THE GAMBLER'S FLASH.

WORDS FREQUENTLY USED BY GAMBLERS AMONG THEMSELVES, SOMETIMES

IN GENERAL CONVERSATION, AND SOMETIMES WHILE AT PLAY.

A

A GOSS. The card that has won three times in one deal.

ANTI-GOSS. The card that has lost three times in one deal. It is

sometimes called a "hotel." For instance, a gambler who has been

playing, finally gets "broke;" but the love of play which from habit has

become a second nature in him, causes him to linger behind to see the

luck of others at the table. Being "dead broke," he borrows from a

brother gambler money enough to pay his hotel or boarding-house bill.

While looking on at the game an anti-goss occurs, and thinking that the

fourth time is sure to win, he stakes the money he has borrowed to pay

the hotel, boarding-house, or washerwoman's bill, whichever it may be,

and he loses. The exclamation among gamblers would then be, "There goes

his hotel."

ARTIST. One who excels as a gamester.

B

BANK. Without a party to play against, there can be no faro-playing. The

player must play against some body, and that some body is a party of one

or more, who hire rooms, and own gambling instruments. The gambling

concern is owned by them, and the servants, from the negro at the door

who answers to the touch of the bell, to the gentlemanly "picker-up,"

are in their pay, and act entirely in accordance with their

instructions. The capital which the owners invest in this gambling

co-partnership is called the "bank," but the amount varies greatly. Some

banking concerns are not worth over $100, while others are worth

$100,000. It is sometimes easy to break a bank of limited capital, but

to make bankrupt the other is almost an impossibility. The necessity of

a large capital is apparent. If four or six parties seated at the table

should have $50 each on the table, and four of the six should win and

the other two lose, then the bank in five minutes would be $1000 the

loser. The bank must be always prepared to lose a thousand or two of an

evening, they knowing well enough that it will all come back to them

before the game closes.

BANKER. The man who puts the money up to be played for. The owner of the

bank.

BETTER. A party who enters a gambling-saloon, takes his seat at the

table, and commences to play, is a better.

BETTING ON TIME. This frequently occurs when the character of a party is

such that he can be trusted to pay the money he borrows or the debts he

incurs. If his character is good in this respect, then he will be

permitted to play after he is "broke," if it occurs that he should be

the loser when he rises from the table. This is betting on time. The

same thing is done in Wall street every day by speculating brokers. In

Wall street gambling there are the "bulls" and the "bears," the object

of the one being to raise stock above its actual value and then dispose

of it, while the other party depresses it below its value and then

purchases it. Nothing of this sort, however, occurs among the

professional gamblers, who locate in Broadway and some of the down-town

streets running from it.

C

CALLING THE TURN. When there is one turn, say 4, 6, and 8, and the

player calls 4, 8, the caller loses; but if on the other hand it should

be the cards he calls, then he wins, and is paid four to one. When a man

calls both, he wins and loses on the same turn. In the last turn the

player can win three ways. He can copper, call, and play the winning

card. He can double the limit of the game, which is the privilege of the

player on the last turn.

CAPPER. A man who sets at the table and plays, but neither wins nor

loses. He is there only for the purpose of swelling the number of

players, so that the game won't hurry through too quickly, thus giving

the actual player proper time to consider the game and study the moves

he should make.

CAPPER. A man in the employ of the bank, who pretends to be playing

against it, and winning large amounts. Some gambling-houses in New-York

keep two sets of cappers all the time; one set goes on at ten in the

morning and retires at six in the evening, when the night-set comes on.

Thus the game is continually going on; no matter when a man entered, he

finds the game in full blast, and there never is any necessity to start

it because of a fresh arrival. Professional gamblers drop to cappers

very quickly. Cappers usually want to make too big bets--that is, make

too heavy bets. As a general thing they want to bet with the red checks,

which represent $5, putting down ten or twenty at a time.

