CHAPTER II. PROFESSIONAL GAMESTERS AND THEIR FRAUDS.

A gambling house at the end of the last century was conducted by the

following officials:--

1. A Commissioner,--who was always a proprietor; who looked in of a

night, and audited the week's account with two other proprietors.

2. A Director,--who superintended the room.

3. An Operator,--who dealt the cards at the cheating game called Faro.

4. Two Croupiers, or crow-pees, as they were vulgarly called, whose duty

it was to watch the cards and gather or rake in the money for the bank.

5. Two Puffs,--who had money given to them to decoy others to play.

6. A Clerk,--who was a check on the Puffs, to see that they sank none of

the money given to them to play with.

7. A Squib,--who was a puff of a lower rank, serving at half salary,

whilst learning to deal.

8. A Flasher,--to swear how often the bank had been stripped by lucky

players.

9. A Dunner,--who went about to recover money lost at play.

10. A Waiter,--to fill out wine, snuff candles, and attend the room.

11. An Attorney,--who was generally a Newgate solicitor.

12. A Captain,--who was to fight any gentleman who might be peevish at

losing his money.

13. An Usher,--who lighted the gentlemen up and down stairs, and gave

the word to the porter.

14. A Porter,--who was generally a soldier of the Foot Guards.

15. An Orderly-man,--who walked up and down the outside of the door, to

give notice to the porter, and alarm the house at the approach of the

constables.

16. A Runner,--who was to get intelligence of the Justices' meetings.

17. Link Boys, Coachmen, Chairmen, Drawers, and others, who brought the

first intelligence of Justices' meetings, of constables going out, at

half a guinea reward.

18. Common Bail, Affidavit Men, Ruffians, Bravos, Assassins, &c. &c.

It may be proper to remark that the above list of officials was only

calculated for gambling houses of an inferior order. In these it is

evident that the fear of interruption and the necessity for precaution

presided over the arrangements. There were others, however, which seemed

to defy law, to spurn at justice, and to remain secure, in every way, by

the 'respectability' of their frequenters. These were houses supported

at an amazing expense--within sight of the palace--which were open

every night and all night--where men of the first rank were to be

found gambling away immense sums of money, such as no man, whatever

his fortune might be, could sustain. 'What, then,' says a writer at

the time, 'are the consequences? Why, that the UNDONE part of them sell

their VOTES for bread, and the successful give them for honours.

'He who has never seen the gamblers' apartments in some of the

magnificent houses in the neighbourhood of St James's, has never

seen the most horrid sight that the imagination of a thinking man can

conceive.

'A new pack of cards is called for at every deal, and the "old" ones are

then thrown upon the floor, and in such an immense quantity, that the

writer of this letter has seen a very large room nearly ANKLE-DEEP, in

the greatest part of it, by four o'clock in the morning! Judge, then, to

what height they must have risen by daylight.'

It is a melancholy truth, but confirmed by the history of all nations,

that the most polite and refined age of a kingdom is never the most

virtuous; not, indeed, that any such compliment can be paid to that

gross age, but still it was refined compared with the past. The

distinctions of personal merit being but little regarded--in the

low moral tone that prevailed--there needed but to support a certain

'figure' in life (managed by the fashionable tailor)(4), to be

conversant with a few etiquettes of good breeding and sentiments of

modern or current honour, in order to be received with affability and

courteous attention in the highest circles. The vilest sharper, having

once gained admission, was sure of constant entertainment, for nothing

formed a greater cement of union than the spirit of HIGH GAMING. There

being so little cognizance taken of the good qualities of the heart in

fashionable assemblies, no wonder that amid the medley of characters to

be found in these places the 'sharper' of polite address should gain too

easy an admission.

(4)

'How shalt THOU to Caesar's hall repair?

For, ah! no DAMAGED coat can enter there!'

BEATTIE'S Minstrel.

This fraternity of artists--whether they were to be denominated

rooks,(5) sharps, sharpers, black-legs, Greeks, or gripes--were

exceedingly numerous, and were dispersed among all ranks of society.

