Fools of Fortune; or, Gambling and Gamblers

CHAPTER II.

Chapter 256,417 wordsPublic domain

HEBREWS, PERSIANS, CHINESE AND JAPANESE.

The Hebrews, in resorting to the casting of lots, believed it was an appeal to the Lord. It was not thought to be gambling. It is useful that the reader should understand this. Thus by lot it was determined which of the goats should be offered by Aaron; by lot the land of Canaan was subdivided; by lot Saul was chosen to wear the crown; by lot Jonah was discovered to be the cause of the storm. It is well to note that herein gambling had its sacred origin. Man cannot easily surrender the idea that Heaven directs the casting of a die. It is possible that man founds his passion for hazard upon his love of the mystic. Yet no laws are so exact as the laws of chance, and none are so sure to seize on those laws as the professional gambler. The priests of Egypt assured Herodotus that one of their kings visited alive the infernal regions, and that he there gambled with a large party. Plutarch recites an Egyptian story to the effect that Mercury having fallen in love with the earth, and wishing to do the earth a favor, gambled with the moon, and won from the moon every seventieth part of the time she illumined the earth. Out of these seventieth parts Mercury made five days, and added them to the earth’s year, which had formerly held but 360 days.

The examples of these gods could not but move the people to gamble. We know that the vice prevailed because we discover the existence of heavy penalties against it. In Egypt, if a person were convicted of the crime of dice-playing, or of being a gamester, he was sent to work in the quarries, to recruit those vast companies which were continually engaged in public enterprises, such as the pyramids, the labyrinth, the artificial lake and the lesser monuments.

PERSIANS.—We gather that gaming with dice was a fashionable diversion at the Persian court 400 years before Christ, from the historical anecdotes recited by Plutarch in his life of Artaxerxes. The younger Cyrus, son of Queen Parysatis, had been killed at the order of Artaxerxes by a favorite slave of the king; and the queen, who was the mother also of Artaxerxes, burned secretly for revenge on the slave, whose name was Mesabetes. But as the slave had merely obeyed the monarch, her son, the Queen laid this snare for him. She excelled at playing a certain game of dice. She had apparently forgiven her elder son, the King, for his cruel deed, and joined him continually at play. One day she proposed playing for a stake of $500, to which the King agreed, and she, feigning lack of skill, lost the money, and paid it on the nail. But affecting sorrow and vexation over her ill-luck, she pressed the King to play for a slave, as if her cash were short. The King suspected nothing, and accepted the stake. It was stipulated that the winner should choose the slave. Now the Queen resorted to all the arts of gaming, which easily procured a victory. She chose Mesabetes, the slayer of Cyrus, and this slave, being delivered into her hands, was put to the most cruel tortures, and to death. When the King would have interfered, she only replied with a smile of contempt: “Surely you must be a great loser, to be so much out of temper for giving up a decrepit old slave, when I, who lost $500, and paid on the spot, do not say a word, and am satisfied.”

To properly understand this story, it must be remembered that a slave had no rights whatever, being treated simply as cattle. Should a man express pity for a rat in the teeth of a terrier, he would be on a par with Artaxerxes if he pitied Mesabetes. The grief of the outwitted King was unmanly, from the ancient standpoint, but it is notable that dice ministered to the plot of revenge and murder.

The laws of the modern Persians, who are Mohammedans, prohibit all gambling. The Persians evade the sin by making alms of their winnings—a sorry device, for it is only the robbery of Peter to give larger to Paul. Like all other evasions, even this practice soon degenerates into gambling pure and simple, the excuse being that skill more than chance has to do with the game. The public spirit, however, is happily adverse to the practice, and any gambling-place is called in detestation, a morgue, a carrion-house, a “habitation of corrupted carcasses.”

THE HINDOOS.—At the “Festival of Lamps,” in honor of the goddess of wealth, the Rajpoots make a religion of gambling. At such a time vice may indeed prosper. Easy was the conquest of a people whose sensuality and superstition could be so well united in the service of the priesthood. The specialties of Hindoo gambling are interesting. The hot climate stimulates the passion, and the greater the Raja, or King, the longer the tale of his fortune at play.