CASHING. This is getting the money from the bank for the checks or

chips, if the player has any left on hand when he stops playing.

CAT HOPP. Is when there is one turn left in the box of the same

denomination. For instance, two jacks and a five; or three cards in the

box, and two of a similar count.

CHANGING IN. Handing in your money for the chips.

CHIPS or CHECKS. The chips or checks are round fancy pieces of ivory of

the size of a half dollar, and a trifle thicker. These represent money,

and are received from the dealer to play with in exchange for money.

They are much easier to handle, and the dealer can see at a glance how

much money is bet on a card. The color of the chips indicate the value

they represent. There are three colors, namely, white, red and blue.

White chips represent twenty-five cents, or one dollar, according to the

house. Red chips represent five times the value of the white chips. Blue

chips represent $25, $50, and $100. A hundred dollar chip is the highest

"fish", as the gambler calls it.

CHOPPING. A card which commences to win and lose alternately, is called

chopping, and to commence to lose and win alternately, is anti-chopping.

COLD DECK. This is generally done in short cards, or short games. A pack

of cards is shuffled, and just as they are about to be dealt out,

another pack is substituted. This is sometimes done by faro-players. The

dealer having shuffled the cards, or having got another party to do it,

drops the cards at his feet, and lifts the packed cards from a

handkerchief on his lap. He calls on Sambo, the darkey waiter, to lift a

check at his feet, and thus the evidence of his guilt is carried off

unobserved. When cleverly done, the trick can not be discovered. One

gambler often plays this trick on another, and hence it derives the

expressive name of "cold deck."

COPPER. A card can be played to win or lose, at the option of the

player. If he wishes to play any particular card to lose, he places a

penny on top of the money he stakes. This signifies that he plays it to

lose; hence it is called coppering.

CRAPS or PROPS. A game peculiar to Boston. Sometimes it is played with

shells, and sometimes with coffee-beans, but more generally the former,

as they can be loaded. If four shells are not at hand, four coffee-beans

answer the same purpose. It is a substitute for the dice. Thousands of

dollars have been lost on this game, but as it has not received the same

condemnation from the moral portion of the community that dice has,

Bostonians patronize it. There is no other reason why that city alone

should patronize it. The game is so childish, that it is ten times more

dangerous than any other, and gamblers have no trouble in "roping in"

men to play at it, who would faint with horror at the sight of a pack of

cards.

CUE. Is a calculation which confirmed gamblers are guided altogether by

in playing. They know that after three cards of one denomination have

gone out, they can not be split.

CUE-BOX. The cue-box is an exact representation of the lay-out of the

cards on the table. The player, by looking at the cue-box, can instantly

see what cards have been drawn from the box, thus relieving him of the

trouble of keeping the run of the cards in his head. For instance if

four jacks had been drawn from the box, and a player should place his

money on the jack, they being all drawn, he could not win or lose.

CUE-KEEPER. The man who keeps the cues or marks, so that a player knows

by looking at it, which card is in and which is out.

D

DEALER. The party who deals out the cards, receiving generally for his

services from ten to twenty per cent of the profits of the game from the

banker.

DOUBLE CARD. Two cards of the same denomination.

E

EVEN. The player who trys to make up what he has lost. Having lost $50,

he stakes another $50, perhaps his last, for the purpose of getting back

what he had lost, to be even with the bank, or get broke in the attempt.

F

FLAT. One who has no knowledge, or an imperfect knowledge, of gambling.

No matter how much a man may know of all the sciences in the world, if

he is ignorant of gambling, and should enter a gambling-room, the

players would smile and say, "There's a flat," a man who did not know

any thing.

G

GAFF. The gaff is a ring worn on the fore-finger of the dealer. It has a

sharp point on the inner side, and the gambler, when dealing from a

two-card box, can deal out the card he chooses; some, however, are smart

enough to do this trick without the gaff. It is now out of date, and the

only city in which it is now in use, is Baltimore. The gaff has been the

initiative idea of tricks of this character, and many improvements, of

which it is the foundation, have been discovered by sharpers.