(5) So called because rooks are famous for stealing materials out of

other birds' nests to build their own.

The follies and vices of others--of open-hearted youth in

particular--were the great game or pursuit of this odious crew. Though

cool and dispassionate themselves, they did all in their power to throw

others off their guard, that they might make their advantage of them.

In others they promoted excess of all kinds, whilst they themselves took

care to maintain the utmost sobriety and temperance. 'Gamesters,' says

Falconer, 'whose minds must be always on the watch to take advantages,

and prepared to form calculations, and to employ the memory, constantly

avoid a full meal of animal food, which they find incapacitates them for

play nearly as much as a quantity of strong liquor would have done, for

which reason they feed chiefly on milk and vegetables.'

As profit, not pleasure, was the aim of these knights of darkness, they

lay concealed under all shapes and disguises, and followed up their game

with all wariness and discretion. Like wise traders, they made it the

business of their lives to excel in their calling.

For this end they studied the secret mysteries of their art by night

and by day; they improved on the scientific schemes of their profound

master, Hoyle, and on his deep doctrines and calculations of chances.

They became skilful without a rival where skill was necessary, and

fraudulent without conscience where fraud was safe and advantageous; and

while fortune or chance appeared to direct everything, they practised

numberless devices by which they insured her ultimate favours to

themselves.

Of these none were more efficacious, because none are more ensnaring,

than bribing their young and artless dupes to future play by suffering

them to win at their first onsets. By rising a winner the dupe imbibed a

confidence in his own gambling abilities, or deemed himself a favourite

of fortune. He engaged again, and was again successful--which increased

his exultation and confirmed his future confidence; and thus did the

simple gudgeon swallow their bait, till it became at last fast hooked.

When rendered thus secure of their prey, they began to level their

whole train of artillery against the boasted honours of his short-lived

triumph. Then the extensive manors, the ancient forests, the paternal

mansions, began to tremble for their future destiny. The pigeon was

marked down, and the infernal crew began in good earnest to pluck his

rich plumage. The wink was given on his appearance in the room, as

a signal of commencing their covert attacks. The shrug, the nod, the

hem--every motion of the eyes, hands, feet--every air and gesture, look

and word--became an expressive, though disguised, language of fraud and

cozenage, big with deceit and swollen with ruin. Besides this, the

card was marked, or 'slipped,' or COVERED. The story is told of a noted

sharper of distinction, a foreigner, whose hand was thrust through with

a fork by his adversary, Captain Roche, and thus nailed to the table,

with this cool expression of concern--'I ask your pardon, sir, if you

have not the knave of clubs under your hand.' The cards were packed,

or cut, or even SWALLOWED. A card has been eaten between two slices of

bread and butter, for the purpose of concealment.

With wily craft the sharpers substituted their deceitful 'doctors' or

false dice; and thus 'crabs,' or 'a losing game,' became the portion of

the 'flats,' or dupes.

There were different ways of throwing dice. There was the 'Stamp'--when

the caster with an elastic spring of the wrist rapped the cornet or box

with vehemence on the table, the dice as yet not appearing from under

the box. The 'Dribble' was, when with an air of easy but ingenious

motion, the caster poured, as it were, the dice on the board--when, if

he happened to be an old practitioner, he might suddenly cog with his

fore-finger one of the cubes. The 'Long Gallery' was when the dice were

flung or hurled the whole length of the board. Sometimes the dice were

thrown off the table, near a confederate, who, in picking them up,

changed one of the fair for a false die with two sixes. This was

generally done at the first throw, and at the last, when the fair die

was replaced. The sixes were on the opposite squares, so that the fraud

could only be detected by examination. Of course this trick could only

be practised at raffles, where only three throws are required.

