Fools of Fortune; or, Gambling and Gamblers
CHAPTER VI.
DICE AND THE DICE BOX.
The origin of dice is shrouded in obscurity, but it is certain that their use has come down to modern days from a period of remote antiquity. Dice throwing has always been one of the most popular forms of gaming, and in days gone by immense fortunes have been staked and lost upon the throwing of the cubes. Of late years, however, the popularity of this method of gambling has been rather on the wane, as compared with the past. It is by no means so common a recreation of gentlemen gamesters, who delight in playing a fair game of chance for stakes with their friends. It is now chiefly played in gaming houses, and the dice are among the implements of the professional gambler.
Nevertheless dice are among the most time-honored tools of the “professional.” The honor of their invention is ascribed to the Egyptians, and in some of the bas-reliefs that have been disinterred in the land of the Pharoahs, figures playing with something closely resembling dice are discernible. The Ethiops of three or four thousand years ago were, it is believed, addicted to gaming of this sort, and in this connection it may be remarked that gambling is quite as much a barbaric as a civilized vice. In fact it may be questioned whether the Troglodytes did not gamble in their caves, and swindle one another out of the spoils of the chase before they had learned to construct huts in which to live.
It is not the intention of this chapter to describe all the games of dice which may be played—some of which are yet a favorite amusement among gentlemen—but to explain those most commonly used by card sharpers as a means of defrauding the ignorant. In fact the practices described in this chapter hardly deserve to be ranked with “games” considered as such. They partake rather of the nature of tricks, and, without exception, are illy concealed games of fraud.
The various devices will be treated _seriatum_. And first we will begin with one of the best known and most frequently played.
HIERONYMUS.
This is, perhaps, one of the most successful games of dice—considered from the standpoint of the operator—known to the gambling fraternity.
The illustration affords a view of all the paraphernalia employed in conducting it. On a cloth-covered table rests an inverted tambourine, above which stands an implement substantially of the form depicted in the cut. The latter may be best described as consisting of two wooden bowls, the smaller ends of which are placed opposite each other and connected by a hollow tube as shown in the diagram. On the cloth which covers the table are painted numbers from one to six. Three dice are used in playing, differing from ordinary dice, only in being larger and in having figures painted on the faces, instead of the small black dots commonly employed.
The mode of playing is as follows: Players select the number or numbers on which they wish to bet, and place their wagers on the corresponding squares on the cloth. The dice are then placed in the upper bowl and permitted to drop through the tube, and fall upon the tambourine, directly under the inverted bowl. The bowl is then raised, and if the bettor happens to have placed his stake on the number appearing on one of the upper faces of the cubes, he wins the amount of his bet. If the number which he selected appears on two of their faces, the proprietor of the bowl pays him double. If the three dice all show the same number and he has happened to place his wager thereon, the operator pays him three to one.
The “percentage” against the players in this game is so large that the proprietors are ordinarily content to play it “on the square.” It sometimes happens, however, that the operation of the reorganized laws of chance seems to be reversed, and a player wins over and over again. Of course, this is not to be tolerated. The proprietor of the game is running it for his own pecuniary profit; the idea of conducting a scheme for the benefit of the general public has never occured to him. Accordingly he has resort to trickery. Sometimes instead of taking all three dice from the tambourine, he removes only two, thus retaining a knowledge of at least one of the winning numbers. I have also known a device of this kind to be resorted to: When a certain number is winning repeatedly, the operator, having (apparently by accident) knocked the dice off of the table, while stooping to pick them up will substitute another set of three cubes, none of which contains the cubes in question.
But the most contemptible form of swindling consists in replacing the tambourine by a thin board, which may be so agitated, by means of a concealed spring, as to overturn the dice after the manipulator has ascertained the numbers shown by looking through the tube.
Sometimes the operator provides himself with dice having all the faces marked with the same number, by substituting one or more of which he is able to cast whatever throw he pleases.
CHUCK-A-LUCK
This is a simple little game of dice, yet one of the most fascinating of all games of chance. It is sometimes designated as “the old army game,” for the reason that soldiers at the front were often wont to beguile the tedium of a bivouac by seeking relief from monotony in its charms.
The outfit requisite to play the game is simple and inexpensive, consisting of three small dice, a dice-box, and a cloth on which are inscribed the numbers one to six, corresponding to the dots, or “pips,” on the six faces of the cubes.
Bets are made by placing the money wagered on the numbers on the cloth. The dice, having been placed in the box, are shaken and thrown upon the table. Bets made upon either of the three numbers which come uppermost are won by the players. Money staked on either of the remaining numbers are won by the bank.