H

HOCK. The last card in the box. Among thieves a man is in hock when he

is in prison; but when one gambler is caught by another, smarter than

himself, and is beat, then he is in hock. Men are only caught, or put in

hock, on the race-tracks, or on the steamboats down South. In a

hock-game, if a man hits a card, he is obliged to let his money lie

until it either wins or loses. Of course there are nine hundred and

ninety-nine chances against the player, and the oldest man living never

yet saw him win, and thus he is caught in hock.

I

ITEMS. Items derives his name from looking at a party's hand, and

conveying to the opposition player what it contains by signs. This is

Item's occupation. A looking-glass is sometimes used, sometimes signs

which mutes would only understand, and sometimes the signs are agreed

upon and known only to the parties interested.

L

LAMAS. High chips or checks representing $25, $50, and $100. There are

no $1000 lamas, for the simple reason that with $100 chips any amount of

money can be laid on the table.

LAY-OUT. The "lay-out" is composed of all the cards in a suit,

commencing at the ace and ending at the king. These cards are posted

upon a piece of velvet, which can be spread upon the table whenever the

dealer chooses to open the game. When play has commenced, each player

places his stake upon any card he may choose, and as the cards are drawn

from the box, his bet is determined.

LEAVING OUT. When a dispute arises, a referee of outsiders or

lookers-on, is appointed, to whom the difficulty is referred, and whose

decision among professional men is decisive.

LITTLE FIGURE. Ace, deuce, and tray.

LOOK-OUT. The look-out is the man who is supposed to keep every thing

straight, and see that no mistake is made, and that the dealer does not

neglect to lift any money that he has won.

M

MARKER. Marking is frequently done in playing the game of faro. It is

something put down on the card, a pencil, a knife, or any thing, to

represent any amount of money the player pleases. He says: I bet $5,

$10, $50, or $100, as it suits him and his finances. This saves him from

delaying the game by going through his pockets for the exact money he

wants. When the deal is out, he settles.

N

NUDGE. This is not often practised at the game of faro; it is

applicable, as its name implies, to cribbage and similar games. The

office of a nudger is to touch an associate with his feet. These

touchings are signs, which are denominated nudging.

P

PALMING. Concealing cards in the palm of the hands.

PARLIEU. Is to allow one's money to lie on the table and double. For

instance, the player puts $5 on the table, and it wins; instead of

lifting it, he lets the original sum lie--that is called a parlieu.

PICKER-UP. We frequently read of country-men being "roped" into

gambling-houses, but this occurs from the ignorance of the reporters,

who know nothing of the language used by gamblers and sportsmen.

Gamblers of the higher grade in New-York, never use the word "roper-in."

It is usually confidence-men, ball-players, pocket book droppers, and

others attached to that fraternity. The roper-in takes a man over to

Brooklyn or New-Jersey, and is an actor in the swindle; the picker-up

takes his man to a gambling-saloon, and there leaves him to be

enchanted, enchained, and allured by what he sees. Sometimes he only

gives the man he has picked up his card, which will admit him to a

gaming-house, where he can play a card of another description. The

roper-in and the picker-up therefore should not be confounded.

The picker-up is always a gentleman, in manners, taste, dress, and

appearance, and sometimes has the superficial knowledge of a scholar. He

is thoroughly informed on all the topics of the day. He has seen

New-Orleans, knows all about it, and can talk of the gallant defense

made there from behind the cotton-bales. He knows all about the evil

results arising out of the agitation of the slavery question. He loves

Boston and New-England, for it was there he was born and spent his

earliest and his happiest days; it was the cradle and the birth-place of

liberty, and the world looked with unreserved delight upon the efforts

which the men of the East put forth in the cause of freedom; he has

spent many happy years in the far West, its vast prairies, its

wide-spread, majestic forests, and mighty rivers, and he can not help

warming up when he reverts to these themes, which moved the hearts of

philosophers, poets, and statesmen.