A pair of false dice was arranged as follows:--

{Two fours

On one die, {Two fives

{Two sixes

{Two fives

On the other, {Two threes

{Two aces

With these dice it was impossible to throw what is at Hazard denominated

Crabs, or a losing game--that is, aces, or ace and deuce, twelve, or

seven. Hence, the caster always called for his main; consequently, as he

could neither throw one nor seven, let his chance be what it might,

he was sure to win, and he and those who were in the secret of course

always took the odds. The false dice being concealed in the left hand,

the caster took the box with the fair dice in it in his right hand,

and in the act of shaking it caught the fair dice in his hand, and

unperceived shifted the box empty to his left, from which he dropped

the false dice into the box, which he began to rattle, called his main

seven, and threw. Having won his stake he repeated it as often as he

thought proper. He then caught the false dice in the same way, shifted

the empty box again, and threw till he threw out, still calling the same

main, by which artifice he escaped suspicion.

Two gambling adventurers would set out with a certain number of signs

and signals. The use of the handkerchief during the game was the

certain evidence of a good hand. The use of the snuff-box a sign equally

indicative of a bad one. An affected cough, apparently as a natural one,

once, twice, three, or four times repeated, was an assurance of so

many honours in hand. Rubbing the left eye was an invitation to lead

trumps,--the right eye the reverse,--the cards thrown down with one

finger and the thumb was a sign of one trump; two fingers and the thumb,

two trumps, and so on progressively, and in exact explanation of the

whole hand, with a variety of manoeuvres by which chance was reduced to

certainty, and certainty followed by ruin.(6)

(6) Bon Ton Magazine, 1791.

CHEATING AT WHIST.

In an old work on cards the following curious disclosures are made

respecting cheating at whist:--

'He that can by craft overlook his adversary's game hath a great

advantage; for by that means he may partly know what to play securely;

or if he can have some petty glimpse of his partner's hand. There is a

way by making some sign by the fingers, to discover to their partners

what honours they have, or by the wink of one eye it signifies one

honour, shutting both eyes two, placing three fingers or four on the

table, three or four honours. FOR WHICH REASON ALL NICE GAMSTERS PLAY

BEHIND CURTAINS.

'Dealing the cards out by one and one to each person is the best method

of putting it out of the dealer's power to impose on you. But I shall

demonstrate that, deal the cards which way you will, a confederacy of

two sharpers will beat any two persons in the world, though ever so good

players, that are not of the gang, or in the secret, and "THREE poll

ONE" is as safe and secure as if the money was in their pockets. All

which will appear presently.

The first necessary instructions to be observed at Whist, as principals

of the secret, which may be likewise transferred to most other games at

cards, are:--

Brief or short cards,

Corner-bend,

Middle-bend (or Kingston-bridge).

'Of brief cards there are two sorts: one is a card longer than the

rest,--the other is a card broader than the rest. The long sort are such

as three, four, five, six, seven, eight, and nine; the broad sort are

such as aces, kings, queens, and knaves. The use and advantage of each

are as follows:--

'Example:--When you cut the cards to your adversary, cut them long, or

endways, and he will have a three, four, five, six, seven, eight, or

nine at bottom. When your adversary cuts the cards to you, put them

broadside to him, and he will naturally cut (without ever suspecting

what you do) ace, king, queen, or knave, &c., which is sufficient

advantage to secure any game.

'And in case you cannot get cards of proper sizes ready-made to mix with

others, you may shave them with a razor or penknife from the threes to

the nines each side, and from the aces to the knaves each end; then put

them up in the same case or cover, and if they are done as they ought to

be, they will pass upon anybody.

'As Whist is a tavern-game, the sharpers generally take care to put

about the bottle before the game begins, so quick, that a BUBBLE cannot

be said to see clearly even when he begins to play.

'The next is the corner-bend, which is four cards turned down finely at

one corner--a signal to cut by.

'The other is vulgarly called Kingston-bridge, or the middle-bend. It is

done by bending your own or adversary's TRICKS two different ways, which

will cause an opening, or arch, in the middle, which is of the same use

and service as the other two ways, and only practised in its turn to

amuse you.