The ancient Hindoo dice, known as _coupeen_, were similar to modern dice, and were thrown from a box. The practice of “loading” is plainly alluded to, and there was opportunity for skill in handling the box. In the more modern Hindoo games, called _pasha_, the dice are not cubic but oblong, and they are thrown like printer’s quads in “jeffing”—that is, out of the palm of the hand. The throw may be made either directly upon the ground, or against a post or board, which will break the fall and render the result more a matter of chance.

A story of a Rajah’s insane love of play forms a striking passage in the great Sanskrit poem of the Veda. The famous gambling-match was the outcome of a conspiracy between two brothers, Duryodhana and Duhsasana, and their uncle Sakuni, of the family of the Kauravas, for the purpose of robbing Yudhisthira of his Raj, or the kingdom of the Pandavas. The poem deals with the conception of a Nemesis. Envy and love of conquest led the conspirators to invite Yudhisthira to a game of _coupeen_ at Hastinapur. The Veda is translated as follows:

“And it came to pass that Duryodhana was very jealous of the pomp of his cousin Yudhisthira, and desired in his heart to destroy the Pandavas and gain the Raj. Now Sakuni was the brother of Gandhari, who was the brother of the Kauravas, and he was very skillful in throwing dice, and in playing with dice that were loaded, insomuch that whenever he played he always won the game. So Duryodhana plotted with his uncle, and then proposed to his father, the Maharaja, or Great Raja, that Yudhisthira should be invited to the Festival, and the Great Raja was secretly glad that his sons should be friendly with their cousins, the sons of his deceased brother, Pandu, and so he sent his younger brother, Vidura, to the city of Indraprastha to invite the Pandavas to the game.

“And Vidura went his way to the city of the Pandavas, and was received by them with every sign of attention and respect. And Yudhisthira inquired whether his kinsfolk and friend at Hastinapur were all well in health, and Vidura replied, ‘They are all well.’

“Then Vidura said to the Pandavas: ‘Your uncle, the Great Raja, is about to give a great feast, and he invites you and your mother and your joint wife to come to his city, and there will be a match at dice-playing.’

“When Yudhisthira heard these words he was troubled in mind, for he knew that gaming was a frequent cause of strife, and he was in no way skillful in throwing the dice, and likewise knew that Sakuni was dwelling at Hastinapur, and that he was a famous gambler. But Yudhisthira remembered that the invitation of the Great Raja was equal to the command of a father, and that no true Kshatriga could refuse a challenge either to war or play. So Yudhisthira accepted the invitation and commanded that on the appointed day his brethren and their mother and their joint wives should accompany him to the city of Hastinapur.

“When the day arrived for the departure of the Pandavas, they took their mother Kunti, and their joint wife Draupadi, and journeyed from Indraprastha to the city of Hastinapur, where they first paid a visit of respect to the Great Raja; and they found him sitting among his chieftains, and the ancient Bhishma, and the preceptor Drona and Karua, who was the friend of Duryodhana, and many others were sitting there also.

“And when the Pandavas had done reverence to the Great Raja, and respectfully saluted all present, they paid a visit to their aunt Gandhari, and did her reverence likewise.

And after they had done this, their mother and joint wife entered the presence of Gandhari, and respectfully saluted her; and the wives of the Karauvas came in and were made known to Kunti and Draupadi. And the wives of the Kauravas were much surprised when they beheld the beauty and fine raiment of Draupadi; and they were very jealous of their kinswoman. And when all their visits had been paid, the Pandavas retired with their wife and mother to the quarters which had been prepared for them, and when it was evening they received the visits of all their friends who were dwelling at Hastinapur.

Now, on the morrow the gambling match was to be played; so when the morning had come, the Pandavas bathed and dressed, and left Draupadi in the lodging which had been prepared for her, and went their way to the palace. And the Pandavas again paid their respects to their uncle, the Maharaja, and were then conducted to the pavilion where the play was to be; and Duryodhana went with them, together with all his brethren, and all the chieftains of the royal house. And when the assembly had all taken their seats, Sakuni said to Yudhisthira: “The ground here has all been prepared, and the dice are all ready: Come now, I pray you, and play a game.” But Yudhisthira was disinclined, and replied: “I will not play, excepting upon fair terms; but if you will pledge yourself to throw without artifice or deceit, I will accept your challenge.” Sakuni said: “If you are so fearful of losing you had better not play at all.” At these words Yudhisthira was wroth, and replied: “I have no fear either in play or war; but let me know with whom I am to play, and who is to pay me if I win.” So Duryodhana came forward and said: “I am the man with whom you are to play, and I shall lay any stakes against your stakes; but my uncle Sakuni will throw the dice for me.” Then Yudhisthira said: “What manner of game is this, where one man throws and another lays the stakes.” Nevertheless he accepted the challenge, and he and Sakuni began to play.

