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The Gaming Table: Its Votaries and Victims Volume 2 Part 3

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'Example:--When you cut the cards to your adversary, cut them long, or endways, and he will have a three, four, five, six, seven, eight, or nine at bottom. When your adversary cuts the cards to you, put them broadside to him, and he will naturally cut (without ever suspecting what you do) ace, king, queen, or knave, &c., which is sufficient advantage to secure any game.

'And in case you cannot get cards of proper sizes ready-made to mix with others, you may shave them with a razor or penknife from the threes to the nines each side, and from the aces to the knaves each end; then put them up in the same case or cover, and if they are done as they ought to be, they will pa.s.s upon anybody.

'As Whist is a tavern-game, the sharpers generally take care to put about the bottle before the game begins, so quick, that a BUBBLE cannot be said to see clearly even when he begins to play.

'The next is the corner-bend, which is four cards turned down finely at one corner--a signal to cut by.

'The other is vulgarly called Kingston-bridge, or the middle-bend. It is done by bending your own or adversary's TRICKS two different ways, which will cause an opening, or arch, in the middle, which is of the same use and service as the other two ways, and only practised in its turn to amuse you.

'The next thing to be considered is, who deals the cards, you or your adversary; because that is a main point, and from whence your advantage must arise. Suppose, for example,

{Sharpers, A and B { {Partners,

{Bubbles, or Flats, C and D { { Partners.

After a deal or two is formally played, A and B will begin to operate in the following manner:--

'When A or B is to deal, they observe the PRECEDING DEAL to take up the tricks thus:--

1. A bad card. 2. A good card.

3. A bad card. 4. A good card.

(Meaning the best and worst that fall in that list).

'When C or D deals, they must be taken up thus:--

1. A good card. 2. A bad card.

3. A good card. 4. A bad card.

'By this rule it is plain that the best cards fall to A and B every deal. How is it possible, therefore, that C and D should ever win a game without permission? But it would be deemed ill policy, and contrary to the true interest of A and B, to act thus every deal. I will, therefore, suppose it is practised just when they please, according as bets happen in company; though the rule with gamesters, in low life, is at the first setting out to stupify you with wine and the loss of your money, that you may never come to a perfect understanding of what you are doing. It may be truly said that many an honest gentleman has been kept a month in such a condition by the management and contrivance of a set of sharpers.

'Now you may imagine it not in the power of A and B to cause the tricks to be taken up after the manner aforesaid: there is nothing so easy nor so frequently practised, especially at Three poll One; for in playing the cards the confederates will not only take care of their own tricks, but also of yours, for the cards may be so played, and shoved together in such a manner, as will even cause you to take them right yourself; and if a trick should lie untowardly on the table, A or B will pay you the compliment of taking it up for you, and say--"Sir, that's yours."

This operation will the more readily be apprehended by seeing it practised half a score times; when once you are aware of it, it will otherwise (I may say fairly) pa.s.s upon any person that has not been let into the secret. This being allowed, the next point and difficulty is to shuffle and cut.

'I say, that either A or B are such curious workmen, and can make a sham shuffle with a pack of cards so artfully, that you would believe they were splitting them, when at the time they will not displace a single card from its order! Such is the SHARPER'S shuffling.

'Now, to cut the cards, a BEND is prepared for you to cut to--the middle is the best; and it is odds but you unwarily cut to it; if not, SLIP is the word; but if you have no opportunity to do that neither, then deal away at all hazards, it is but an equal bet that they come in your favour; if right, proceed; if otherwise, miss a card in its course, and it brings the cards according to your first design; it is but giving two at last where you missed; and if that cannot be conveniently done, you only lose the deal, and there is an end of it.

'But when A or B is to cut, they make it all safe; for then they make the CORNER-BEND, which any one that knows may cut to, a hundred times together.

'Piping at Whist. By piping I mean, when one of the company that does not play, which frequently happens, sits down in a convenient place to smoke a pipe, and so look on, pretending to amuse himself that way. Now, the disposing of his fingers on the pipe whilst smoking discovers the princ.i.p.al cards that are in the person's hand he overlooks; which was always esteemed a sufficient advantage whereby to win a game. There is another method, namely, by uttering words. "Indeed" signifies diamonds; "truly," hearts; "upon my word," clubs; "I a.s.sure you," spades. But as soon as these methods become known, new ones are invented; and it is most curious that two persons may discover to each other what sort of cards they have in hand, and which ought first to be played, many different ways, without speaking a word.'

