CHAPTER VIII

_THE GAME OF FARO_

Faro may almost be said to occupy in America the position of a national

game. The methods of cheating used in connection with it are so numerous

and so ingenious that it becomes really necessary to devote an entire

chapter specially to them. Since there are parts of the world, however,

outside America where the game is little known, and since it is

necessary that the reader should understand something of it to enable

him to follow the explanations, the first step must be to give some

little idea of the nature of the game and the manner in which it is

played. The following paragraphs, then, will contain a brief description

of its salient features, and also of the apparatus or tools which are

required in playing it.

We will commence with the accessories first. These are: (1) the

faro-box, (2) the check-rack, (3) the cue-keeper, (4) cue-cards, (5) the

shuffling-board, (6) the layout, and (7) the faro-table. These, together

with a pack of playing-cards, constitute the apparatus employed. Let us

take the various items in their order as given.

1. _The faro-box._--This is a metal box in which the cards are placed,

face upwards, and from which they are dealt one at a time. Fig. 37

illustrates the back view of such a dealing-box.

[Illustration: FIG. 37.]

It will be seen that the box is open at the back, and cut away at the

top sufficiently to allow a large portion of the face of the top card to

be visible. The plate forming the top overlaps the front side about

one-eighth of an inch, and below its front edge is a slit, only just

sufficiently wide to allow one card at a time to be pushed out, so that

the cards are bound to be dealt one by one, and in the order they occupy

in the pack. They are slipped out by the thumb, which presses upon them

through the aperture in the top plate. The cards are inserted through

the back, and constantly pressed upwards by a movable plate or

partition, below which are springs sufficiently strong for the purpose.

It is presumable that the object of this box is to prevent any

possibility of the cards being tampered with. That it not only can be

made to fail in this purpose, but also to play directly into the hands

of the cheat, we shall see later on.

2. _The check-rack._--This is a polished wooden tray, lined with

billiard-cloth. It is used by the dealer, to contain his piles of

counters and his money. It stands at his left hand, upon the faro-table,

during play.

3. _The cue-keeper, or cue-box._--This is a piece of apparatus used for

the purpose of recording the cards as they are played, and is under the

control of a man who is specially told off to attend to it. By its means

at any stage of the game the players can see at a glance what cards have

already been played, and what remain in the pack. It is constructed upon

the principle of the ancient 'abacus' or 'obolus,' and consists of a

framework of wood, supporting thirteen wires, upon each of which slide

four small balls (fig. 38).

[Illustration: FIG. 38.]

Opposite each wire there is attached to the framework a miniature

reproduction of one of the cards of a suit. In faro, as in poker, the

suit of any card is of no importance. For all practical purposes the

pack may be considered as consisting simply of four aces, four kings,

four queens, and so on. Therefore, no record is kept of the suits of the

cards which have been played, but only of their values. The position of

the balls at the commencement of the game is at the left hand side of

their respective divisions, as shown in the illustration. When a king,

for example, is drawn out of the box, one ball, opposite the miniature

king on the cue-keeper, is slipped to the right, and so on until all the

fifty-two cards have been played, when, of course, the whole of the

balls are at the right of the apparatus. The person who registers the

progress of the game with this accessory is styled the 'case-keeper.'

4. _Cue-cards._--These are small cards upon which are printed the names

of the thirteen cards, a space being left opposite each name, for the

purpose of enabling the players to check off the cards as they are

played. They are sometimes used in place of a case-keeper; but, even

where a case-keeper is employed, they are utilised by the players for

recording the winning and losing cards. Any card which wins is marked

with a cross, and one which loses is marked with a nought. Fig. 39

represents a cue-card which has been partially filled up in this way,

and the cards which have been played so far, it will be noticed, are

readily distinguishable. The cards lost are two queens, two nines, two

sevens, and three sixes. Besides showing what cards have been lost and

won, the cue-card also tells what cards have yet to be played. Thus, at

the stage of the game indicated in fig. 39, there are still remaining in

the dealing-box one queen, one nine, three eights, two sevens, two

fives, four fours, and three twos. This convenient record prevents the

possibility of a player betting upon cards which have already been

played.