At this point in the narrative it may be desirable to pause, and endeavor to obtain a picture of the scene. The so-called pavilion was probably a temporary booth, constructed of bamboos and interlaced with basket work; and very likely it was decorated with flowers and leaves after the Hindoo fashion, and hung with fruits, such as cocoa-nuts, mangoes, plantains, and maize. The chieftains present seem to have sat upon the ground, and watched the game. The stakes may have been pieces of gold and silver, or cattle, or lands; although, according to the legendary account which follows, they included articles of a far more extravagant and imaginative character. With these passing remarks, the tradition of the memorable game may be resumed as follows:

So Yudhisthira and Sakuni sat down to play, and whatever Yudhisthira laid as stakes, Duryodhana laid something of equal value; but Yudhisthira lost every game. He first lost a very beautiful pearl; next a thousand bags, each containing a thousand pieces of gold; next a piece of gold so pure that it was as soft as wax; next a chariot set with jewels and hung all round with golden bells; next, a thousand war elephants, with golden howdahs set with diamonds; next a lakh of slaves all dressed in good garments; next a lakh of beautiful slave girls, adorned from head to foot with golden ornaments; next all the remainder of his goods; next all his cattle; and then the whole of his Raj, excepting only the lands which had been granted to the Brahmins.

Now when Yudhisthira had lost his Raj, the chieftains present in the pavilion were of the opinion that he should cease to play, but he would not listen to their words, but persisted in the game. And he staked all the jewels belonging to his brothers, and he lost them; and he staked his two younger brothers, one after the other, and he lost them; and he then staked Arjuna, and Bhima, and finally himself, and he lost every game. Then Sakuni said to him: “You have done a bad act, Yudhisthira, in gaming away yourself and becoming a slave. But now, stake your wife, Draupadi, and if you win the game you will again be free.” And Yudhisthira answered and said: “I will stake Draupadi!” And all assembled were greatly troubled and thought evil of Yudhisthira; and his uncle Vidura put his hand to his head and fainted away, whilst Bhishma and Drona turned deadly pale, and many of the company were very sorrowful; but Duryodhana and his brother Duhsasana, and some others of the Karauvas were glad in their hearts, and plainly manifested their joy. Then Sakuni threw the dice, and won Draupadi for Duryodhana.

Then all in that assembly were in great consternation, and the chieftains gazed upon one another without speaking a word. And Duryodhana said to her uncle Vidura. “Go now and bring Draupadi hither, and bid her sweep the rooms.” But Vidura cried out against them with a loud voice, and said: “What wickedness is this? Will you order a woman who is of noble birth, and the wife of your own kinsman, to become a household slave? How can you vex your brethren thus? But Draupadi has not become your slave, for Yudhisthira lost himself before he staked his wife, and having first become a slave, he could no longer have power to stake Draupadi!” Vidura then turned to the assembly and said: “Take no heed to the words of Duryodhana, for he has lost his senses this day.” Duryodhana then said: “A curse be upon this Vidura, who will do nothing that I desire him.”

After this Duryodhana called one of his servants, and desired him to go to the lodgings of the Pandavas, and bring Draupadi into the pavilion. And the man departed out, and went to the lodgings of the Pandavas, and entered the presence of Draupadi and said to her: “Raja Yudhisthira has played you away, and you have become the slave of Raja Duryodhana: So come now and do your duty like his other slave girls.” And Draupadi was astonished at these words, and exceedingly wroth, and she replied: “Whose slave was I that I could be gambled away? And who is such a senseless fool as to gamble away his own wife?” The servant said: “Raja Yudhisthira has lost himself, and his four brothers, and you also, to Raja Duryodhana, and you cannot make any objection. Arise, therefore, and go to the house of the Raja.”

