PART II.

CHAPTER I.

GAMBLING IN THE NEW WORLD.

It may be questioned whether any other country on the globe affords a more striking illustration of the prevalence and the power of the gambling mania than does the great Republic of the North American Continent. Nor are the reasons far to seek. Hereditary titles of nobility are not recognized by the American constitution. In the general scramble for position and power, wealth counts for more in the United States than in any other land under the blue vaulted dome of Heaven.

At the same time it should not be supposed that an insane desire to accumulate fortunes lies at the root of American gaming. The hard, practical common sense of the average Yankee convinces him that he is not likely to win a competence at the green cloth. A large majority of American gamesters (i. e., local, as distinguished from professional) gamble because their brains are in a constant whirl of excitement. Rest has no charms for them; they seek recreation in the substitution of one form of mental stimulant for another. The “operator” on the exchange, whose days are spent in watching the rise and fall of commodities purely speculative, finds the ordinary paths of life too quiet, too monotonous, to elicit more than a passing thought. From the moment when he leaves “the floor” until he returns to it next day, his brain is in a mad whirl of excitement. What more natural than that he should seek relief for an overtaxed mind through exchanging one avenue of activity for another?

The application of these remarks, however, cannot be confined to “stock-jobbers” and manipulators of “corners.” The same spirit pervades all classes of society. This accursed thirst for gold—sacra auri fames—enters every American home, as the serpent insinuated his wiles into the Garden of Eden, and destroys at once domestic happiness and individual peace. The mechanic stakes and loses his week’s wages; the clerk risks his month’s salary; the husband and father ventures upon the turn of a card the money which should be devoted to the support of wife and children. Yet, as has been said, this reckless improvidence cannot be ascribed solely to a hope of acquiring rapid gains. The feeling of dissatisfaction with his condition which lurks in the breast of the average American, leads him, insensibly to himself, into all sorts of rash excesses, among which is gambling at cards.

American gambling, however, presents some distinctively characteristic features. In the first place it is mainly conducted on the floor of the exchange, rather than in public gaming rooms. The Stock and Produce Exchanges are sapping the very vitals of the country’s morality. For “stakes” are substituted “margins;” for “winnings” read “profits;” while the designation of “players” is changed into the more euphonious appellation of “speculators.” With these changes in nomenclature, the game is the same in principle; the same in the method of its manipulation; the same in its demoralizing results. Even “suckers” are known, but they are termed “lambs.”

Professional gamblers have not been slow to recognize this fact, nor have they scrupled to avail themselves of it. From this circumstance has sprung into existence the “bucket shops,” those preparatory schools for the penitentiary in which the young, the poor and the unsophisticated are incited to avarice, duplicity, embezzlement and actual theft. The school boy, the artisan and the bootblack read or hear of colossal fortunes, accumulated on the “floors” of commercial exchanges. To operate a “corner” is beyond their means; but the conviction is not slow in forcing itself upon their minds that they may at least follow humbly in the footsteps of men whose faults the public is willing to condone in view of their success. Herein lies the chief danger—to the perpetuity of the Nation—in those marble halls wherein gambling is conducted upon a scale in comparison with which that at Monaco and Monte Carlo is dwarfed into insignificance, and where one man rides triumphantly into wealth and power upon a sea whose bottom is strewn with wrecks.