[Illustration:

+-------------------------------+

| Ace + + + + Eight + |

| King + + + + Seven 0 0 |

| Queen 0 0 + Six 0 0 0 + |

| Knave + + + + Five + + |

| Ten + + + + Four |

| Nine 0 0 + Three + + + + |

| Two + |

+-------------------------------+

FIG. 39.]

The case-keeper and cue-cards were primarily introduced with the object

of keeping a check upon the dealer, and of preventing him from using a

pack containing more than fifty-two cards, or in which there was not the

right number of each value. We shall see presently how he manages to get

over that difficulty.

5. _The shuffling-board._--This is a thin slab of wood or metal, covered

with billiard-cloth. It stands in front of the dealer, and upon it are

placed the faro-box and the piles of winning and losing cards. It is

upon this board, also, that the cards are shuffled; hence its name.

6. _The layout._--The designation of this adjunct to the game is derived

from the fact that it forms that part of the table upon which the

players 'lay out' their stakes. Usually it is a green cloth, having

painted upon it a representation of the thirteen cards of one suit (see

diagram of the faro-table, fig. 40).

7. _The faro-table._--This is simply an oblong table, having a recess or

cavity cut out in the centre of one of the long sides. In this recess

the dealer sits, being thus enabled to be as near to the layout as

possible, and at the same time to have all his appliances within easy

reach. Fig. 40 will give the reader a clear idea of the relative

positions occupied by the dealer, the players, and the various component

items of the apparatus.

[Illustration: FIG. 40.--The Faro-Table.

A, shuffling-board.

B, faro-box.

C, pile of losing cards.

D, pile of winning cards.

E, check-tray.

F, case-keeper.

G, layout.

H, dealer.

I, I, I, I, I, players.]

The appliances above described being available, the game is played in

the following manner:--

At the termination of a deal the cards are all lying face upwards upon

the shuffling-board in two heaps at 'C' and 'D,' and the faro-box is

empty. Without taking the cards off the table, but simply turning them

back upwards, the dealer mixes the two heaps together. The pack is then

cut and placed with the faces of the cards upwards in the dealing-box.

The players then stake their money, placing their stakes upon the layout

over the card which they think will win. Each player, of course, may

select any card he pleases, irrespective of the fact that another player

may choose to bet upon the same card. In fact, they can all back the

same card if they like. This, however, is a case which is rather rare,

anyhow at the outset of a game. Meanwhile the top card of the pack has

all along been visible to the players, through the aperture in the top

of the box. This card, therefore, counts for nothing, and no bets can be

made with respect to it. From the top card downwards, the cards

alternately win for the players and the 'bank,' or dealer. The second

card, then, when displayed will win for the players.

All the bets having been made, the dealer draws off the top card and

discloses the face of the second. The top card is placed upon the

shuffling-board in the position indicated by 'C' (fig. 40), and those

players who have staked their money upon the card in the layout which

corresponds in value to the card which is now seen through the window of

the dealing-box will have to receive from the dealer the amount of their

stakes. If no player has bet upon that card the dealer of course has to

pay nothing.

The dealer has now to draw off another card from the box and display the

face of the third. As explained above, this card will win for the bank.

The second card is therefore drawn off, and placed upon the

shuffling-board at 'D,' and the players who have staked their money upon

the card representing the one which is now visible will lose their

stakes to the dealer.

The two cards thus played constitute what is called a 'turn.' After each

turn the dealer pays the money he has lost and receives what he has won.

All money staked upon cards other than those which have either won or

lost remains undisturbed upon the layout. The players are then at

liberty to rearrange their bets in any manner they may think fit, and

the game continues. Again the top card is removed from the box,

revealing a fourth, and placed upon the card already at 'C.' As before,

those who have staked upon the card now showing in the box receive the

amount of their bets in due course. And so on until no more cards remain

in the box.