Then Draupadi cried out: “Go you now and inquire whether Raja Yudhisthira lost me first, or himself first; for if he played away himself first, he could not stake me.” So the man returned to the assembly, and put the question to Yudhisthira; but Yudhisthira hung down his head with shame, and answered not a word.

Then Duryodhana was filled with wrath, and he cried out to his servant: “What waste of words is this? Go you and bring Draupadi hither, that if she has aught to say she may say it in the presence of us all.” And the man essayed to go, but he beheld the wrathful countenance of Bhima and he was sore afraid, and he refused to go, and remained where he was. Then Duryodhana sent his brother Duhsasana; and Duhsasana went his way to the lodgings of Draupadi, and said: “Raja Yudhisthira has lost you in play to Rajah Duryodhana, and he has sent for you. So arise now and wait upon him according to his commands; and if you have anything to say, you can say it in the presence of the assembly.” Draupadi replied: “The death of the Karauvas is not far distant, since they can do such deeds as these.” And she rose up in great trepidation and set out, but when she came near to the palace of the Maharaja, she turned aside from the pavilion where the chieftains were assembled, and ran away with all speed toward the apartments of the women. And Duhsasana hastened after her and seized her by her hair, which was very dark and long, and dragged her by main force into the pavilion before all the chieftains.

And she cried out: “Take your hands from off me.” But Duhsasana heeded not her words, and said: “You are now a slave girl, and slave girls cannot complain of being touched by the hands of men.”

When the chieftains thus beheld Draupadi, they hung down their heads from shame, and Draupadi called upon the elders amongst them, such as Bhishma and Drona to acquaint her whether or no Raja Yudhisthira had gamed away himself before he had staked her; but they likewise held down their heads and answered not a word.

Then she cast her eye upon the Pandavas, and her glance was like the stabbing of a thousand daggers, but they moved not hand or foot to help her; for when Bhima would have stepped forward to deliver her from the hands of Duhsasana, Yudhisthira commanded him to forbear, and both he and the younger Pandavas were obliged to obey the command of their elder brother.

And when Duhsasana saw that Draupadi looked towards the Pandavas, he took her by the hand, and drew her another way, saying: “Why, O slave, are you turning your eyes about you?” And when Kama and Sakuni heard Duhsasana calling her a slave, they cried out: “Well said! well said!”

Then Draupadi wept very bitterly, and appealed to all the assembly, saying: “All of you have wives and children of your own, and will you permit me to be treated thus? I ask you one question, and I pray you to answer it.” Duhsasana then broke in and spoke foul language to her, and used her rudely, so that her veil came off in his hands. And Bhima could restrain his wrath no longer, and spoke vehemently to Yudhisthira; and Arjuna reproved him for his anger against his elder brother, but Bhima answered: “I will thrust my hands into the fire before these wretches shall treat my wife in this manner before my eyes.”

Then Duryodhana said to Draupadi: “Come, now, I pray you, and sit upon my thigh;” and Bhima gnashed his teeth and cried out with a loud voice: “Hear my vow this day: If for this deed I do not break the thigh of Duryodhana, and drink the blood of Duhsasana, I am not the son of Kunti.”

Meanwhile the Chieftain Vidura had left the assembly, and told the blind Maharaja, Dhritarashtra, all that had taken place that day, and the Maharaja ordered his servants to lead him into the pavilion where all the chieftains were gathered together. And all present were silent when they saw the Maharaja, and the Maharaja said to Draupadi: “O, daughter, my sons have done evil to you this day. But go now, you and your husbands, to your own Raj, and remember not what has occurred, and let the memory of this day be blotted out forever.” So the Pandavas made haste with their wife Draupadi, and departed out of the city of Hastinapur.