Yet another form of gambling which prevails in the United States more than in any other civilized nation on the globe is the mania for lottery speculation and particularly for “policy playing,” by which latter term—as is elsewhere more fully explained—is meant betting on the particular numbers which will win a prize at any given drawing. These forms of gaming are confined to neither sex, nor do they know the limitation of age, occupation or social rank. The official list of drawings is scanned with equal solicitude by the leaders of society and the outcasts of the slums; by the reckless young “blood,” who “takes a flyer” by day and leads the german at night and by the decrepteddecrepted old negro, who risks his last dime upon “4-11-44;” by the veteran and the school-boy, by the philosopher and the proletaire. That the general sentiment of the country as voiced by the exponents of public opinion has uniformly and unhesitatingly condemned the practice is unquestionable. While the vice is peculiarly American, in the number and character of its devotees, it is totally un-American in so far as the moral countenance of the Nation is concerned. Minor principalities of Europe have sought to replenish treasuries drained by the extravagance or debauchery of their rulers through the institution and legal authorization of lottery schemes, whose world-wide advertisement might draw to the country English pounds, French Napoleons and American Eagles. It has remained, however, for the State of Louisiana to bring disgrace upon the Republic by accepting, through her law-makers, a direct pecuniary bribe to consummate her public shame. Even the new State of North Dakota with its farmers crying for seed wheat showed the moral courage to resist the fastening into its vitals of the delicate, but deadly tendrils of the octopus which saps the morals of the commonwealth which tolerates its embrace as does its physical prototype the very life blood of the individual victim on which it fastens its fangs. Louisiana prides itself on its cognomen of the “Pelican” State. What a misnomer! While the pelican robs her breast to minister to her young, her mistaken namesake robs her own young to feed the vulture which first whets its appetite on her own offspring and later gorges its distended veins and arteries on the very vital fluid of other States and Territories. Out upon the indifference to public morals which recognizes, in this matter, a mere question of sectional lines. Shame upon the venality which would bring a nation into disrepute before the whole world in order that a purchasable Syndicate of corrupt law-makers might be enriched. The remedy for such a state of public morals is not easy to find. It is idle for any given community to insist that their chosen representatives do not represent the average morals of the district which places the latter in positions of responsibility. And yet the commonwealth of Louisiana would consider its character impugned should the palpable inference be drawn. It remains to be hoped that the legislators of the future may be able to devise some method by which the escutcheon of this great State may be relieved of the shadow which just now dims its brightness. This sort of dissertation, however, is hardly in place in the present connection. Gambling on the exchange and in the bucket-shops is discussed elsewhere. The history of the Louisiana lottery, from its inception, is given in another chapter. Nevertheless in an introduction to the general subject of American gambling, it is impossible to avoid these allusions although they are, perforce, of a somewhat desultory character.

What we are particularly considering in this section of the volume, Part II, is gaming as practiced in the halls, the club room and private houses in the United States. For those who, from poverty or other causes, are unable to gratify their taste for public gambling in rooms devoted to the purpose there is a multiplicity of devices, found upon fair grounds and at various other localities at which large crowds are wont to gather, which offer to the casual gamester an opportunity for gratifying his thirst for excitement at an expense sometimes trifling and sometimes costly.

At the gaming houses proper, the preference is given to what are known as “banking games.” By this term is meant games where the deal never passes from hand to hand, and where all players bet against one central fund, known as the “bank,” which is owned and operated by the proprietors of the resort. Of this class of games, faro, roulette and rouge et noir, are by far the most popular, the star of the former being decidedly in the ascendant. Another game of this description which holds a high place in public favor is keno (a full explanation of which may be found in Chapter IV) the popularity of which is due, primarily, to the small capital necessary to play, and, secondarily, to the belief that the legitimate percentage in favor of the bank is so great that the temptation to fraud is reduced to a minimum, if not an infinitesimal quantity.

Next to the banking games in the estimation of the bettors comes poker, both “draw” and “stud.” The former is played according to recognized rules, but the “house” exacts a percentage from the holders of certain winning hands. This percentage is technically known as the “rake-off,” and insures the proprietors of the establishment a handsome royalty on all winnings. In “stud” poker the dealer always represents the “house.” The players are never permitted to handle the cards. To quote Tennyson’s poem of The Brook, the “man in the chair might say—

‘Men may come and men may go,
But I go on forever.’”

In the public gambling rooms, also, many of the gaming devices seen upon fair and circus grounds are to be found, notably the wheel of fortune. These various contrivances are fully explained in subsequent chapters.

Public American gaming resorts are ordinarily classified under two general headings—“square” and “brace.” Under the former caption are included those where the “occasional player” is supposed to enjoy an opportunity of laying a wager with some possible chance of winning. “Brace” games, as the term is understood among the fraternity, are veritable “hells,” into which a victim is enticed for purposes of downright robbery under the pretence of a game of “chance.” The dupe who enters a room of this character, seals his own doom by the mere fact of entrance. The proprietors, from that moment, mark him as their own peculiar prey. If he has but little cash, he is promptly and incontinently relieved of it. If he is a “pigeon” whose future “plucking” promises a rich harvest, his mentors are merciful, and he is encouraged to “call again.” “Luck” appears variable, although, as a matter of fact, in a “brace” house—otherwise yclept a “skin game”—“luck” is dependent solely upon the will of the dealer.

In regard to American gambling houses generally, it may be remarked that there exists a popular misapprehension as to the relative proportion of “square” and “brace” resorts. It is unquestionably of no small value to any resort that it should enjoy the reputation of being “square,” and it cannot be denied that there are those where, under ordinary circumstances, the “bank” contents itself with its legitimate (?) percentage. Yet, as a matter of fact, it may be doubted whether there is a “square” hell (what a contradiction in terms!) in the country which has not conveniently at hand and ready for use, all the fraudulent contrivances so dear to the heart of the “brace” dealer. Not always are they brought into requisition, but, like the reserves of an army, are always at hand, and always ready to be brought into action.