On its face, this game appears to be one of pure chance. As played upon fair and circus-grounds, however, there is very little chance about it. The “banker” does not throw the dice fairly. Through long practice, he is able to retain two of them between the fingers of the hand which he holds over the inverted dice-box. The other die he allows to remain in the box, and rattles it against the sides, occasionally knocking the box itself against the button of his coat in order to simulate the sound produced by the shaking of three dice. When he removes his hand from the mouth of the dice cup, he drops upon the table the two dice which he held in his hand and permits the third die to fall by chance. The reader will perceive, that he thus makes himself absolutely certain as to two of the faces which will be exposed when the cup is lifted. When it is remembered, that the box is not agitated until all the bets have been made, it will be readily perceived how great is the unfair advantage thus obtained.
This game is a favorite one with outside sharpers for “ringing in” loaded dice on the manipulators. It is a very simple matter to substitute prepared cubes for those used by the operator, and, after winning his money, to replace those originally employed by him. I have myself successfully practiced this trick many times, very much to the financial loss and mental chagrin of the proprietor of the dice and box.
One of the most artful devices practiced by swindlers in operating this game is that which I will now describe. The proprietor of the game has, as a confederate, a “side partner,” who keeps himself studiously in the back-ground until the opportune moment presents itself for his appearance upon the scene of action. Meanwhile, the chief manipulator of the scheme inveigles a countryman, whose avarice surpasses his sense, to enter into a partnership with him for the purpose of fleecing his own friends and acquaintances. This individual is to develop, later, into the dupe. He is required, before securing an interest in the prospective profits of the game, to advance a sum of money, the amount of which is gauged only by the size of his pocket and credulity. After the proprietor has received the cash, the countryman remains by the table where the game is being operated, serenely confident that he is about to win a large sum through imposing upon the confidence of his towns people. The “side partner” soon makes his appearance, usually in a state apparently bordering on beastly intoxication. The greenhorn regards him in the light of a “soft mark,” and at once approaches him with the suggestion that he “try his luck.” To this the seemingly drunken man assents, substitutes loaded dice or “other ringers” for those previously used by the operator, thus winning the entire amount of his stake. This he continues to do, until he has won a sum sufficient to absorb all the “capital” which the “sucker” had advanced. The result is that the latter’s interest in the concern is speedily wiped out, and the proprietor and his confederate divide the sum thus gained between them.
CRAPS.
This is a favorite game among steamboat men, and is particularly popular among colored people. I first became acquainted with it on board the steamboat “City of Chester” on the Mississippi river. I was traveling in partnership with a man named Martin, and we had succeeded in fleecing one man out of some $800, at poker in the cabin. I went out on deck, and my attention was arrested by hearing a negro crying in a stentorian voice, “come 7 or 11,” then another man calling out, “chill’en cryin’ fo’ bread.” This was followed by the sound of something rolling on the floor. My curiosity was aroused, and I went below to learn what was going on. Here I first saw the game of “craps” and my introduction to it cost me precisely $15. I went up-stairs and informed my partner that I had discovered a new game. He was anxious to see it, and together we returned to the main deck where the play was in progress. He dropped $10 to the “crap” roller, expressed himself as satisfied, and we returned to the cabin. I did not at the time understand how I was cheated, although I was perfectly well satisfied that the cheating had been done. Since then, I have discovered all about it.
The game is played with dice about half the size of the cubes ordinarily used in other games. Only two are employed and they are held in the hand and thrown forward upon the table or whatever surface may be convenient. The numbers 7 and 11 are called “craps.” After the dice have ceased rolling the spots on both sides are added together, and if the sum is equal to 7 or 11, the “crap” thrower wins all bets which have been made against him. If the same amount to two, three, or twelve, he loses, and is required to pay each player the amount of his stake. Should the sum of all the spots on the two dice amount to four, five, six, eight, nine or ten, he is entitled to continue throwing, until he has either cast the amount thrown again, or throw a seven. In the former case he wins the player’s bets; if, however, the sum of the spots amount to 7 before the number first thrown turns up again, he loses.
The game commences by one player throwing the dice until he loses, when the next player at his left takes the cubes, and so on in rotation.