Then Duryodhana was exceeding wroth, and said to his father: “O Maharaja, is it not a saying that when your enemy hath fallen down, he should be annihilated without a war? And now we that had thrown the Pandavas to the earth and had taken possession of all their wealth, you have restored them all their strength, and permitted them to depart with anger in their hearts; and now they will prepare to make war that they may revenge themselves upon us for all that has been done and they will return within a short while and slay us all. Give us leave, then, I pray you, to play another game with these Pandavas, and let the side which loses go into exile for twelve years; for thus, and thus only, can a war be prevented between ourselves and the Pandavas.” And the Maharaja granted the request of his son, and messengers were sent to bring back the brethren, and the Pandavas obeyed the command of their uncle, and returned to his presence; and it was agreed upon that Yudhisthira should play one game more with Sakuni, and if Yudhisthira won the Kauravas were to go into exile; and that if Sakuni won, the Pandavas were to go into exile, and the exile was to be for twelve years, and one year more; and during that thirteenth year those who were in exile were to dwell in any city they pleased, but to keep themselves so concealed that the others should never discover them; and if the others did discover them before the thirteenth year was over, then those who were in exile were to continue so for another thirteen years. So they sat down again to play, and Sakuni had a set of cheating dice, as before, and with them he won the game.

When Duhsasana saw that Sakuni had won the game, he danced about for joy; and he cried out: “Now is established the Raj of Duryodhana.” But Bhima said: “Be not elated with joy, but remember my words: The day will come when I will drink your blood, or I am not the son of Kunti.” And the Pandavas, seeing that they had lost, threw off their garments and put on deer-skins, and prepared to depart into the forest with their wife and mother, and their priest Dhaumya; but Vidura said to Yudhisthira: “Your mother is old and unfitted to travel, so leave her under my care;” and the Pandavas did so, and the brethren went out from the assembly hanging down their heads with shame, and covering their faces with their garments; but Bhima threw out his long arms, and looked at the Kuravas furiously, and Draupadi spread her long black hair over her face and wept bitterly. And Draupadi vowed a vow, saying:

“My hair shall remain disheveled from this day, until Bhima shall have slain Duhsasana and drunk his blood; and then he shall tie up my hair again, whilst his hands are dripping with the blood of Duhsasana.”

Such was the great gambling match at Hastinapur in the Heroic age of India. * * *

The avenging battle subsequently ensued. Bhima struck down Duhsasana with a terrible blow of his mace, saying: “This day I fulfil my vow against the man who insulted Draupadi!” Then setting his foot on the breast of Duhsasana, he drew his sword and cut off the head of his enemy; and holding his two hands to catch the blood, he drank it off, crying out: “Ho! ho! Never did I taste anything in this world so sweet as this blood.”

CHINESE.—Many gambling games have been invented by the Chinese and gambling houses are numerous in their cities and towns. Into these dens, as is the case in other countries, the inexperienced are enticed by sharpers, there to be plundered of their money. It is the old story; the sharper pretends friendship for the unsophisticated visitor and a desire to show him the notable sights. Once in the den, the victim is permitted to win a small sum, several perhaps, but the result is always the same—he is fleeced of his ready money, which may not be all his own, but entrusted to him by neighbors and friends with which to purchase goods for them. With money gone and character ruined the poor Chinaman, in many cases, becomes a vagabond, in process of time, a beggar, or a thief, and finally ends his course in suicide.

A common gambling instrument in China, consists of a circular board, some 18 inches in diameter, which is divided, either into 8 or 16 equal parts, with lines drawn from the center to the division points at the circumference. In the center is a standard, or post, some 8 inches high, upon which two or three inches from the top, is placed a slender wooden stick in such a manner as to revolve easily. At one end of this piece of wood is tied a string, which hangs down nearly to the surface of the board. Being turned by a sudden movement of the hand, the horizontal stick will continue to revolve for sometime. When it stops the string indicates the division of the board which wins. The player places his bet on any division he may favor and whirls the stick himself. If the string stops over any other place than the one upon which he placed his money, he loses. If he wins, the proprietor of the concern pays him in money, or sweetmeats, as he may prefer. This gambling device operates upon the same principle as the modern “wheel of fortune.”