The fact that the statutes of nearly every State prohibit gambling, necessitates a sort of sub-rosa activity. At Monaco, Baden-Baden and Monte Carlo gaming is carried on, not only under the very eyes, but even under the sanction and patronage of the government. Not so in the United States. The genius of American institutions has stamped upon gambling the seal of its statutory condemnation. Two elements have combined, incidentally, against any action which would enforce the will of the people.people. The first is the half-heartedness of the war waged against gambling by municipal authorities; the second is the assistance which proprietors receive from outside confederates. The latter “goes without saying.” Every habitue of a gaming house knows that there are “cappers.” Equally thorough is the knowledge enjoyed by every proprietor that some sort of satisfactory arrangement can be made with the municipal authorities. What is the result? Each of the operating causes produces its own effects. Guests at the hotels of every large town are persecuted by solicitations to gamble, while the Mayor and Common Council of the average city indulge in raids at a set time, for the simple reason that the officers of the law exact and receive a percentage on the profits of every game which they tolerate.

Outside of “banking” games, however, there is one which is almost as peculiarly American as is base ball. “Poker” seems to be, for some unexplainable reason, looming up as a National pastime. Some reference has already been made to gambling at the fashionable club house and in the family circle. Under such circumstances poker is the game par excellence. Stakes ordinarily run high, no matter how small the introductory ante may be. As a matter of fact there is scarcely a club house in any prominent commercial center of the Union in which there is not an apartment curtained from the vulgar gaze, where play is not carried on for high stakes. And these very gentlemen who play a friendly game rarely suspect that into their midst there is sometimes introduced a professional, who not only wins a handsome stake for himself, but also assists in recouping losses sustained by the gentlemen who introduced him. This statement may seem incredibly absurd upon its face, yet the author knows whereof he speaks.

There is still another distinctive feature of American gambling which deserves notice. Men who know that they cannot be admitted as members of any recognized club form an association by themselves, also known as clubs, which are organized for gambling purposes, pure and simple. Associations of this character are primarily conducted for the convenience of players, yet the keeper of the room rarely fails to “earn a profit” through selling liquid refreshments and the manipulation of the “rake-off,” which is conducted in a manner similar to that followed in public houses.

The interference by the municipal authorities with the “hells” is regarded by the proprietors as a contingency too remote to be worth seriously considering. There are various reasons for the excellent understanding which usually exists between the gamblers and the “powers that be.” Political influence sometimes lies at the bottom of the friendliness. It is also a sad truth that too often the explanation is to be found in actual venality on the one hand and corruption on the other. Yet there is one circumstance which should not be lost sight of. The “fraternity” not infrequently renders valuable assistance to the officers of the law by disclosing the habits, haunts, and sometimes the whereabouts of criminals who are being sought for by the authorities. Not that they are anxious to serve the ends of justice, but that they look upon the rendering of such assistance in the light of a quid pro quo for the “protection,” otherwise immunity, which they enjoy. The reader who will thoughtfully peruse chapter X of this part of the book will gather much interesting information on this point which will afford him food for no little serious reflection.

Another pronounced feature of American gaming is the number of itinerant gamblers who wander about the country, infesting railway trains and steamboats, invading the summer resorts, and coming down upon country towns after the manner of a wolf upon the sheep fold. These peripatetic sporting men are adepts at all card games and thoroughly versed in every fraudulent device. They combine the arts of the card sharp and the confidence man. For them honor is a by-word and virtue a mockery. They are destitute alike of conscience and of pity, and ill fares the luckless wight who falls a victim to their blandishments.

Hitherto, except in a few comparatively isolated localities, legislation has proved powerless to repress gambling in the United States. The “Johnson law,” so called from the name of its author, the Hon. Charles P. Johnson, of Missouri, making gambling a felony, operated to check it in that State and brought about a positive hegira of the men who had been thriving upon the gullibility of a too confiding public. Similar results have followed its adoption and enforcement in other States. But it is idle to encumber the statute book of any commonwealth with laws whose enforcement is not demanded by public sentiment. The vice of gaming, like its twin relic of barbarism, drunkenness, will be suppressed only when an outraged nation rises in its righteous wrath and forever stamps out of existence the viper which has buried its fangs deep in the very vitals of the body politic.

CHAPTER II.