There is one advantage enjoyed by the dealer in which the other players

do not participate. When it so happens that both cards of a 'turn' are

of the same value, both kings, for instance, such an occurrence is

termed a 'split,' and a split means that the bank loses nothing, but, on

the contrary, takes half the money, if any, which is lying upon the

card of that value in the layout. This advantage or _refait_ gives the

bank a preponderance of the chances to the amount of about three per

cent.

The above is the simplest form of the game; but, in reality, it is

usually played in a more complicated manner. For instance, the players

can 'string their bets'; that is to say, they can bet on more than one

card at a time. A counter placed between any two cards signifies backing

either of the two cards to win, and then the player will win if either

of those cards wins, or lose if either loses, and so on. A single

counter may be so placed as to back all the high cards to win, and the

low ones to lose, or _vice versa_. By 'coppering,' or, in other words,

placing a special counter called a 'copper,' upon his stake, a player

can bet that any card will lose instead of win.

With this short explanation of the game, we will proceed to consider the

various methods of cheating at faro.

The swindling which is practised in connection with this game, and for

which it affords ample scope, may be divided into two kinds. Firstly,

where the players cheat the bank; and secondly, where the bank cheats

the players. This latter class may again be considered under two heads,

viz. cheating with fair cards and fair boxes, and cheating by means of

prepared cards and mechanical arrangements connected with the faro-box

and other appliances of the game.

We will take, first of all, the methods employed by the players to cheat

the bank. This is done where the players are professional sharps who

have contrived to 'put up a mug' (_i.e._ to persuade a dupe) to take the

bank. The general practice is for one of the conspirators to have a room

of his own laid out for the game, and into this very private room the

victim is decoyed. In a case of this kind the 'rig is worked,' or in

other words the swindle is perpetrated, by means of a dealing-box, so

constructed as to enable the players to know what cards will win for

them, and what will win for the bank. With this knowledge they run no

risk of staking their money on the wrong cards. The contrivances for

effecting this desirable result are known as 'tell-boxes.' Broadly

speaking, these are of two kinds, the 'sand-tell' and the 'needle-tell.'

The sand-tell box is so called because it is used in conjunction with

prepared cards, which have been 'sanded' or roughened on one side, or

both sides, as the case may be.[9] The cards which are intended to

'tell' are left smooth on their faces; all the others are slightly

roughened on both sides. The effect of this mode of preparation is that,

whilst the cards which are roughened on both sides will tend to cling

together, any card which lies immediately upon the smooth face of a

'tell-card' will slip easily.

[Illustration: FIG. 41.]

The box with which these cards are used is shown in fig. 41, which

represents a section taken through the centre of the box, from top to

bottom. Referring to 'A' in the illustration, _s_, _s_ are two of the

springs which press upwards upon the partition _p_, this in turn keeping

the cards tightly pressed against the top of the box, in which the

aperture or window _w_ is cut. These details are of course common to all

dealing-boxes, as already explained. The trickery, however, in this

instance is in connection with the front side of the box. Instead of

being of an equal thickness all round, the front is made double. That is

to say, an additional plate of metal is put inside the box, covering the

whole of the front plate, except that it does not reach the top by the

thickness of two cards.

'B' in the illustration represents an enlarged sectional view of the

mouth of the box. The additional plate is shown at _a_; _b_ is the

normal thickness of the front, and _c_ is the slit through which the

cards are pushed out.

The prepared cards being put into a box of this description, the effect

produced in dealing is as follows. If the third card from the top is one

of those which has been roughened on both sides, the second card will

adhere to it; consequently the act of drawing off the top card will not

cause the second to alter its position in the box. If, however, the

third card should happen to be one of the tell-cards, whose face has

been left smooth, the top card will draw the second one a little

distance to the right over the top of the plate _a_. The second card,

however, cannot be drawn right out, because the slit _c_ is not wide

enough to allow more than one card to pass at a time. It is obvious,

then, that if the players have some means of knowing whether the second

card moves or not, they can tell whether the card immediately underneath

it is a tell-card or the reverse.