There can be no doubt that the act of sorting the cards is capable of giving an acute observer a tolerably accurate idea of his partner's or either of his opponents' hands; so that where cheating is suspected it would be better to play the cards without sorting them. The number of times a sorter carries a card to a particular part indicates so many of a suit; your own hand and his play will readily indicate the nature of the cards in which he is either strong or weak.

I now quote Robert-Houdin's account of

CARD TELEGRAPHY.

Although there are 32 cards in the game of Piquet, all of them may be designated by twelve different signs, namely, eight for the nature of the cards, and four for the colours.

At Ecarte, the number of the signals is still less, as it is only the figures that require indication: but to make these indications it is necessary to execute a sort of pantomime, according to certain authors, such as blowing the nose, coughing, drumming on the table, sneezing, &c.

Such evolutions, however, are totally unworthy of your modern Greek, and would soon be denounced as gross fraud. The signals which he employs are only appreciable by his confederate,--as follows:--

If he looks

1. At his confederate, he designates A king.

2. At the play of his adversary . . . A queen.

3. At the stake . . . . . . . . . . . A knave.

4. At the opposite side . . . . . . . An ace.

And whilst he indicates the nature of the cards he at the same time makes known the colour by the following signs:--

1. The mouth slightly open . . . . . Hearts.

2. The mouth shut . . . . . . . . . . Diamonds.

3. The upper-lip slightly pouting over the lower . . . . . . . Clubs.

4. The lower-lip drawn over the upper . . . . . . . . . . . Spades.

Thus, if the Greek wishes to announce, for instance, the knave and ace of hearts, he successively directs his looks upon the play of his adversary, upon the stake, and to the opposite side, whilst keeping his mouth slightly open.

It is evident that this telegraphy may be employed at all games where there is a gallery. In effect, nothing is easier at Piquet than to indicate, by the aid of these signals, the colour in which the player should discard and that in which he should keep what cards he has.

These are the simplest signs; but some of the Greeks have a great number of them, to designate everything; and even sometimes to communicate and receive intelligence, when necessary. This telegraphy is so imperceptible that it is difficult to describe it, and altogether impossible to detect it.(7)

(7) Tricheries des Grecs devoilees.

Robert-Houdin has exhausted the subject of card-trickery, in connection with that prestidigitation which, it seems, all card-sharpers cultivate, the description of which, however, is by no means so entertaining as the visible performance. I find, nevertheless, in his book, under the t.i.tle of 'Small Trickeries made innocent by Custom,' certain things alluded to which I can attest by experience.

I. At Whist, no communication whatever must be made by a player to his partner, excepting those authorized by the laws of the game; but some persons go further, and by the play of their features 'telegraph' to their partners the value of their hands.

II. Any one with a good memory and endowed with quick perception may form a very accurate estimate of the hands held by all the players by remembering THE TRICKS AS THEY ARE PLAYED AND TURNED DOWN--all of a suit, or trumped. Cards 'stick together' most lovingly, and the ordinary shuffling scarcely alters their sequence; and so, if a trick has been taken by an ace over a king, for instance, and in the next deal you get the same king, you may be sure that the ace is either on your right or your left, according to the deal; of course, if you get the ace, then the same probability, or rather necessity, exists as to the king; and so on. Knave, queen, king, ace, of the same name, are almost sure to be separated in the deal between the four players, or one player will have two of them. The observation is a tax upon the faculties; but I am sure, quite sure, that the thing can be done, and is, when done, of material service; although, of course, the knowledge can be turned to account only by an expert player, with a partner who can understand the game which he wishes to play.

Whist is, decidedly, one of the fairest of games; but for that very reason, it is open to the greatest over-reaching, or, if you like, cheating.

With regard to dice, of course, they were and, doubtless, are still loaded. Such were formerly called 'dispatches,' because they would 'in five minutes dispatch L500 out of the pocket of any young man when intoxicated with champagne.'

Roulette and Rouge et Noir tables were and are so arranged as always to make the bank win at the will of the attendant, regulating them with a touch.

At Hazard, they used 'low or high dice,' that is, with only certain numbers on them, high or low,--a pair of which every sharper always had in his possession, changing them with great dexterity. They also used 'cramped' boxes, by which they 'cogged' or fastened the dice in the box as they dropped them IN, and so could drop them OUT with the required face upwards.

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The Gaming Table: Its Votaries and Victims Volume 2 Part 3 summary

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