FARO GAMBLING AND GAMBLERS.

The general belief that cards were invented in the fourteenth century to amuse the imbecile Charles VI. of France is one of those popular errors which, despite the proofs arrayed against them by modern research, seem destined to be perpetual truth, though booted and spurred, seldom overtakes a plausible historical fable if the latter has the advantage of a start of three or four centuries, and therefore the idea that cards were originated by Gringonneur, a Parisian portrait painter, to tickle the fancy of a royal idiot, will probably continue to exist in the public mind for centuries to come. The public journals, in their answers to correspondents, reiterate the same old stereotyped tale, which seems destined to have an immortal lease of life.

The truth, however, is that cards, like chess, originated in the Orient, and were first introduced into Southern Europe by gypsies toward the close of the thirteenth century. How long they had been in use in the East is a matter of conjecture, pure and simple, but there is ground for the belief that they are as old as the Pyramids. This is a question for archaeologists to settle, and the answer to it does not fall within the scope of the present work. It is certain that they rapidly grew in public favor. During the seventeenth century the passion for card-playing became a veritable mania among the nobility and gentry, royalty itself setting the example. Louis XIV., in whom were united the incongruous characteristics of a gambler and a miser played nearly until the day of his death. During the regency, and throughout the dissolute reign of Louis XV., under the influence of Madame de Pompadour and the infamous Dubarry, the court gambled from morning till night and from night till morning, while the nation followed suit. So in England, substantially the same state of affairs existed, Charles II., with his courtiers and favorites, setting the fashion. In a word, all Europe was card-mad.

America’s turn came later. With prosperity came a taste for sumptous amusements—the legitimate offspring of wealth and leisure—and it may be questioned whether there is any country in the world where card-playing is so universal, or where so much money is staked upon the issues as in the United States.

The origin of the game of faro, like that of most games of cards, is obscure. There is a tradition that it emanated from the shores of the Nile, and that its antiquity is as venerable as that of the pyramids. Perhaps this rather fanciful theory has grown in favor from the fact that its name is sometimes spelled “pharo,” the name of the founder of the great Egyptian dynasty, whose head is said, in ancient times, to have been depicted upon one of the cards. Be this as it may, it is certain that centuries ago it was popular among the gamesters of France and other countries of Europe, whence it crossed the channel to the British isles and later was brought across the Atlantic to America. In the United States, it is a game par excellence at every gambling establishment, being at once the most absorbingly fascinating to players and the most profitable to the bank. Across the green cloth which separates the former from the latter, fortunes are hourly lost and won. The monotonous, droning call of the dealer, falling upon the ears of players, whose interest is breathless in its intensity, has proved to thousands the knell of doom to wealth, honor, integrity, and happiness. With its allurement of excitement and its tempting bait of gain, it woos its votaries to shipwreck equally certain and no less terrible than that which befell the mariner of old, whose charmed senses drank in the intoxicating music of the siren’s song. Faro has been happily likened to the “tiger,” which, crafty, treacherous, cruel and relentless, hides under cover waiting, with impatient eagerness, for the moment when it may bury its velvet covered claws within the vitals of its unsuspecting victim and slake its fiery, unquenchable thirst with his life blood.

The principles of the game as fairly played to-day do not materially differ from those laid down by Hoyle a hundred years ago. Be it understood, however, that this remark applies to modern faro, as played in the “hells” of this year of grace, only in the abstract. The principles (sic) upon which it is practically conducted by the dealers of to-day are of a sort calculated to astound that eminent authority on the doctrine of chances. In order, however, that the reader may thoroughly comprehend to how great an extent the player is at the mercy of the banker, it will be necessary to explain first the method of legitimate playing (i. e., if any gambling can be properly called legitimate) and then some of the devices whereby the dealer may transform his naturally overwhelming chances of winning to a practical certainty.

As preparatory to a discussion of the first branch of the subject, it may be remarked that faro is pre-eminently a game of chance. Even when played with absolute fairness, success or failure, fortune or misfortune, depend—not upon the skill of the player, but upon the caprice of blind chance. It is true that mathematical science has attempted to reduce this chance to some sort of law, and has formulated a theory as to the inherent probability or improbability of certain events happening or failing to happen, and there are devotees of faro who play upon what they believe—with a faith which approaches the sublime—to be an infallible “system.” But the doctrine of chance is, after all, but an approximation to accuracy, and the only certainty about any system, however cunningly devised, is the certainty that at the supreme moment it will prove a delusion and a snare.