On reference to the illustration it will be manifest that the actual

distance moved by the second card when drawn aside in this way can only

be very slight. Indeed, it would not do to allow of much movement, or

the dealer might notice it. Therefore, special means have to be adopted

to enable the sharps to detect the small difference in the position of

the cards. The necessary indication is readily obtained by means of what

are known as 'sighters.' These are simply minute dots upon the faces of

the cards. Upon each card one of these dots is placed, in such a

position that when the card comes to the top the dot will be close to

the edge of the aperture, but if the one below it is a smooth or

tell-card, the slipping sideways of the card brings the dot away from

the edge, and it appears farther to the centre of the opening. Fig. 42

is a diagram representing the top of a sand-tell box under both

conditions. The dot marked _m_ is the sight. In practice, it is much

finer than here shown, being in fact only just visible. 'A' indicates

the position of the dot when the card below happens to be one which has

been roughened. 'B' shows the card drawn to one side, bringing the dot

away from the edge, thus intimating the fact that the card immediately

underneath is a tell-card, the face of which has been left smooth.

[Illustration: FIG. 42.]

The general practice is to make all the court cards 'tell.' The

advantage thus gained is that it is not necessary to bet on any

particular card, but simply to back the high cards to win and the low

ones to lose, or _vice versa_. This is not so liable to cause suspicion

as having all the aces, for instance, to tell. In a case of this latter

kind, the slipping of the card would indicate that the next card to be

revealed would be an ace; therefore, if the conspirators are to win, at

least one of them must bet upon an ace turning up. Whereas, if all the

picture cards are made to tell, not only are there more tell-cards in

the pack, but it is only necessary for one player to bet upon the high

cards generally. The box simply tells them that a high card will show

next, and they make their bets accordingly.

Of course, it would never do for all the players to stake their money

alike. That would let the cat out of the bag, with a vengeance. No; if

the next card is to be a high card, one of them will bet upon the high

cards; the others will bet upon particular small cards, avoiding the

high ones. They cannot possibly lose on the next card, because they know

that it is not one of the low cards which comes next.

It will be remembered that, in the description given of the game, we saw

that the bets are made just before the dealing out of each pair of cards

or 'turn.' Therefore the indication given by the tell-box is only of use

to the players before a turn commences, that is to say, before the

first card of the pair is shown. They cannot change their bets until the

second card of the pair is shown and the turn is played. Therefore,

supposing the box indicates that the first card of the next turn, the

one that wins for the players, is a court card, and that one of the

players has consequently backed the high cards, the others must be

careful how they arrange their bets. It may happen that one of them has

put his money upon a card which will be the next to turn up; and this

being the one which wins for the bank, that stake will be lost.

Therefore, they have to arrange matters so that the highest stake which

can possibly be won by the dealer is less than that of the player who

has staked his money upon the card or cards which they know will win on

the first draw. Or it may be that the other players will 'copper' their

bets upon the low cards and thus play for absolute safety.

These manoeuvres are necessary, and are here pointed out because they

may be of assistance as a guide to the investigation of suspected cases

of cheating by the means just described. If it should be found that, in

a game of faro, it constantly happens that one of the players--not

necessarily the same player--always wins on the first card of a turn,

and that on the second card the others either do not lose at all, or, at

any rate, that the amount which either of them loses is less than that

which the other has won, it may be safely inferred that cheating is in

progress.

The second kind of tell-box, which is used for the same purpose as that

we have just investigated, we have already referred to as the

'needle-tell.' This box is also used with prepared cards, but the

preparation is of a very different kind. In this instance there is no

roughening of the surfaces of the cards, but those which are required to

tell are cut to a slightly different shape to the others. In some

respects the needle is an improvement upon the sand-tell; the cards are

more easily shuffled than is the case with the 'sanded' ones, the

clinging of which might arouse suspicion with an intelligent dealer. The

dealing-box, however, is more complicated in its construction.

The tell-cards are cut with a slight projection at one end. Fig. 43 will

give an idea of the exact shape. The projecting end will be noticed at

_a_. Needless to say, in the cards actually used the defect in the card

would not be more pronounced than is absolutely necessary.