Another method of gambling may be called the “literary” or “poetical.” The “banker,” or gambler proprietor, having provided himself with a table, seats himself behind it, in the street. On the table, for the inspection of those who may wish to gamble, is written a line of poetry of, say, five or seven characters, one word of which is omitted. A list of several words is furnished, anyone of which, if inserted in the blank place, will make good sense. In betting which of these words is the one omitted consists the gambling. He who guesses the right word receives five times his stake. Yet another method of gambling is this: Provided with three slender slips of bamboo, or other wood, eight or ten inches long, the gambler seats himself by the wayside and, grasping the slips at one end, holds them up so that they diverge from each other. A red tassel, or string, hanging from the hand which conceals from sight the lower ends of the slips, is supposed to be attached to one of them. He who wishes to play the game bets that he can guess the slip to which the string is attached. If he fails, he loses his stake; if he succeeds he receives back his stake and twice as much more. The game is often dishonestly operated, and the operator seldom forfeits any money. Frequently, the red string is attached to all three of the slips, but in such a way that when one of them is pulled from the hand which grasps it, it will slip off and remain on the other two. If, then, one of these is pulled, it slips again and remains attached to the one still held in the hand. Then the gambler opens his hand to show that everything has been conducted “fairly” and the thread is seen to be attached to the slip that was not drawn, thus everything seems to have been honestly managed. Of course, the man who operates deceitfully and unfairly does not allow the condition of the string on the ends of the sticks in his hand to be seen or examined at the beginning of the game.

In China, gambling is forbidden by law. It is tolerated by the government, nevertheless, and considerable sums of money are realized by it from this source. Indeed, certain magistrates at Canton once actually converted their spare rooms in their respective “yamuns” into gaming houses. But, as a rule, the dens are in back or side streets, for, there as well as here, the more respectable trades people object to such an establishment. In 1861, all the shop-keepers in a particular street in Canton closed their shops and refused to open them, until the Governor- General of the province promised to issue an order directing the district ruler to close a gambling house which he had permitted to be opened in the street. It appeared, however, that these merchants did not object to the gambling establishments on moral grounds, but through fear that their business would be injured.

There are various kinds of gaming houses in China. Some are conducted by joint-stock companies, consisting of ten or twenty partners. In such houses there are usually two apartments. In the front room is a high table, in the center of which is a small square board, the sides of which are numbered one, two, three and four. The game in this room requires the presence of three of the partners. One is called the Tan- koon, or croupier; the second, Tai-N’gan, or shroff, and sets by the side of the former with his tables, scales and money drawers; and the third, the Ho-Koon, who keeps account of the game and pays over the stakes to the rightful winners. The gamblers and their patrons assemble around the high table, on which the Tau-Koon, or croupier, places a handful of “cash,” over which he immediately puts a cover so that the gamblers cannot calculate the amount. The players are then requested to place their stakes on such side of the square as they may choose. When this has been done, the cover is removed by the croupier, who, using a thin ivory rod a foot long, proceeds to diminish the heap of coin by drawing away four pieces at a time. Should one piece remain the gambler who placed his stake on the side of the small square marked one is the winner. If two or three remain he saves his stake; if four, he loses it. This game is called Ching-low and the player has one chance of winning, two of retaining his stake and one of losing it. Another game, called Nim is played at the same table. At this game the player has one chance of winning double the amount of his stake, two of losing it and one of retaining it. Should his stake be placed on that side of the board numbered two, and two pieces of money remain of the heap after successive removals of four, his winnings are double the amount of his bet. If three pieces remain he retains his stake, but if either one or four remain he loses it. Yet a third game played at this table is called Fan, in which the player has one chance of winning three times his stake and three chances of losing it. Still another and similar game at this table is known as Kok. In it the stake is placed at a corner of the board, between two of the numbers, and if either of them corresponds to the number of pieces left of the pile of money, the player wins the amount of his stake; if either of the other two numbers corresponds he loses his bet.

In the inner apartment of these establishments, the stakes are all silver coin, and here also three of the partners are required to conduct the game. The stakes are often heavy and the money is not placed on the table for fear the vagabonds or desperate characters in the place should make a rush and seize it. The players and their stakes are therefore distinguished by corresponding cards from different packs. Because of the large sums paid monthly to the mandarins by the proprietors the expenses of the latter are very heavy and they exact from the players seven per cent. of all the winnings. Sometimes gaming establishments are started by prostitutes, but they are generally closed by the authorities as soon as detected.

One peculiar mode of gambling is called Koo-Yan, or “The Ancients,” sometimes known under the name of “Flowery Characters.” This game, it is said, originated in the department of Chun-Chow, and was introduced in the 28th year of the reign of Taou-Kwang. The term “ancients” means a number of names by which thirty-six personages of former times were known. These names are divided into nine different classes as follows:

1. Four men who attained the highest literary distinction. In a former state of existence these men were respectively a fish, a white goose, a white snail, and a peacock.