faro hand

But, to return to the method of playing: Any number of persons may participate in the game, which requires a full pack of fifty-two cards. The dealer acts as “banker,” and may, at his discretion, limit the sums to be played for, according to the amount of his capital. At public games, this functionary, assisted by one or more persons known as “lookers-out,” whose duty it is to watch the table, the players and the bets, with a view to seeing that the bank’s winnings are promptly gathered in, and that the interests of “the house” are properly guarded. In order to facilitate the making of bets, players purchase checks, usually made of ivory or bone or composition, though sometimes of paste-board, from the banker, who redeems them at the option of the holder. Their value is denoted either by their color, or figures stamped upon them. The banker usually limits the sums that may be bet in accordance with his capital, and the limit may be of two kinds, known as the plain and the running limit. The plain limit is usually twice as much for double, treble or quadruple cards as for single cards. That is to say, if a player may bet fifty dollars on either or all of the latter, he may bet $100 on all or any of the double. The running limit is any sum named and its multiple of four. To illustrate, the running limit may be 50 and 200; in that case, the player may bet fifty dollars, and if he wins, may suffer the original stake and its increase (which would amount to $100) to be where it is or move it to another place, where he may win another $100, thus giving him with his first stake $200, which is the limit. This is known as parleeing a bet, and if the first bet is five, the second will be ten, the third twenty, the fourth forty, and so on. Almost all bankers will allow a player to “parlee,” as the percentage is largely in favor of the bank.

Each banker is provided with a “board” about three by one and one-half feet in dimensions, which is placed on a table about four by two and one-half feet. This “board” is covered with green cloth, on which one suit of thirteen cards of the ordinary pack are portrayed in the order shown in the foregoing illustration.

In the centre of the cut given above, the arrangement of the cards in the “lay-out” is shown. The outer line of the parallelogram represents the table. Letter “G” indicates the seat of the dealer; “I” that of the “lookout;” “F” that part of the table on which the “case keeper” (the use of which will be explained later) is placed; and “H” shows where sits that important functionary who operates the “case keeper.” The players sit or stand all around the table. “A” represents the dealing box, and “B” and “C” the two piles into which the cards are divided as they issue from the box. “D” shows the “check-rack,” or the apparatus for holding the “checks,” and “E” shows the position of the money drawer.

The ace, deuce, queen and king are called the big square; the deuce, tray, queen and jack the second square, and so on; the six, seven and eight are called the pot. The players select their cards upon which they wish to bet, and lay upon them their checks.

All preliminaries being settled, before any bets are made the dealer shuffles and cuts the cards and places them face upward in a metal box, containing an aperture at the top, sufficiently large to allow the full faces of the cards to be seen. Originally, the cards while being dealt, were held in the dealer’s hands, and in Germany they are nailed to the table and torn off one by one. For many years, however, it has been the practice to deal from an uncovered metal box, a little longer than the pack, in which are placed the “pasteboards” faces upward, so that the top card is always exposed to view. Near the top of one end of this receptacle is a horizontal slit, wide enough to admit the passage of a single card, and at the bottom are four springs, which, pressing upward, automatically force the pack toward the top of the box, thus keeping one card always opposite the slit. The top card, called the “soda,” having been seen, is not used for betting, and is laid aside. The card immediately below is the banker’s card, and it wins for him all stakes placed upon it in the “lay-out,” provided it has not been “coppered,” as explained below. The next is the player’s card and wins for him in the same manner. Each pair of cards taken from the box and exposed constitute what is denominated a “turn.” It may happen, however, that the player may wish to bet that a certain card may lose. In that case he places a copper (which is provided for the purpose) upon the top of his stake. This is called “coppering,” because originally old fashioned copper cents were employed for this purpose instead of the wooden checkers.

Whenever two cards of the same denomination appear in the same “turn,” the dealer takes half the money found upon such card. This is called a “split,” and is, in effect, a percentage taken by the bank. If a player wins his bet and allows both stake and winnings to remain on the same card for another “turn,” he is said to play a paroli or parlee. At the end of a “turn” a pause is made, to permit the paying of bets already determined and the making of new ones. And the same routine is followed until the pack is exhausted, when a fresh deal is made and the process repeated. It will be seen that there are twenty-five “turns” in every deal. The dealer may close the game at the end of any deal when he may see fit. The last card remaining in the box at the end of each deal neither wins nor loses, although originally it was claimed by the dealer, who took all the money staked upon that card. The bank thus had the certainty of winning such stakes, with no possibility of loss; hence, that card came to be called “hock” or “hockelty,” which means certainty, and by that name it is known.