[Illustration: FIG. 43.]

The dealing-box is so constructed that when either of the tell-cards

arrives at a certain position (usually the fourth or eighth card from

the top) the projecting corner presses against a light spring and causes

a little 'needle' or point to project from the side of the box.

Frequently one of the rivets with which the box is put together is made

to push out a little. Whatever the index may be, however, it does not

move sufficiently to attract attention. It is only those who are looking

for it who know when it 'tells.' A movement of one thirty-second of an

inch is ample for the sharp eyes of the swindlers to detect.

The mechanism of the needle-tell, however, is not used solely in

connection with cases where the players cheat the bank, it also forms a

very necessary accessory to the 'two-card' box to be presently

explained. Then it is used to let the dealer know when he is coming to

the 'odd,' or fifty-third card.

Having thus elucidated the comparatively simple methods used to cheat

the dealer, we now proceed to investigate the more complex devices

employed in those cases where the bank cheats the players. As stated in

the earlier part of this chapter, the players may be swindled either

with fair cards and a fair dealing-box, or by means of mechanical

appliances.

When the dealer elects to cheat without the use of mechanism, he is, of

course, compelled to resort to manipulation, and to 'put up' the cards

in such a way that they will help him to win. The reader will doubtless

remember that in the description of the game 'splits' were mentioned as

winning for the dealer. That is, when both cards of a turn are of the

same value, the dealer takes half the money staked on the card which has

split, or turned up twice in succession, the suits, of course, not

counting. It is obvious, then, that if the dealer in shuffling the pack

can contrive to put up a number of cards in pairs of the same value, his

chances of winning are greatly enhanced. Splits, therefore, are the

stronghold of the faro dealer's manipulation. If he can only make them

plentiful enough without leading the players to suspect anything wrong,

he is bound to win in the long run, and to win plenty.

Whilst dealing out the cards in the first game, the dealer determines in

his own mind what cards he will make split in the second game. We will

suppose he has just drawn a nine from the box, and that this card has to

go into pile 'C' (fig. 40). Now, by the laws of the game he is bound to

place this card upon the top of the pile to which it belongs, therefore

he does so. He may, however, with apparent carelessness, place it just a

little on one side, so that he can distinguish it from the other cards.

He now waits for the appearance of another nine, and this time one

which will have to go into the other pile, 'D.' This one is disposed in

the same manner. He has in sight, therefore, two cards of the same

value, and if these two cards can be brought together during the

shuffle, they will constitute a split. Seizing a favourable opportunity

in evening up the two piles of cards, he may skilfully 'strip' the two

nines--that is, draw them out from the others and place them at the

bottom of their respective piles. There is no fear of losing them now;

they are always to hand when required.

It is not necessary, however, that the cards should be put at the

bottom. So long as they are each in the same position, in the pile to

which they respectively belong, that is all the dealer needs. Suppose

the ninth card from the bottom of pile 'C' to be a king, all the man

wants is to have the ninth card of pile 'D' a king also. If, therefore,

the ninth card of that heap is placed a little to one side, and all the

succeeding cards are put above it in like manner, that will leave a

division in the pile, into which a king can be stripped at a convenient

moment.

If the players are sufficiently lax to allow the dealer to throw the

cards carelessly into two heaps, instead of making two even piles, the

case is, of course, much simplified. He has only to put the cards

directly at the bottom or wherever else he may desire to have them.

Given the fact of certain cards having been placed in pairs, one of

each pair in the same position within its pile, the problem which

presents itself for solution is, How can the dealer shuffle the two

piles one into the other, so as to bring the proper cards together? In

short, How are the splits put up?

[Illustration: FIG. 44.]

This is accomplished by means of what is called the 'faro dealer's

shuffle.' It must not be thought that this manipulative device is

essentially a trick for cheating; on the contrary, it is an exceedingly

fair and honest shuffle, provided that there has been no previous

arrangement of the cards. By its use, a pack which has been divided into

two equal portions may have all the cards of one half placed alternately

with those of the other half at one operation. In faro, the manner of

dealing the cards necessarily divides them into two equal parts. This

being the case, they are taken up by the dealer, one in each hand.

