operator pays him

three to one.

The “percentage” against the players in this game is so large that the

proprietors are ordinarily content to play it “on the square.” It

sometimes happens, however, that the operation of the reorganized laws

of chance seems to be reversed, and a player wins over and over again.

Of course, this is not to be tolerated. The proprietor of the game is

running it for his own pecuniary profit; the idea of conducting a scheme

for the benefit of the general public has never occured to him.

Accordingly he has resort to trickery. Sometimes instead of taking all

three dice from the tambourine, he removes only two, thus retaining a

knowledge of at least one of the winning numbers. I have also known a

device of this kind to be resorted to: When a certain number is winning

repeatedly, the operator, having (apparently by accident) knocked the

dice off of the table, while stooping to pick them up will substitute

another set of three cubes, none of which contains the cubes in

question.

But the most contemptible form of swindling consists in replacing the

tambourine by a thin board, which may be so agitated, by means of a

concealed spring, as to overturn the dice after the manipulator has

ascertained the numbers shown by looking through the tube.

Sometimes the operator provides himself with dice having all the faces

marked with the same number, by substituting one or more of which he is

able to cast whatever throw he pleases.

CHUCK-A-LUCK

This is a simple little game of dice, yet one of the most fascinating of

all games of chance. It is sometimes designated as “the old army game,”

for the reason that soldiers at the front were often wont to beguile the

tedium of a bivouac by seeking relief from monotony in its charms.

The outfit requisite to play the game is simple and inexpensive,

consisting of three small dice, a dice-box, and a cloth on which are

inscribed the numbers one to six, corresponding to the dots, or “pips,”

on the six faces of the cubes.

[Illustration: chuck-a-luck]

Bets are made by placing the money wagered on the numbers on the cloth.

The dice, having been placed in the box, are shaken and thrown upon the

table. Bets made upon either of the three numbers which come uppermost

are won by the players. Money staked on either of the remaining numbers

are won by the bank.

On its face, this game appears to be one of pure chance. As played upon

fair and circus-grounds, however, there is very little chance about it.

The “banker” does not throw the dice fairly. Through long practice, he

is able to retain two of them between the fingers of the hand which he

holds over the inverted dice-box. The other die he allows to remain in

the box, and rattles it against the sides, occasionally knocking the box

itself against the button of his coat in order to simulate the sound

produced by the shaking of three dice. When he removes his hand from the

mouth of the dice cup, he drops upon the table the two dice which he

held in his hand and permits the third die to fall by chance. The reader

will perceive, that he thus makes himself absolutely certain as to two

of the faces which will be exposed when the cup is lifted. When it is

remembered, that the box is not agitated until all the bets have been

made, it will be readily perceived how great is the unfair advantage

thus obtained.

This game is a favorite one with outside sharpers for “ringing in”

loaded dice on the manipulators. It is a very simple matter to

substitute prepared cubes for those used by the operator, and, after

winning his money, to replace those originally employed by him. I have

myself successfully practiced this trick many times, very much to the

financial loss and mental chagrin of the proprietor of the dice and box.

One of the most artful devices practiced by swindlers in operating this

game is that which I will now describe. The proprietor of the game has,

as a confederate, a “side partner,” who keeps himself studiously in the

back-ground until the opportune moment presents itself for his

appearance upon the scene of action. Meanwhile, the chief manipulator of

the scheme inveigles a countryman, whose avarice surpasses his sense, to

enter into a partnership with him for the purpose of fleecing his own

friends and acquaintances. This individual is to develop, later, into

the dupe. He is required, before securing an interest in the prospective

profits of the game, to advance a sum of money, the amount of which is

gauged only by the size of his pocket and credulity. After the

proprietor has received the cash, the countryman remains by the table

where the game is being operated, serenely confident that he is about to

win a large sum through imposing upon the confidence of his towns

people. The “side partner” soon makes his appearance, usually in a state

apparently bordering on beastly intoxication. The greenhorn regards him

in the light of a “soft mark,” and at once approaches him with the

suggestion that he “try his luck.” To this the seemingly drunken man

assents, substitutes loaded dice or “other ringers” for those previously

used by the operator, thus winning the entire amount of his stake. This

he continues to do, until he has won a sum sufficient to absorb all the

“capital” which the “sucker” had advanced. The result is that the

latter’s interest in the concern is speedily wiped out, and the

proprietor and his confederate divide the sum thus gained between them.