A player may avoid risking his stake on any particular turn by saying to the dealer, “I bar this bet for the turn”—pointing to it—in which case it can neither lose nor win, but remains barred until he says “it goes.” Again, he may reduce his stake one-half, by saying to the dealer, “one-half this bet goes,” and this, unless the order is revoked, will be understood to be his intention until the close of the deal.

When there is but one turn left in the box, the player may “call the last turn;” that is, guess the order in which the cards will appear. If he guesses correctly, he receives either two or four times the value of his stake, according to the advantage which he enjoys through the character of the turn. If the three cards are three denominations, they may come out in any one of the six different ways; if, on the other hand, two of the three cards are of the same denomination, only three arrangements are possible. Hence, in the former case, if he guess correctly, the banker pays him four times the amount of his wager; in the latter (which is technically called a “cat hop”) he wins double its value.

As has been shown, there is a multiplicity of methods of betting open to the player, but it remains to explain one of the most common, as well as fascinating, modes in vogue among the patrons of the “green cloth,” a method, too, which more than any other has been prolific of disputes. It consists of placing bets not only upon any card or cards, but upon the margin of the “lay-out.” These are called “string bets,” an explanation of which would tend rather to confuse than to enlighten the inexperienced reader.

It being of the utmost importance to both dealer and player that the cards remaining on the box should be known, an effort is made to keep an accurate record of the deal in such a way that its every phase may be seen at a glance. For this purpose a printed card, known as a “cue card,” is given to each player if he desires it, with the characters A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, arranged in a perpendicular row, “A” representing the ace, the numbers indicating the spots, and the letters “J, Q, K” standing for the court cards. As each card is dealt the player denotes the denomination on his “cue card” by placing in the proper line a zero (0) if it lose, and a straight perpendicular mark (I) if it wins, the last or “hock” card being indicated by a double dagger ([++]).

The Chances of the Game.

The following statement of the odds against winning any number of times consecutively is applicable to faro or any other game of chance. The computation is that of Mr. Hoyle, who, as an honest man, had not forecast the devices of the modern sharper.

Champions of this game, however, claim that when fairly conducted, the percentage of the bank against the player is less in faro than in any known game; and it is probable that the fact of this belief being wide spread accounts for its wonderful popularity in the United States. In fact, when fairly dealt, the only percentages in favor of the game are the “splits” and “calls.” Mr. Hoyle gives the following computation of the odds at the game.

The chances of doublets vary according to the number of similar cards remaining among those undealt. The odds against the player increase with every “turn” that is dealt.

When only eight cards are remaining, it is five to three in favor of the bank:

When only six cards, it is 2 to 1
When only four cards, 2 to 1
That the player does not win his first stake is an equal bet.
That he does not win twice following, is 3 to 1
Three times following, is 7 to 1
Four ditto, is 15 to 1
Five ditto, is 31 to 1
Six ditto, is 63 to 1

Having briefly outlined the method of playing, and shown how even when fairly played there is a very large percentage of odds in favor of the bank, it remains to point out some of the practices resorted to by those professional gamblers known as “advantage players,” “brace dealers,” etc., to take advantage of the gullible and unwary, called among the fraternity “chumps,” or by the still less euphonius term of “suckers.”

These practices may be grouped under three different heads: First, the cards themselves; second, the dealing box; and third, a system of confederates. These will be taken up in the order given.

1st. The cards themselves. The “skin gambler” never deals a game of faro without making use of cards known as “strippers,” or “humps.” These may be bought from dealers in gambling implements, or may be prepared by the gambler himself by using “trimming shears,” a tool devised for this special purpose, and costing from forty to seventy-five dollars per pair. “Strippers” are ordinary playing cards of the same size and form as the “square” ones used in dealing faro, from the edge of which a very little “strip” has been trimmed, thus making them a fraction narrower at one end than at the other. The “strip” cut off does not exceed one thirty-second part of an inch at one end and runs to a point at the other. These are used that certain cards may be reversed and known; that is, the narrow ends of some turned with the wide ends of others. Thus, the dealer may take all the cards under seven, and turn their narrow ends with the wide ends of the rest of the pack, thus greatly increasing the chances for “splits,” on which the banker wins half the stakes; moreover, the cards are used more in bunches, whereby the odds in his favor are still further increased. When the wide ends of such a pack are all together, it is difficult to detect them; but when a part only is reversed they are more easily distinguished, since if the pack be taken by opposite ends all those turned opposite ways will easily come out if pulled by the ends.