Holding them by the ends, he presses the two halves together so as to

bend them somewhat after the manner shown in fig. 44, in the position

'A.' The halves are now 'wriggled' from side to side in opposite

directions, with what would be called in mechanism a 'laterally

reciprocating motion.' This causes the cards to fly up one by one, from

either side alternately, as indicated in the figure at 'B.' Thus it is

evident that those cards which have been placed, with malice

aforethought, in corresponding positions in the two piles, will come

together in a shuffle of this kind, and form splits. This shuffle is a

very difficult one to learn; but with practice and patience it can be

accomplished, and the cards can be made to fly up alternately, without

any chance of failure. A dealer, skilled in the devices we have just

touched upon, can put up four or five splits in one deal, if he thinks

it advisable so to do. By the use of such means he is also enabled to

arrange the cards so as to checkmate any player who may appear to be

following some particular system of betting. Finding that the players

are, on the whole, inclined to back the high cards, the dealer may so

arrange the pack that the low cards only win for them, the high ones

falling to the bank. In this, however, he runs a great risk. It may

happen that the players, finding themselves constantly losing on the

high cards, may alter their mode of play, and back the low ones. That

would be bad for the bank unless the dealer had a mechanical box which

enabled him to alter the run of the cards. Such boxes, however, are

obtainable; and their description is included in the branch of our

subject which treats of cheating the players by means of mechanical

contrivances, and to which we now proceed.

In cases where the dealer uses apparatus for cheating, his requirements

are three in number. Firstly, he must have what is known as a 'two-card'

dealing-box, that is, a box which will allow him, whenever he pleases,

to withdraw two cards at one time, instead of compelling him to deal

them singly. Secondly, he must have an 'odd,' or fifty-third card.

Lastly, he requires a mechanical shuffling-board, which adds the 'odd'

to the pack, after the cards have been counted at the commencement of

the game.

The two-card box is one of the most expensive cheating tools a sharp can

use. The prices charged for them are something exorbitant, as may be

seen on reference to the catalogues. To be of any use, however, they

must be well-made, and then they will earn their cost in a very little

time. Badly-made, the sharp would find that, however cheap they appeared

to be, they would really be the most expensive and ruinous contrivances

he had ever known. They are made in many varieties, and known by as many

poetic names, but the effect is the same in all cases. Pressure being

applied to some part of the box, the mouth is caused to open

sufficiently wide to allow two cards to be drawn out together. The best

boxes are those high-priced commodities of which the catalogues say that

they will 'lock up to a square box.' This does not mean a rectangular

box, but a box that will bear examination. 'Fair' and 'square,' in this

instance, mean the same thing. The only fault in the description is that

the box, being false, cannot possibly become genuine with any amount of

locking. It should be said that when locked it _appears_ to be genuine,

and may be examined without fear of the trick being detected. Some boxes

are made to lock by sliding them along the table. The bottom moves a

little, this movement serving to fix all the movable parts. Some are so

arranged that they are always locked. That is their normal condition, so

they can be examined at any time. When it is required to widen the mouth

and allow two cards to pass out together, a small piece of wire, or

'needle' as it is called, is made to rise out of the shuffling-board or

table; this, pressing against one of the rivets, or into a little hole

in the bottom of the box, unlocks the mechanism for the moment. Another

form of the two-card box is one which has the bottom plate made of very

thin metal, the 'springing in' of which, when pressed upon in the

centre, unlocks the 'fake.' Some of the forms which unlock by sliding on

the table are the most complicated, requiring sometimes three movements

to free the working parts and allow the slit to widen. The movements,

of course, have to follow in proper succession, as in any other kind of

combination-lock. This prevents any accidental unlocking of the box

whilst it is in the hands of strangers.[10]

At the beginning of the game, then, the cards are counted to make sure

that there are the proper number, and we will suppose that the

dealing-box is a two-card with needle-tell attachment. One of the cards

in the pack, therefore, will be cut with the projecting corner. We will

suppose it to be the king of diamonds. Another king of diamonds, also

cut to 'tell,' is held out in the mechanical shuffling-board. Whilst

shuffling the cards, the dealer causes the holdout to add the 'odd' card

to the pack. Thus there are two kings of diamonds in use.