CRAPS.

This is a favorite game among steamboat men, and is particularly popular

among colored people. I first became acquainted with it on board the

steamboat “City of Chester” on the Mississippi river. I was traveling in

partnership with a man named Martin, and we had succeeded in fleecing

one man out of some $800, at poker in the cabin. I went out on deck, and

my attention was arrested by hearing a negro crying in a stentorian

voice, “come 7 or 11,” then another man calling out, “chill’en cryin’

fo’ bread.” This was followed by the sound of something rolling on the

floor. My curiosity was aroused, and I went below to learn what was

going on. Here I first saw the game of “craps” and my introduction to it

cost me precisely $15. I went up-stairs and informed my partner that I

had discovered a new game. He was anxious to see it, and together we

returned to the main deck where the play was in progress. He dropped $10

to the “crap” roller, expressed himself as satisfied, and we returned to

the cabin. I did not at the time understand how I was cheated, although

I was perfectly well satisfied that the cheating had been done. Since

then, I have discovered all about it.

The game is played with dice about half the size of the cubes ordinarily

used in other games. Only two are employed and they are held in the hand

and thrown forward upon the table or whatever surface may be convenient.

The numbers 7 and 11 are called “craps.” After the dice have ceased

rolling the spots on both sides are added together, and if the sum is

equal to 7 or 11, the “crap” thrower wins all bets which have been made

against him. If the same amount to two, three, or twelve, he loses, and

is required to pay each player the amount of his stake. Should the sum

of all the spots on the two dice amount to four, five, six, eight, nine

or ten, he is entitled to continue throwing, until he has either cast

the amount thrown again, or throw a seven. In the former case he wins

the player’s bets; if, however, the sum of the spots amount to 7 before

the number first thrown turns up again, he loses.

The game commences by one player throwing the dice until he loses, when

the next player at his left takes the cubes, and so on in rotation.

The favorite method of cheating at this game is by the substitution of

unfair dice. For this purpose, loaded dice are sometimes used, and

sometimes dice specially prepared, on the faces of one of which, are

painted two aces, two twos and two sixes, while the other dice is

inscribed with two threes, two fours and two fives. If the reader will

take pains to figure out the combination of numbers which may be made

with two dice so prepared, he will see that it is an utter impossibility

for the thrower to make either, two, three or twelve, the numbers which

will be a loss to him. In addition to this circumstance it is also

apparent that the chances of throwing 7 are very greatly increased by

the arrangement of two fours on one dice and two threes on the other, as

well as two fives on one and two twos on the other. The small size of

the dice employed in playing this game and the fact that they are thrown

from the hand, renders the substitution of unfair dice a comparatively

easy matter.

Although the game, as I have said, is an especial favorite among negroes

and deck-hands, nevertheless it is frequently played by “high toned”

gamblers and for large stakes.

Of course, the dice are usually made of bone, although in a recently

raided game in Chicago, the players anticipating interference on the

part of the police, had their little cubes made of cut sugar, and when

the officers of the law made their appearance, swallowed the dice, and

there being no gaming implements found, the case against them was

necessarily dismissed.

EIGHT-DIE CASE.

This is a favorite game with traveling sporting men, who introduce it at

county fairs, and on circus grounds, and at other places where there is

a large crowd. The diagram represents the arrangement of the interior of

a glass covered case containing prizes. The divisions in the case are

numbered from eight to forty-eight, inclusive, to correspond with the

numbers which may be possibly thrown in casting eight dice, which the

proprietor carries with him, together with a dice box. For a stipulated

consideration, he permits any one who may wish, to throw the dice upon

the glass cover of the case. The sum of the spots on the upper faces is

taken, and the player is given whatever prize the number may call for.

When the game is introduced upon fair-grounds, the directors of which

insist that there shall be no blanks, small articles of cheap jewelry

are put inside the case as prizes, although gamblers prefer to use money

prizes only, for the reason that it gives the outfit a more attractive

appearance.