The cards just described are known as “side strippers.” Another variety, which has some advantage over these is called “end strippers,” or “rakes.” As their name implies, they are cut on the end instead of the sides, but are arranged, sanded, and used as are the others. Before making a deal, the cards are “pulled” and “run in” endwise, after which they may be shuffled any number of times without changing their relative positions. They will apparently change their positions, but owing to the manner in which they are cut and their being sanded, they adhere in pairs all through the pack. When the cards are trimmed on the side, displacement during shuffling is unavoidable; hence, the advantage of using “rakes.”

Other prepared cards are called “hollows” and “rounds.” These are cut in plates made for the purpose, and a portion of the pack is wider across the middle, and tapers a very little toward the ends. The rest of the pack is hollowed out a little in the middle and broader at the ends. Strippers of this sort are used for the same purpose as those first described, but are used by taking hold of the pack at the middle and one end instead of at both ends.

The very closest observation is necessary to detect cards prepared in either of these ways, and soft, smooth hands are necessary to use them advantageously. The advantages resulting to the skillful dealer from their use, however, are too palpable to call for further elucidation, except in connection with the explanation of fraudulent, or “fake” dealing boxes, which will be given below. Sometimes the odd spot cards, the jack and king are trimmed differently from the remainder and then reversed. They are then “run in,” an odd against an even, and can be told through the difference in their size. This stratagem insures, at the pleasure of the dealer, the effectual bankruptcy of the man who plays upon a “system.”

“Squares and rounds” are made in much the same way. They are cut to pull from the ends like “rakes.”“rakes.” Like “hollows and rounds” they can be turned around without producing any effect upon them; and, like both, when properly “sanded” (which process is explained below), they can be shuffled without changing their relative positions. They are used in the same way as common “strippers.”

Another process to which the cards of the “skin” faro gambler are subjected is the preparation of them in such a way that they will adhere together. This is accomplished by rubbing them, sometimes with sandpaper, sometimes with rosin and glass, and sometimes with pumice stone. If, however, the surface be too much scratched, the abrasion will become visible when the cards are held up to the light. To accomplish the result desired most effectually, and at the same time with the least possible risk of detection, a powder composed of fish bone and rosin is sprinkled over them. When it is remembered that the dealing cards are extremely thin and smooth, the ease with which this device can be carried into successful operation can be imagined. Sometimes the backs of certain cards are roughened and the faces of others; the adhesion is then rendered very close and the added thickness so slight as absolutely to defy detection. To facilitate the use of cards thus prepared, a special dealing box, known as the “sand tell” box, has been devised, a description of which may be found in its proper place.

Still another resource, however, remains to the dealer of a “fake” game. He marks his cards along the edges on the faces, by which simple but effective plan he can always tell, with approximate accuracy, the denomination of any card below the top. This is accomplished by putting dots on the edges and it is absolutely essential to the successful operation of most of the “faked” boxes described below. Similar dots may be seen along the left hand edge of the card shown in the accompanying cut of the dealing box.

2nd. The Dealing Box.—When the dealing box was first introduced, more than half a century ago, it was claimed in its behalf that it insured absolute protection against fraud on the part of either dealer or players. Practically, as years have passed and new features have been engrafted upon it, it has become the most effective agency for unlimited fraud that the most nefarious dealer could desire. Indeed it may be questioned whether the original object of its introduction was not to render more easy the task of completely stripping every man who should venture to play against the bank. Hoyle points out that the odds, even in legitimate play are always in favor of the banker, and it seems hardly probable that he would himself suggest an innovation which might in any degree lessen his chances. The first boxes were made of brass, a very little larger than the pack, and about half an inch wider, with one side left open for the admission of the pack. The side opposite had an opening, close to the top, large enough to allow a single card to slip out, and in the top of the case was another of sufficient size to permit the insertion of the end of the finger to slip off the top card. At the bottom were springs to keep the pack constantly pressed up to the top of the box. That such a contrivance might be used with perfect fairness in dealing faro cannot be disputed. The fact remains, however, that almost every American gambling den to-day has at hand boxes which are cunningly contrived devices to facilitate the fleecing of the ignorant, to convert chance into certainty, to transform the unsuspicious player into the victim and the dealer into the harpy.