The favorite method of cheating at this game is by the substitution of unfair dice. For this purpose, loaded dice are sometimes used, and sometimes dice specially prepared, on the faces of one of which, are painted two aces, two twos and two sixes, while the other dice is inscribed with two threes, two fours and two fives. If the reader will take pains to figure out the combination of numbers which may be made with two dice so prepared, he will see that it is an utter impossibility for the thrower to make either, two, three or twelve, the numbers which will be a loss to him. In addition to this circumstance it is also apparent that the chances of throwing 7 are very greatly increased by the arrangement of two fours on one dice and two threes on the other, as well as two fives on one and two twos on the other. The small size of the dice employed in playing this game and the fact that they are thrown from the hand, renders the substitution of unfair dice a comparatively easy matter.
Although the game, as I have said, is an especial favorite among negroes and deck-hands, nevertheless it is frequently played by “high toned” gamblers and for large stakes.
Of course, the dice are usually made of bone, although in a recently raided game in Chicago, the players anticipating interference on the part of the police, had their little cubes made of cut sugar, and when the officers of the law made their appearance, swallowed the dice, and there being no gaming implements found, the case against them was necessarily dismissed.
EIGHT-DIE CASE.
This is a favorite game with traveling sporting men, who introduce it at county fairs, and on circus grounds, and at other places where there is a large crowd. The diagram represents the arrangement of the interior of a glass covered case containing prizes. The divisions in the case are numbered from eight to forty-eight, inclusive, to correspond with the numbers which may be possibly thrown in casting eight dice, which the proprietor carries with him, together with a dice box. For a stipulated consideration, he permits any one who may wish, to throw the dice upon the glass cover of the case. The sum of the spots on the upper faces is taken, and the player is given whatever prize the number may call for.
When the game is introduced upon fair-grounds, the directors of which insist that there shall be no blanks, small articles of cheap jewelry are put inside the case as prizes, although gamblers prefer to use money prizes only, for the reason that it gives the outfit a more attractive appearance.
An examination of the diagram will show that the higher prizes are invariably placed in squares corresponding to a number which it is almost impossible for a player to throw. Thus, a $500 prize is placed in the square numbered eight. To win this, it would be necessary to cast eight aces. Another prize of like amount is numbered forty-eight, and cannot be won unless the player throws eight sixes. Those numbers which may be easily thrown are always attached to squares containing small prizes, or which are inscribed with the abbreviation “rep.” These letters, as in all similar games, stand for “represent,” and when a player has thrown a number corresponding to a square so marked, he is required to double the amount already put up or submit to the loss of his stake.
This game affords a rare opportunity for cheating, although the fraud is not perpetrated by means of loaded dice, as many persons suppose. The proprietor counts the spots on the dice thrown to suit himself, and after hastily calling out the number replaces the cubes in the box. Strange as it may appear, it is not one man out of fifty who ever insists upon counting the spots on his own throw. If the owner of the device has reason to believe that the player has money and is a “soft mark,” he calls out the number corresponding to one of the “represent” squares. He then tells the victim that he has neither won nor lost and must double the amount previously advanced and “try his luck” again. This practice is continued until the dupe has been induced to stake all of his money, when the proprietor calls out a number corresponding to the square marked “blank,” of which there is always one in every case. Of course, the operator then informs the “sucker” that he has lost all the money which he had paid.
It sometimes happens that a player grows suspicious, and asks how long this doubling his stake is to continue. In such a case, the operator mentally calculates the amount of money which the man probably has, and tells him that he will be required to double only two or three times more, when, if he again throws a “represent” number, the proprietor will return all of his money except five per cent., which is the percentage belonging to the game. The victim does not throw a “represent” number the last time under such circumstances, but is thrown upon the “blank” square, which means that the proprietor has won the entire stake. “Cappers” are as useful in this game as in any other. Their methods of operation are similar to those elsewhere described and need not be more particularly dwelt upon here.
EIGHT-DIE CASE.
┌────────┬────────┬────────┬────────┬────────┬────────┬────────┐ │Jewelry.│Jewelry.│Jewelry.│ $3.00 │Jewelry.│Jewelry.│ Rep. │ │ 19 │ 38 │ 24 │ 9 │ 37 │ 21 │ 15 │ ├────────┼────────┼────────┼────────┼────────┼────────┼────────┤ │25 cts. │Jewelry.│ $1.00 │Jewelry.│ Rep. │ Rep. │ $5.00 │ │ 13 │ 30 │ 43 │ 33 │ 18 │ 29 │ 46 │ ├────────┼────────┼────────┼────────┼────────┼────────┼────────┤ │ Rep. │Jewelry.│ $5.00 │ $20.00 │ Rep. │50 cts. │Jewelry.│ │ 23 │ 39 │ 8 │ 1215 │ 36 │ 12 │ 34 │ ├────────┼────────┼────────┼────────┼────────┼────────┼────────┤ │ Rep. │ Blank. │Jewelry.│Jewelry.│Jewelry.│Jewelry.│Jewelry.│ │ 32 │ 17 │ 35 │ 28 │ 16 │ 41 │ 22 │ ├────────┼────────┼────────┼────────┼────────┼────────┼────────┤ │ $2.00 │ $5.00 │ Rep. │Jewelry.│Jewelry.│ $50.00 │ $10.00 │ │ 11 │ 48 │ 20 │ 42 │ 31 │ 10 │ 37 │ ├────────┼────────┼────────┼────────┼────────┼────────┼────────┤ │ │ $2.00 │Jewelry.│Jewelry.│Jewelry.│Jewelry.│ Blank. │ │ │ 44 │ 27 │ 14 │ 25 │ 04 │ 20 │ └────────┴────────┴────────┴────────┴────────┴────────┴────────┘
POKER DICE.