'The next thing to be considered is, who deals the cards, you or your

adversary; because that is a main point, and from whence your advantage

must arise. Suppose, for example,

{Sharpers,

A and B {

{Partners,

{Bubbles, or Flats,

C and D {

{ Partners.

After a deal or two is formally played, A and B will begin to operate in

the following manner:--

'When A or B is to deal, they observe the PRECEDING DEAL to take up the

tricks thus:--

1. A bad card. 2. A good card.

3. A bad card. 4. A good card.

(Meaning the best and worst that fall in that list).

'When C or D deals, they must be taken up thus:--

1. A good card. 2. A bad card.

3. A good card. 4. A bad card.

'By this rule it is plain that the best cards fall to A and B every

deal. How is it possible, therefore, that C and D should ever win a game

without permission? But it would be deemed ill policy, and contrary to

the true interest of A and B, to act thus every deal. I will, therefore,

suppose it is practised just when they please, according as bets happen

in company; though the rule with gamesters, in low life, is at the first

setting out to stupify you with wine and the loss of your money, that

you may never come to a perfect understanding of what you are doing. It

may be truly said that many an honest gentleman has been kept a month in

such a condition by the management and contrivance of a set of sharpers.

'Now you may imagine it not in the power of A and B to cause the tricks

to be taken up after the manner aforesaid: there is nothing so easy nor

so frequently practised, especially at Three poll One; for in playing

the cards the confederates will not only take care of their own tricks,

but also of yours, for the cards may be so played, and shoved together

in such a manner, as will even cause you to take them right yourself;

and if a trick should lie untowardly on the table, A or B will pay you

the compliment of taking it up for you, and say--"Sir, that's yours."

This operation will the more readily be apprehended by seeing it

practised half a score times; when once you are aware of it, it will

otherwise (I may say fairly) pass upon any person that has not been let

into the secret. This being allowed, the next point and difficulty is to

shuffle and cut.

'I say, that either A or B are such curious workmen, and can make a sham

shuffle with a pack of cards so artfully, that you would believe they

were splitting them, when at the time they will not displace a single

card from its order! Such is the SHARPER'S shuffling.

'Now, to cut the cards, a BEND is prepared for you to cut to--the middle

is the best; and it is odds but you unwarily cut to it; if not, SLIP is

the word; but if you have no opportunity to do that neither, then deal

away at all hazards, it is but an equal bet that they come in your

favour; if right, proceed; if otherwise, miss a card in its course, and

it brings the cards according to your first design; it is but giving two

at last where you missed; and if that cannot be conveniently done, you

only lose the deal, and there is an end of it.

'But when A or B is to cut, they make it all safe; for then they make

the CORNER-BEND, which any one that knows may cut to, a hundred times

together.

'Piping at Whist. By piping I mean, when one of the company that does

not play, which frequently happens, sits down in a convenient place to

smoke a pipe, and so look on, pretending to amuse himself that way. Now,

the disposing of his fingers on the pipe whilst smoking discovers the

principal cards that are in the person's hand he overlooks; which was

always esteemed a sufficient advantage whereby to win a game. There is

another method, namely, by uttering words. "Indeed" signifies diamonds;

"truly," hearts; "upon my word," clubs; "I assure you," spades. But as

soon as these methods become known, new ones are invented; and it is

most curious that two persons may discover to each other what sort

of cards they have in hand, and which ought first to be played, many

different ways, without speaking a word.'

There can be no doubt that the act of sorting the cards is capable of

giving an acute observer a tolerably accurate idea of his partner's or

either of his opponents' hands; so that where cheating is suspected it

would be better to play the cards without sorting them. The number of

times a sorter carries a card to a particular part indicates so many of

a suit; your own hand and his play will readily indicate the nature of

the cards in which he is either strong or weak.

I now quote Robert-Houdin's account of

CARD TELEGRAPHY.

Although there are 32 cards in the game of Piquet, all of them may be

designated by twelve different signs, namely, eight for the nature of

the cards, and four for the colours.