The cards being put into the dealing-box the game begins. The dealer

keeps his eye upon the needle-tell, and meanwhile unlocks the mechanism

of his box; that is, if it is made to lock, which is not necessarily the

case, although safer. When the needle indicates the fact that one of the

duplicate cards--in this case a king of diamonds--is immediately below

the top card in the box, the dealer has to be guided by circumstances.

If the card will win for him, well and good. He deals the cards as they

should be dealt and the king falls to him. It is evident that it would

never do to have two kings of diamonds turn up in the game, the

cue-keeper and cue-cards would record five kings. So the dealer still

watches the needle, and when he finds that the second king of diamonds

is the top card but one, he exerts the necessary pressure upon the box

to widen the slit. Then, instead of withdrawing only one card two are

passed out together, and placed as one upon one of the piles. This

squares accounts with the case-keeper.

It may happen, of course, that when the first of the tell-cards comes to

the top it would lose for the dealer. In that case he would work the

'squeeze,' and deal out the odd card with the one above it. Then he has

to take his chance with the second of the duplicates, and the game

becomes simply what it would be if honestly played. The advantage to the

dealer resulting from the employment of the 'odd' is that it provides

him with the means of winning, or at the worst prevents him from losing

on one turn of the deal. This may not seem very much, but added to the

chances of splits turning up it really means a great deal.

When the dealer is a proficient in sleight-of-hand he will carefully

note the line of play adopted by certain 'fat' players, or, as the

unenlightened would say, players who bet heavily. During the next

shuffle he will put up the cards so as to cause these 'fat' men to lose,

and somewhere about the middle of the pack he will place the 'odd.' Or

it may be he will so arrange matters that the shuffle and the cut will

bring one of the duplicate cards about a third of the way down the pack

and the other a third of the distance from the other end. Thus he will

have two opportunities of withdrawing two cards at once, either of which

he can use as may suit him best.

Supposing that hitherto the heaviest betting has been on the high cards,

the dealer will put up the pack in such a way that only the low ones win

for the players. That is to say, the cards will come out alternately

high and low, the high ones falling to the bank. As the game proceeds

the first of the tell-cards by degrees comes nearer and nearer the top,

and the dealer looks out for the needle-tell to indicate its approach.

By this time, perhaps, the players may have noticed that the high cards

are losing, and therefore may have altered their play, betting now upon

the low cards. If this is so, the bank will begin to lose, but not for

long. When the tell-card has become the second from the top the dealer

manipulates the two-card device and draws out two cards at once. The run

of the game is now altered. The cards still come out alternately high

and low, but the high cards now go to the players. As they have taken to

betting on the low ones they lose in consequence. If, however, the

players show no signs of changing their mode of betting when the first

tell-card nears the top, the dealer does not alter the run of the cards,

but goes straight on. When he comes to the second duplicate card he

must deal out two at once, or the 'odd' would be discovered.

The cases given above are put in the simplest form, for clearness; but

it must not be imagined that anyone investigating a suspected case of

cheating would find the cards arranged to come out always high and low

alternately. The dealer knows better than to risk anything of that kind.

He would be caught directly. The cards are merely put up in a general

sort of way, so as to give a preponderance in one direction or the

other; the dealer being at liberty to alter the general run of the cards

at either of the two duplicates. Of course he might even have two extra

cards in the pack, these and their duplicates being tell-cards. That

would give him a choice of two out of four opportunities of altering the

run; but the more devices he employs the greater the chances of

detection. One turn in the deal is plenty. It gives the dealer all the

opportunities he needs; and in the long run he is bound to win. It is

said that in some 'skin' houses in New York decks of 54, 55, or even 56

cards are frequently played on soft gamblers.