This game is usually played in saloons for drinks or cigars, though sometimes for money, and occasionally even for higher stakes. Five ordinary dice and a dice cup is used. Each player has three throws. The highest score which can possibly be made is five aces, the next, five sixes, then five fives, and so on. Next to five similar spots, the best throw is four of one kind and an odd number, the relative value of such throws being measured by the number of spots upon the top of the four dice, aces ranging highest. The game is called “poker” dice, because of the general resemblance between it and “bluff,” so far as the value of the throws is concerned as compared with that of the hands held at poker.
I have never known but one scheme of fraud to be employed in playing this game, which consisted in so placing the five dice within the box that the thrower was able to turn out whatever number he might see fit. I have known two men, both of whom are at present in Chicago, who can cast any throw which they may wish at their own will. They do not employ loaded dice, but, through long practice have acquired such dexterity in placing the cubes in the box and throwing them upon the table, that they are able to play with absolute certainty.
OVER AND UNDER SEVEN.
This game is most frequently played on fair and circus grounds, at public meetings, barbacues, political rallies, and other places where a large crowd is assembled. The outfit requisite to its operation consists of a dice box with two dice and a cloth, about 2½ feet long, on which are outlined three squares, in each of which is painted the figure 7. One of these squares is in the centre of the cloth, the other two at the respective ends. In one of them is painted the word “over,” and in another the word “under.”
The method of play is as follows: Bets may be placed upon either of the three squares. If laid on the centre square, the proprietor pays the winner two for one. After the wagers have all been laid, the dealer throws the dice. If the sum of the spots on the upper face of the two cubes is equal to 7, and no stake has been laid on that number, he wins. If it is more than 7, bets placed upon the squares containing the word “over” are paid to the bettors. If the total is less than 7, the proprietor pays those who have laid their money upon the other square.
The mode of cheating at this game is substantially the same as that already explained in the description of the game of “chuck-a-luck.” The operator retains one of the two dice in the fingers of the hand which he places over the mouth of the cup and rattles the dice about, inside. When he lifts the box, he is absolutely certain as to the number of spots upon the die which he has held in his hand, thereby gaining an immense advantage over the bettors, inasmuch as he has it practically within his power to cause the wager of any particular player to be lost.
TOP AND BOTTOM.
This game of dice—if it may properly be called a game—is a swindling device, pure and simple. It is, in effect, nothing but a scheme of fraud, for the successful operation of which are required two sharpers, who act as confederates, a dice box, three ordinary dice, a “ringer” and a “sucker.” The place commonly selected for working it is a saloon, and the method in which it is operated is as follows:
The victim having been selected and located in a saloon, the first sharper scrapes an acquaintance with him and induces him to throw dice for the drinks or cigars. While the dice are being handled, the gambler calls the attention of the dupe to the fact that the number of spots on the faces of the three dice added to the number on the three reverse sides is always equal to twenty-one. This fact necessarily follows from the construction of all fair dice; on the reverse face from the ace is a 6; opposite to 3 is 4; and directly opposite to 5 is 2. There are, however, many persons, who not having had their attention directed to this circumstance, are ignorant of the fact. The “sucker” usually satisfies himself of the correctness of the statement made by his newly formed acquaintance through throwing the dice several times in succession, until he becomes convinced that the sum of the six numbers is always equal to twenty-one. At this point sharper number two makes his appearance. He strolls up to the pair and offers to join in throwing dice for refreshments. The first swindler proposes that they guess as to the number of spots on the upper and under sides of the three dice. To this sharper number two assents, and guesses, say, 25. As a matter of course, the greenhorn guesses 21 and wins. The second confederate thereupon remarks that he is a “pretty good guesser.” To this the first swindler replies that “the gentlemen can tell the number every time.” The confederate demurs to this statement, saying that it is impossible. He offers to bet the price of a box of cigars that the dupe cannot do it. His accomplice retorts that he would be willing to bet $1,000 that he can, and offers to lend the dupe money to add to whatever sum the latter may wish to bet for the purpose of laying a stake against his confederate. The bet having been made, the attention of the victim is momentarily diverted and the “ringer”—either a loaded dice or one prepared after the manner described in the paragraph upon the game of “crap”—is substituted for one of the fair dice. The throw is cast, and when the spots are added together their sum is inevitably found to be either greater or less than 21. Sharper number two thereupon demands and takes the stakes.