2. Five distinguished military officers. These men were once respectively a worm, a rabbit, a pig, a tiger, and a cow.

3. Six successful merchants. These were once respectively a flying dragon, a white dog, a white horse, an elephant, a wild cat, and a wasp.

4. Four persons who were conspicuous for their uninterrupted happiness on earth. Respectively, in former state, a frog, an eagle, a monkey, and a dragon.

5. Four females. Respectively a butterfly, a precious stone, a white swallow and a pigeon.

6. Five beggars. Respectively a prawn, a snake, a fish, a deer, and a sheep.

7. Four Buddhist priests. Respectively a tortoise, a hen, an elk, and a calf.

8. Two Taouist priests. Respectively a white egret, and a yellow streaked cat.

9. The name of a Buddhist nun who, in another world, was a fox.

The company selects a person who has an aptitude for composing enigmas, to whom they pay a very large salary. New enigmas are constantly wanted, as the houses where this game is played are open twice daily, at 7 A. M. and 8 P. M. Each enigma is supposed to refer to one of the creatures enumerated. When an enigma is composed, it is printed and sold to the people, the sale of itself bringing in a considerable revenue. When the purchaser of an enigma thinks he has discovered the creature to which it refers, he writes his answer on a sheet of paper, and at the appointed hour hastens to the gambling house and gives it into the keeping of a secretary, together with the sum of money he is prepared to stake upon the correctness of his guess. When all the answers and stakes have been received, the names of those who have answered correctly are recorded by the secretary. Suspended from the roof of the chamber, where the players are assembled, is a folded scroll containing a picture of the creature to which the enigma refers. At the proper time this scroll is unfolded by the secretary, and as soon as the picture is seen it is greeted with a loud shout of exultation by the successful few and with murmurs of discontent from the many who have guessed wrong. “It is hardly necessary to add that the managers take care to provide enigmas of such ambiguous character that the majority are always wrong in their conjectures. The amount staked in these places is limited.”

Much money is lost at such establishments by ladies, but as they are not allowed to appear in public, they are represented by their female servants.

Large sums are daily lost by all classes in a game called ta-pak-up-pu, or “strike the white dove.” A company is formed of fifty partners, having equal shares. One acts as overseer, and, for reasons which will presently appear, is required to live in strict retirement. To him is given a sheet of paper on which are eighty Chinese characters, representing, respectively, heaven, earth, sun, moon, stars, etc. In his private apartment, he makes twenty of the characters with a vermilion pencil. The sheet is then deposited in a box, which is carefully locked. Thousands of sheets of paper, containing eighty similar characters, are then sold to the public. Marking ten of the eighty characters, the purchasers next morning, take their papers to the gambling establishment to have them compared with the one marked by the overseer. Before they give them up, they make and retain copies of them. When all the papers have been received, the box containing the overseer’s paper is unlocked, and when taken out, the player’s papers are compared with it. If a player has not marked more than four of the characters marked by the overseer, he receives nothing. If he has marked five, he receives seven “cash;” if six, seventy “cash;” if eight, seven dollars; and if ten, fifteen dollars. A person can buy as many as three hundred copies of the gambling sheet, but he must make them all alike. There are never more than two establishments of this kind in large cities and their winnings must be very great, judging from the number of sheets sold daily.

There are also houses in which cards are played night and day, and in them many persons are brought to ruin. To elude the vigilance of the authorities, these establishments are more or less private, but card players experience little trouble in finding such haunts. Gambling by means of oranges is also practiced at fruit stalls, the wagers being made upon the number of pips or seeds an orange may have. At fruit stalls, also, it is common to gamble for sticks of sugar cane. The cane is placed in a perpendicular position, and he who succeeds in cutting it asunder from top to bottom with a sharp edged knife, wins it from the fruitier. Should the attempt fail, the fruitier retains his cane and wins more than its value in money. Gambling by means of a joint of meat, or pork, or fish, is a very common pastime. The joint or fish is suspended from the top of a long pole and bets are taken as to its weight.

The games prevalent in Japan closely resemble those practiced in China. Cards and dice are strictly prohibited, and, although the law is said to be transgressed by the gambling houses, at home the Japanese respect it.