This is the picker-up. He first sees the man's name on the

hotel-register, and where he is from. He then sees him out, studies his

character, and ascertains his means and the object of his visit to the

city; and the picker-up, if smart, reads his victim phrenologically

without touching his head. Every man has some weak point which can be

played upon, and the duty of the picker-up is to discover it. It does

not take him long generally to get a stranger to visit a gambling-hell.

Very many of the servants of hotels are in the pay of pickers-up--the

duty of the servant being to get information concerning guests, which

his employer can use.

PIKER. Is a man who plays very small amounts. Plays a quarter, wins,

pockets the winnings, and keeps at quarters; and never, if he can help

it, bets on his winnings.

PLAYING ON VELVET. Playing on the money that has been won from the bank.

PRESS. When a man wins a bet, and instead of lifting and pocketing the

winnings, he adds to the original stake and winnings, it becomes a

press.

PRIVATE GAME. So called because the flat is led to suppose that no

professional gamblers are admitted, and thus he is the more easily

duped.

PUBLIC GAME. A game where any body can be admitted.

R

REPEATER. For instance, when a card wins or loses at one deal, and the

same thing occurs the next deal, it is a repeater.

ROUNDER. One who hangs around faro-banks, but does not play. In other

words, a loafer, a man who travels on his shape, and is supported by a

woman, but does not receive enough money to enable him to play faro.

Gamblers call such men rounders, outsiders, loafers.

RUSSER. A big player.

S

SHOE-STRING. When a man bets a small amount and runs it up to a large

amount, it is called a shoe-string.

SHORT CARDS. By some called short game. A game of seven-up or cribbage.

For instance, "Have you been playing faro to-night?" "No." "What then?"

"I have been playing short cards."

SKINNING. A sure game, where all who play are sure to lose, except the

gamesters.

SLEEPER. A bet won by the bank or a better, which has been overlooked

and lies on the table without a claimant.

SPLIT. When two cards come alike. For instance, if two jacks should come

out, the banker takes one half of the money.

SQUARE GAME. When cards are dealt fairly, and there is no cheating.

STRIPPERS. Cards cut at the sides for the purpose of carrying on a

skinning game.

STUCK. When a man has lost all his money, and is trying on the last

throw to retrieve his loss and he is beat, then he is stuck.

SUCKER. A flat; one who can play cards, but does not know all the tricks

and traps in gambling.

SUMMER GAME. Playing merely for amusement.

SUMMER GAME. Playing a game for the benefit of another person with his

money.

SUPPER CUSTOMERS. Some of the fashionable gambling-houses have free

suppers for their customers; this is done to induce the better class of

gambling merchants to patronize the house. But there are some men who

frequent these houses and take supper, but never play. When such a one

is asked if he is going to take a hand in, his usual answer is, "Thank

you, sir, I'm a supper customer to night."

T

TELL-BOX. The tell-box is an improvement on the gaff, and has a fine

spring attached to it. The object is to cheat the dealer. The dealer

plays with a pack of cards which the player has had a chance to handle,

and he rubs the backs of certain of them with sand-paper. The rough card

adheres to the smooth one, and the fact that it does not move a hair's

breadth in the box enables him to know the card that is covered, and he

plays accordingly. He can also play in the same manner with a new pack

of cards without sanding them, as certain cards require a greater amount

of ink than others.

THE POT. The six, seven, and eight.

TRICKS. When a player takes the cards from his opponent that counts. If

the queen is put down and king follows, which is higher, then the queen

is taken. That is a trick.

TRICK GAMES. Such games as whist, where tricks count.

Z

ZODIAC. This word has degenerated into Soda. It means the top card in

the box.

Vocabulum; or The Rogue's Lexicon Compiled from the Most Authentic Sources · 第 40 / 57 题