Ordinarily the dupe is too bewildered at the moment to understand the precise nature of the game which has been played upon him until after the two confederates have left the house. Should he, however, remonstrate and undertake to raise a disturbance, it is usually found an easy matter to quiet him by summoning the town marshal or some other police officer. In fact, I have known an officer actually summoned, who insisted upon the dupe keeping quiet, for which service he received a bonus from the pair of swindlers.
HIGH AND LOW DICE TOPS.
These little implements are used chiefly for winning drinks or cigars, or small sums of money. They are eight-sided spinning tops made of ivory, the respective sides being numbered one to eight. Sometimes they are made fairly, but dice tops of the latter description are not in favor with the professional gambler, who uses a top having a moveable iron peg which the sharper may so arrange as to cause the high or low numbers to fall uppermost when the top comes to rest, after being spun. If the peg be turned one way a high number will come uppermost; if the other, a low number. Of course the greenhorn, not being aware of this little peculiarity of the top, it is comparatively an easy matter for the confidence man or other cheat to arrange the peg in such a way that when he spins for himself he turns up a high number, and when his opponent takes the same article in hand, however, he invariably turns up a low one. It may be seen that the former has it in his power to win as often as he chooses, but in order that his luck may not appear to be positively miraculous, he sometimes permits his dupe to win.
GRAND HAZARD.
Three dice are used in this game. Sometimes they contain spots, as do ordinary dice, sometimes on the faces are painted representations of birds, animals, or reptiles, such as an elephant, an eagle, a rattlesnake, etc. On the table upon which the dice are thrown is spread a cloth on which are depicted numbers or figures corresponding to those upon the faces of the cubes. Bets are made by playing the stakes upon whatever square or squares the player may select. The dice are dropped through a funnel-shaped cup, somewhat similar in form to that used in “hieronymus,” and the gains or losses of the bettors are determined by inspecting the face of the dice which lie uppermost after they have fallen upon the table. If any player has wagered his money, for instance, upon the number six, and one of the dice show a six-spot on its upper face, the bettor is paid the amount which he has ventured. In case the three dice should all show the same number or figure when they fall, the proprietor pays to the bettor, who has placed his stake upon the corresponding square on the cloth, 180 for 1.
In this, as in all other fraudulent games with dice, gamblers resort to the substitution of “ringers” for fair dice, and have the poor fools, who risk their money on such schemes, practically at their mercy.
MUSTANG.
This game is substantially identical with “grand hazard,” the only variations being, that differently inscribed dice are employed. The same sort of cloth on which are depicted squares containing the prizes is used, and the dice are dropped through a similar metal funnel. The dice, however, are usually of either one of the two sorts. In those of the first description, the faces of the cubes are painted, respectively, with a club, a heart, a spade, a diamond, an anchor and a star. The faces of the other description of dice employed, are respectively marked with a snake, an elephant, an eagle, a baby and a turtle.
LOADED DICE.
Almost every one has heard of loaded dice, but there are comparatively few among the guild of professional gamblers who are experts in their use. The sharper who does not travel, preferring to wait, at home, such victims as the antipodes of Providence may send him, is satisfied with employing occasionally, a set of high dice. But the peripatetic scoundrel who, like Satan, “wanders to and fro upon the earth,” seeking for victims, usually provides himself with three sets—one “high,” one “low,” and one “square.” The fraudulent dice are loaded with quicksilver, the interior of each dice being hollowed out in such a manner as to cause the weight to fall upon the opposite side to that intended to come up, the weighted side being, of course, always undermost.
The professional, in using these dice against a single adversary, usually works very rapidly, distracting the dupe’s attention, as far as possible, from his operations by story telling or some other interesting conversation. He changes the cubes swiftly and often, “ringing in” the “high” one for himself, and the “square” ones for his opponent; or the latter for himself and the “low” ones for his victim, occasionally, however, using the fair dice for both, in order to disarm suspicion.