An examination of the diagram will show that the higher prizes are

invariably placed in squares corresponding to a number which it is

almost impossible for a player to throw. Thus, a $500 prize is placed in

the square numbered eight. To win this, it would be necessary to cast

eight aces. Another prize of like amount is numbered forty-eight, and

cannot be won unless the player throws eight sixes. Those numbers which

may be easily thrown are always attached to squares containing small

prizes, or which are inscribed with the abbreviation “rep.” These

letters, as in all similar games, stand for “represent,” and when a

player has thrown a number corresponding to a square so marked, he is

required to double the amount already put up or submit to the loss of

his stake.

This game affords a rare opportunity for cheating, although the fraud is

not perpetrated by means of loaded dice, as many persons suppose. The

proprietor counts the spots on the dice thrown to suit himself, and

after hastily calling out the number replaces the cubes in the box.

Strange as it may appear, it is not one man out of fifty who ever

insists upon counting the spots on his own throw. If the owner of the

device has reason to believe that the player has money and is a “soft

mark,” he calls out the number corresponding to one of the “represent”

squares. He then tells the victim that he has neither won nor lost and

must double the amount previously advanced and “try his luck” again.

This practice is continued until the dupe has been induced to stake all

of his money, when the proprietor calls out a number corresponding to

the square marked “blank,” of which there is always one in every case.

Of course, the operator then informs the “sucker” that he has lost all

the money which he had paid.

It sometimes happens that a player grows suspicious, and asks how long

this doubling his stake is to continue. In such a case, the operator

mentally calculates the amount of money which the man probably has, and

tells him that he will be required to double only two or three times

more, when, if he again throws a “represent” number, the proprietor will

return all of his money except five per cent., which is the percentage

belonging to the game. The victim does not throw a “represent” number

the last time under such circumstances, but is thrown upon the “blank”

square, which means that the proprietor has won the entire stake.

“Cappers” are as useful in this game as in any other. Their methods of

operation are similar to those elsewhere described and need not be more

particularly dwelt upon here.

EIGHT-DIE CASE.

┌────────┬────────┬────────┬────────┬────────┬────────┬────────┐

│Jewelry.│Jewelry.│Jewelry.│ $3.00 │Jewelry.│Jewelry.│ Rep. │

│ 19 │ 38 │ 24 │ 9 │ 37 │ 21 │ 15 │

├────────┼────────┼────────┼────────┼────────┼────────┼────────┤

│25 cts. │Jewelry.│ $1.00 │Jewelry.│ Rep. │ Rep. │ $5.00 │

│ 13 │ 30 │ 43 │ 33 │ 18 │ 29 │ 46 │

├────────┼────────┼────────┼────────┼────────┼────────┼────────┤

│ Rep. │Jewelry.│ $5.00 │ $20.00 │ Rep. │50 cts. │Jewelry.│

│ 23 │ 39 │ 8 │ 1215 │ 36 │ 12 │ 34 │

├────────┼────────┼────────┼────────┼────────┼────────┼────────┤

│ Rep. │ Blank. │Jewelry.│Jewelry.│Jewelry.│Jewelry.│Jewelry.│

│ 32 │ 17 │ 35 │ 28 │ 16 │ 41 │ 22 │

├────────┼────────┼────────┼────────┼────────┼────────┼────────┤

│ $2.00 │ $5.00 │ Rep. │Jewelry.│Jewelry.│ $50.00 │ $10.00 │

│ 11 │ 48 │ 20 │ 42 │ 31 │ 10 │ 37 │

├────────┼────────┼────────┼────────┼────────┼────────┼────────┤

│ │ $2.00 │Jewelry.│Jewelry.│Jewelry.│Jewelry.│ Blank. │

│ │ 44 │ 27 │ 14 │ 25 │ 04 │ 20 │

└────────┴────────┴────────┴────────┴────────┴────────┴────────┘

POKER DICE.

This game is usually played in saloons for drinks or cigars, though

sometimes for money, and occasionally even for higher stakes. Five

ordinary dice and a dice cup is used. Each player has three throws. The

highest score which can possibly be made is five aces, the next, five

sixes, then five fives, and so on. Next to five similar spots, the best

throw is four of one kind and an odd number, the relative value of such

throws being measured by the number of spots upon the top of the four

dice, aces ranging highest. The game is called “poker” dice, because of

the general resemblance between it and “bluff,” so far as the value of

the throws is concerned as compared with that of the hands held at

poker.