It is possible for the dealer and players alike to be in a general

conspiracy to cheat the bank. The dealer is not necessarily the banker.

The bank may be found by anyone; the proprietor of the gambling saloon,

for instance. But a dealer would be very foolish to cheat his employer.

In a private game, if a dupe can be put up to find the bank in money,

that is all right for the sharps. They are, one and all, at liberty to

go in and win--and they do.

The reader may be interested in knowing that in America some of the

dealers who are employed by proprietors of gambling houses, or saloons

as they are called, will demand a salary of four or five thousand

dollars. It is said that a very expert dealer is worth that amount per

annum, and that he can get it. It strikes one as being a somewhat high

rate of pay for a man whose sole duty is to shuffle and deal out cards

for a few hours a day, if that _is_ his sole duty. Suspicious

persons--and there are a few such in the world--might be tempted to

believe that there is more in the dealer's duties than meets the eye,

and a 'darned sight' more. Whatever opinion may be entertained upon the

subject, we can all join, at any rate, in hoping for the best, and in

praying for the _bettor_. Though when a man is idiot enough to lose his

money, as some do day after day, in a game where his own common sense

ought to tell him that he stands every chance of being cheated, he may

be looked upon as a hopeless case. There is nothing that will ever knock

intelligence into him, or his gambling propensities out of him. The only

system of treatment that could be expected to do him any good would be a

lengthened course of strait-waistcoat, to be repeated with additions

upon any sign of a recurrence of the malady.

Two or three years ago an Englishman won 5,000_l._ in one year at the

Cape, in a sort of rough-and-tumble game of faro. He ran the bank

without either cue-cards or case-keeper, and also without a dealing-box,

as in the prehistoric times in America before the losses experienced by

those who 'bucked against the tiger' forced these implements into use.

He dealt the cards out of his hand. The miners played against him for

gold-dust and he nearly always won. His operations were of the most

primitive kind. He simply had a lot of packs of cards, apparently new,

but which had been opened and arranged. Some were packed for the high

cards to win; some for the low ones. He would take a pack down, give it

a false shuffle and begin to deal it. If he wanted to alter the run of

the cards, he could at any time do so by merely dropping the top card on

the floor. This he did very cleverly, and nobody noticed it, because the

floor was always littered with used cards. Having no case-keeper to

record the game, the missing cards were never missed. What about the

poor miners? Well, they _must_ have been flats if their equilibrium

remained undisturbed through a lively game such as that. They deserved

to lose all that the dealer won.

This sharp is now in England 'mug-hunting.' He is at present acting as

bear-leader to a young man who has just come into 1,700_l._ a year. He

makes most of his living at 'lumbering' and 'telling the tale,' and his

stronghold is the bottom deal. The writer has great pleasure in

acknowledging his indebtedness to him for much of the information as to

the methods of the common English sharp. He is a swindler, but a most

agreeable and gentlemanly one.

This _Faro_ is a hard-hearted monarch whose constant delight appears to

be a slaughter of the innocents; though one can hardly suppose that his

victims are often the heirs male of Israel. Be that as it may, however,

Faro's victims can hardly hope for succour from a daughter of Faro, for

his only offspring are greed and fraud. And those who bow the head and

bend the knee to Faro are simply ministering to these two, his children.

Those who waste their substance on Faro are merely forging fetters for

their own limbs, and giving themselves body and soul to a taskmaster

from whose thraldom they will find it difficult to escape.

To descend from metaphor to matter of fact, there is no game which gives

freer rein to the passion of gambling than faro. There is no game in

which money is lost and won more readily. Above all, there is no game in

which the opportunities of cheating are more numerous or more varied. If

these are qualities which can recommend it to a man of common sense,

call me a gambler.

FOOTNOTES:

[9] See Chapter IX.--'Prepared Cards.'

[10] See reprint of dealer's advertisement, p. 300.

Sharps and Flats A Complete Revelation of the Secrets of Cheating at Games of Chance and Skill · 第 8 / 14 章