At Ecarte, the number of the signals is still less, as it is only the

figures that require indication: but to make these indications it is

necessary to execute a sort of pantomime, according to certain authors,

such as blowing the nose, coughing, drumming on the table, sneezing, &c.

Such evolutions, however, are totally unworthy of your modern Greek, and

would soon be denounced as gross fraud. The signals which he employs are

only appreciable by his confederate,--as follows:--

If he looks

1. At his confederate, he designates A king.

2. At the play of his adversary . . . A queen.

3. At the stake . . . . . . . . . . . A knave.

4. At the opposite side . . . . . . . An ace.

And whilst he indicates the nature of the cards he at the same time

makes known the colour by the following signs:--

1. The mouth slightly open . . . . . Hearts.

2. The mouth shut . . . . . . . . . . Diamonds.

3. The upper-lip slightly pouting

over the lower . . . . . . . Clubs.

4. The lower-lip drawn over the

upper . . . . . . . . . . . Spades.

Thus, if the Greek wishes to announce, for instance, the knave and

ace of hearts, he successively directs his looks upon the play of his

adversary, upon the stake, and to the opposite side, whilst keeping his

mouth slightly open.

It is evident that this telegraphy may be employed at all games where

there is a gallery. In effect, nothing is easier at Piquet than to

indicate, by the aid of these signals, the colour in which the player

should discard and that in which he should keep what cards he has.

These are the simplest signs; but some of the Greeks have a great number

of them, to designate everything; and even sometimes to communicate

and receive intelligence, when necessary. This telegraphy is so

imperceptible that it is difficult to describe it, and altogether

impossible to detect it.(7)

(7) Tricheries des Grecs devoilees.

Robert-Houdin has exhausted the subject of card-trickery, in connection

with that prestidigitation which, it seems, all card-sharpers cultivate,

the description of which, however, is by no means so entertaining as the

visible performance. I find, nevertheless, in his book, under the title

of 'Small Trickeries made innocent by Custom,' certain things alluded to

which I can attest by experience.

I. At Whist, no communication whatever must be made by a player to his

partner, excepting those authorized by the laws of the game; but some

persons go further, and by the play of their features 'telegraph' to

their partners the value of their hands.

II. Any one with a good memory and endowed with quick perception may

form a very accurate estimate of the hands held by all the players by

remembering THE TRICKS AS THEY ARE PLAYED AND TURNED DOWN--all of a

suit, or trumped. Cards 'stick together' most lovingly, and the ordinary

shuffling scarcely alters their sequence; and so, if a trick has been

taken by an ace over a king, for instance, and in the next deal you get

the same king, you may be sure that the ace is either on your right or

your left, according to the deal; of course, if you get the ace, then

the same probability, or rather necessity, exists as to the king; and

so on. Knave, queen, king, ace, of the same name, are almost sure to be

separated in the deal between the four players, or one player will have

two of them. The observation is a tax upon the faculties; but I am sure,

quite sure, that the thing can be done, and is, when done, of material

service; although, of course, the knowledge can be turned to account

only by an expert player, with a partner who can understand the game

which he wishes to play.

Whist is, decidedly, one of the fairest of games; but for that very

reason, it is open to the greatest over-reaching, or, if you like,

cheating.

With regard to dice, of course, they were and, doubtless, are still

loaded. Such were formerly called 'dispatches,' because they would

'in five minutes dispatch L500 out of the pocket of any young man when

intoxicated with champagne.'

Roulette and Rouge et Noir tables were and are so arranged as always to

make the bank win at the will of the attendant, regulating them with a

touch.

At Hazard, they used 'low or high dice,' that is, with only certain

numbers on them, high or low,--a pair of which every sharper always had

in his possession, changing them with great dexterity. They also used

'cramped' boxes, by which they 'cogged' or fastened the dice in the box

as they dropped them IN, and so could drop them OUT with the required

face upwards.

The Gaming Table: Its Votaries and Victims. Volume 2 (of 2) · 第 2 / 14 章