I have never known but one scheme of fraud to be employed in playing

this game, which consisted in so placing the five dice within the box

that the thrower was able to turn out whatever number he might see fit.

I have known two men, both of whom are at present in Chicago, who can

cast any throw which they may wish at their own will. They do not employ

loaded dice, but, through long practice have acquired such dexterity in

placing the cubes in the box and throwing them upon the table, that they

are able to play with absolute certainty.

OVER AND UNDER SEVEN.

This game is most frequently played on fair and circus grounds, at

public meetings, barbacues, political rallies, and other places where a

large crowd is assembled. The outfit requisite to its operation consists

of a dice box with two dice and a cloth, about 2½ feet long, on which

are outlined three squares, in each of which is painted the figure 7.

One of these squares is in the centre of the cloth, the other two at the

respective ends. In one of them is painted the word “over,” and in

another the word “under.”

The method of play is as follows: Bets may be placed upon either of the

three squares. If laid on the centre square, the proprietor pays the

winner two for one. After the wagers have all been laid, the dealer

throws the dice. If the sum of the spots on the upper face of the two

cubes is equal to 7, and no stake has been laid on that number, he wins.

If it is more than 7, bets placed upon the squares containing the word

“over” are paid to the bettors. If the total is less than 7, the

proprietor pays those who have laid their money upon the other square.

The mode of cheating at this game is substantially the same as that

already explained in the description of the game of “chuck-a-luck.” The

operator retains one of the two dice in the fingers of the hand which he

places over the mouth of the cup and rattles the dice about, inside.

When he lifts the box, he is absolutely certain as to the number of

spots upon the die which he has held in his hand, thereby gaining an

immense advantage over the bettors, inasmuch as he has it practically

within his power to cause the wager of any particular player to be lost.

TOP AND BOTTOM.

This game of dice—if it may properly be called a game—is a swindling

device, pure and simple. It is, in effect, nothing but a scheme of

fraud, for the successful operation of which are required two sharpers,

who act as confederates, a dice box, three ordinary dice, a “ringer” and

a “sucker.” The place commonly selected for working it is a saloon, and

the method in which it is operated is as follows:

The victim having been selected and located in a saloon, the first

sharper scrapes an acquaintance with him and induces him to throw dice

for the drinks or cigars. While the dice are being handled, the gambler

calls the attention of the dupe to the fact that the number of spots on

the faces of the three dice added to the number on the three reverse

sides is always equal to twenty-one. This fact necessarily follows from

the construction of all fair dice; on the reverse face from the ace is a

6; opposite to 3 is 4; and directly opposite to 5 is 2. There are,

however, many persons, who not having had their attention directed to

this circumstance, are ignorant of the fact. The “sucker” usually

satisfies himself of the correctness of the statement made by his newly

formed acquaintance through throwing the dice several times in

succession, until he becomes convinced that the sum of the six numbers

is always equal to twenty-one. At this point sharper number two makes

his appearance. He strolls up to the pair and offers to join in throwing

dice for refreshments. The first swindler proposes that they guess as to

the number of spots on the upper and under sides of the three dice. To

this sharper number two assents, and guesses, say, 25. As a matter of

course, the greenhorn guesses 21 and wins. The second confederate

thereupon remarks that he is a “pretty good guesser.” To this the first

swindler replies that “the gentlemen can tell the number every time.”

The confederate demurs to this statement, saying that it is impossible.

He offers to bet the price of a box of cigars that the dupe cannot do

it. His accomplice retorts that he would be willing to bet $1,000 that

he can, and offers to lend the dupe money to add to whatever sum the

latter may wish to bet for the purpose of laying a stake against his

confederate. The bet having been made, the attention of the victim is

momentarily diverted and the “ringer”—either a loaded dice or one

prepared after the manner described in the paragraph upon the game of

“crap”—is substituted for one of the fair dice. The throw is cast, and

when the spots are added together their sum is inevitably found to be

either greater or less than 21. Sharper number two thereupon demands and

takes the stakes.