In order to have a thorough comprehension of the following description of some of the “fake” boxes now in use, it may be well that the reader understand the object sought to be gained through them. The rules of the game require that but one card shall be dealt at a time. To a dealer determined to win, it is of the utmost importance to know, before the card issues from the box, what that card is going to be. In this, he is greatly aided by the preparation of the cards as described above. Still, he needs some mechanical device through which he may put this knowledge into practical operation, either by failing to deal any certain card at a moment when its issuance from the box means loss to the bank, or by putting out a card which is sure to win for himself. To give him this advantage he uses a box so constructed that he can control its operations at will. It will thus be seen that his cards and his box supplement each other. To know the cards would avail him nothing unless he might use those which he needed; to be able to deal fraudulently would be of no possible advantage, unless he knew precisely which card to deal. Taken together, they form a combination so strong as to be impregnable to the dupe who fancies that he and his crafty opponent meet on a fair field in open, even if not honorable, combat.

At the present time, the “fraternity” generally use one of three varieties of boxes, known respectively as the “lever,” or “end squeeze movement,” the “needle movement,” and the “sand tell” box. Of these, the former is the most common, and the second the most expensive, while the third is commonly employed for a special purpose, which will be explained.explained.

The accompanying cut shows the mechanism of the “screw box,” at one time very popular with gamblers, and still used in some houses.

screw box

The front side of this box, “A,” is provided with three thin perpendicular plates, of which two are stationary, but all of which seem to be solidly joined together. Between the stationary plates “B” and “D,” whose inner surfaces are so highly polished as to reduce friction to a minimum, slides another and invisible plate, marked “C,” and which is adjustable and highly sensitive to the secret manipulation of the practiced dealer. This centre piece “C,” when properly placed and at rest, presents an upper edge a trifle above the two stationary plates, leaving an aperture so narrow that the dealer can take but one card from the box at a time.

“F” is a screw which operates a secret lever, “E C,” between the two plates “B” and “D.” This lever hangs on a pivot, and by slightly pressing the screw with the thumb the adjustable plate “C” quickly responds, and drops until its edge is even with those of the stationary plates “B” and “D,” thereby enabling the dealer to take two cards from the box at one time without observation.

Upon removing the thumb pressure from the screw “F,” the adjustable plate “C” rises to its original position.

There is a flat metal piece in the inside of the box at the bottom, which, when pushed forward, instantly and securely locks the box, preventing the discovery of its mechanism, should any of the players request permission to examine it. Such permission is always cheerfully, and usually courteously given.

Finally, inside of the box, as in all others, is a thin plate the size of the cards, which is placed in a level or horizontal position, upon which the cards rest, and which is supported by four steel springs, that force the cards up to the top of the box so that they may always be ready for dealing.

The “lever,” or “end squeeze” box—the one which is perhaps just now most in favor among “skin” gamblers—is operated on the same principle as is the “screw” box. The screw, however, is replaced by a mechanical contrivance which enables the dealer to raise the middle plate (lettered C in the illustration) by means of pressure or “squeezing” applied at the end of the box. The “lever” box also differs from the “screw” in the manner of locking the secret mechanism. In the essential principles of the “fake,” however, the two closely correspond. The underlying fraud in both consists of the manipulation of a concealed middle plate, substantially in the manner already explained.

The “needle” movement box is so called from the fact that at one end, on the inside, is a small spring, lying the thickness of three cards from the top, and having a fine point, like that of a needle, which catches on the edges of the cards. The dealer remembers which cards are round—which, as has been said, may be the odd numbers or may be those having a less number of spots than seven; the remainder of the pack is, of course, cut hollow at the ends. By the aid of the spring, the dealer is enabled to tell whether the first card is round or hollow, and also what the second card is; as when the round card comes in contact with the spring, it pushes it in, and as the latter slips it makes a slight noise, similar to the grating of the finger nails.nails. He can thus tell whether it is for his interest to take the second card or not, and—thanks to his previous preparation of the cards—it is as easy for him to take one as the other. An incidental advantage of this box is, that in case any of the players object to the apparently undue advantage in favor of the bank, it is possible for the dealer to offer to permit any player thus dissatisfied to deal in his stead, while he himself bets against the bank. Should his offer be accepted and a player open a bank, the latter, of course, not being acquainted with the secret spring of the box, will derive no benefit from the grating noise even should he notice it; while by reason of the professional dealer understanding the sound made by the secret spring, the latter is able to tell very nearly, if not absolutely, what card is coming next.

The “sand tell” box is particularly designed for the use of gamblers who desire to induce a player to deal the game. As its name implies, the cards used in it are “sanded,” while the “tell” consists of a small extra perpendicular plate near the front of the box on the inside, a trifle below its mouth, which causes the top card to stand slightly in advance of the deckdeck, so that the gambler can readily distinguish the card underneath.