Ordinarily the dupe is too bewildered at the moment to understand the

precise nature of the game which has been played upon him until after

the two confederates have left the house. Should he, however,

remonstrate and undertake to raise a disturbance, it is usually found an

easy matter to quiet him by summoning the town marshal or some other

police officer. In fact, I have known an officer actually summoned, who

insisted upon the dupe keeping quiet, for which service he received a

bonus from the pair of swindlers.

HIGH AND LOW DICE TOPS.

These little implements are used chiefly for winning drinks or cigars,

or small sums of money. They are eight-sided spinning tops made of

ivory, the respective sides being numbered one to eight. Sometimes they

are made fairly, but dice tops of the latter description are not in

favor with the professional gambler, who uses a top having a moveable

iron peg which the sharper may so arrange as to cause the high or low

numbers to fall uppermost when the top comes to rest, after being spun.

If the peg be turned one way a high number will come uppermost; if the

other, a low number. Of course the greenhorn, not being aware of this

little peculiarity of the top, it is comparatively an easy matter for

the confidence man or other cheat to arrange the peg in such a way that

when he spins for himself he turns up a high number, and when his

opponent takes the same article in hand, however, he invariably turns up

a low one. It may be seen that the former has it in his power to win as

often as he chooses, but in order that his luck may not appear to be

positively miraculous, he sometimes permits his dupe to win.

GRAND HAZARD.

Three dice are used in this game. Sometimes they contain spots, as do

ordinary dice, sometimes on the faces are painted representations of

birds, animals, or reptiles, such as an elephant, an eagle, a

rattlesnake, etc. On the table upon which the dice are thrown is spread

a cloth on which are depicted numbers or figures corresponding to those

upon the faces of the cubes. Bets are made by playing the stakes upon

whatever square or squares the player may select. The dice are dropped

through a funnel-shaped cup, somewhat similar in form to that used in

“hieronymus,” and the gains or losses of the bettors are determined by

inspecting the face of the dice which lie uppermost after they have

fallen upon the table. If any player has wagered his money, for

instance, upon the number six, and one of the dice show a six-spot on

its upper face, the bettor is paid the amount which he has ventured. In

case the three dice should all show the same number or figure when they

fall, the proprietor pays to the bettor, who has placed his stake upon

the corresponding square on the cloth, 180 for 1.

In this, as in all other fraudulent games with dice, gamblers resort to

the substitution of “ringers” for fair dice, and have the poor fools,

who risk their money on such schemes, practically at their mercy.

MUSTANG.

This game is substantially identical with “grand hazard,” the only

variations being, that differently inscribed dice are employed. The same

sort of cloth on which are depicted squares containing the prizes is

used, and the dice are dropped through a similar metal funnel. The dice,

however, are usually of either one of the two sorts. In those of the

first description, the faces of the cubes are painted, respectively,

with a club, a heart, a spade, a diamond, an anchor and a star. The

faces of the other description of dice employed, are respectively marked

with a snake, an elephant, an eagle, a baby and a turtle.

LOADED DICE.

Almost every one has heard of loaded dice, but there are comparatively

few among the guild of professional gamblers who are experts in their

use. The sharper who does not travel, preferring to wait, at home, such

victims as the antipodes of Providence may send him, is satisfied with

employing occasionally, a set of high dice. But the peripatetic

scoundrel who, like Satan, “wanders to and fro upon the earth,” seeking

for victims, usually provides himself with three sets—one “high,” one

“low,” and one “square.” The fraudulent dice are loaded with

quicksilver, the interior of each dice being hollowed out in such a

manner as to cause the weight to fall upon the opposite side to that

intended to come up, the weighted side being, of course, always

undermost.

The professional, in using these dice against a single adversary,

usually works very rapidly, distracting the dupe’s attention, as far as

possible, from his operations by story telling or some other interesting

conversation. He changes the cubes swiftly and often, “ringing in” the

“high” one for himself, and the “square” ones for his opponent; or the

latter for himself and the “low” ones for his victim, occasionally,

however, using the fair dice for both, in order to disarm suspicion.

Fools of Fortune; or, Gambling and Gamblers · 第 6 / 17 章