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14.10 10.14 14.9 23.19 19.15 15.10 B. wins.
{445}
VARIATION 4.
22.18 22.26 22.26 23.27 27.24 20.16 18.22 26.22 26.22 11.15 24.20 16.12
B. wins. Very critical, and requires extreme care in forcing the win.
FOURTH POSITION.
Black.
+---------------------------------------+ --------------------------------------- --------------------------------------- --------------------------------------- --------------------------------------- --------------------------------------- B BB BB --------------------------------------- BB --------------------------------------- W WW WW +---------------------------------------+ White.
FIG. 8.
[BLACK TO MOVE AND [WHITE TO MOVE AND WIN.] DRAW.]
{446}
_Solution_.
Black to move. White to move.
28.24 32.27 31.27 22.18 32.28 24.28 23.19 31.27 24.20 27.32 27.31 28.24 28.32 18.22 19.24 27.31 22.18 31.27 32.27 18.23 31.27 22.26 24.20 31.26 23.19 30.23 27.32 Drawn.
27.31 28.24 19.24 B. wins.
For further information as to the science of the game, see the article "Draughts" in _The Book of Card and Table Games_, of which the above account is an abridgment. The reader desirous of still more minute information will find it in _The Game of Draughts Simplified_, by Andrew Andersen. The fifth edition (1887) of this standard work (James Forrester, 2s. 6d.) is edited by Mr. Robert McCulloch, the writer of the above-mentioned article. Mr. McCulloch has also produced a book of his own, _The Guide to the Game of Draughts_ (Bryson & Co., Glasgow, 2_s_. 6d.).
These are thoroughly up-to-date publications. We may mention in addition the _American Draughtplayer_, by H. Spayth, the accepted authority in America, and two valuable works by Mr. Joseph Gould, _The Problem Book_, and _Match Games_.
{447}
ROULETTE AS PLAYED AT MONTE CARLO.
BY CAPTAIN BROWNING.
("Slambo" of _The Westminster Gazette_.)
[Ill.u.s.tration: FIG. 1.]
The Roulette table, which is covered with a green padded cloth, and marked out as shown in Fig. 1, is divided into two portions, the Roulette, or Wheel as it is commonly called, itself being let into the centre of the table between these two portions.
Fig. 1 is an ill.u.s.tration of one-half of the table, the other half being marked in exactly a similar manner. It will be seen that the cloth is divided into three long columns of figures, marked from 1 to 36. At the bottom end of these columns there are three s.p.a.ces, representing all the numbers in the first, second, and third column respectively. There are three similar s.p.a.ces both on the right and on the left, marked 12 D, 12 M, 12 P, indicating the third (_Derniere_), the second (_Milieu_), and first (_Premiere_) twelve (_Douzain_) numbers.
On either side of the column of figures are further s.p.a.ces to mark the _Rouge_ (or Red numbers); _Impair_ (or odd numbers), _Manque_ (all numbers from 1 to 18 inclusive) on the one side; and the _Noir_ (or Black numbers), _Pair_ (or even numbers), and _Pa.s.se_ (all {448} numbers from 19 to 36 inclusive) on the other side; at the top of all is the s.p.a.ce reserved for zero.
The Roulette, or Wheel, itself (Fig. 2) consists of a narrow circular ledge (A. A.) fixed in the table, and sloping downwards. Within this ledge is a bra.s.s cylinder (C. C.), suspended on a pin at its centre, and capable of being made to revolve by means of a cross-head or handle (H. H.).
The outer edge of the bra.s.s cylinder is divided into thirty-seven small compartments, numbered in irregular order from 1 to 36, and coloured alternately Red and Black; the 37th compartment being the zero.
The game is played in the following manner. A croupier--styled the _Tourneur_--calls out, "_Messieurs, faites vos jeux_," when the players place their stakes on that portion of the cloth which indicates the chance they wish to play upon. The _tourneur_ then says, "_Les jeux sont fait_,"
and throws a small ivory ball round the inclined ledge (A. A.) in one direction and turns the cylinder in the opposite direction. When the ball is coming to rest the croupier calls out, "_Rien ne va plus_," after which no further stakes can be made. As the ball comes to rest it gradually slips down the ledge, and finally lodges in one of the compartments in the cylinder. The number of this compartment is the winning number, and upon its colour, figure, &c., depend the results played for. It is announced by the _tourneur_ in this way, "_Onze, noir, impair, et manque_," which means that number 11, the Black, the uneven, and the _manque_ (numbers 1 to 18) win. The losing stakes are first raked into the Bank, then the winnings are paid, after which the _tourneur_ again says, "_Messieurs, faites vos jeux_," and the game proceeds as before.
[Ill.u.s.tration: FIG. 2.]
{449}
There are no less than eight different methods of staking at Roulette.
Besides the three even chances: Red, Black; _Pair_, _Impair_; _Pa.s.se_ or _Manque_, one single number may be backed. This is called staking _en plein_. Or two numbers may be coupled (_a cheval_); or three numbers (_transversale pleine_); or four numbers (_carre_); or six numbers (_transversale simple_, or _sixaine_). In addition, the first, second, or third dozens of numbers (_Douzaine Premiere_, _Milieu_, or _Derniere_), and the first, second, or third column each of twelve numbers may be staked upon. The odds offered by the Bank against backing a single number _en plein_ is 35 to 1, and the odds against the other chances in proportion: thus against either of two numbers appearing 17 to 1 is paid; against either of three numbers, 11 to 1; against either of four, 8 to 1, and so on; while obviously against each dozen, or column, 2 to 1 is paid; the Red, Black, _Pair_, _Impair_, _Pa.s.se_, or _Manque_ being even money chances.
A player wis.h.i.+ng to stake on any of the even chances, or the dozens, or the columns, places his money on the portion of the cloth marked out for that chance. To back a single number, the stake is placed where that number is painted on the cloth; to back both of two numbers, the stake is placed _a cheval_--that is, on the line between these two numbers. To stake on three numbers with one coin, the amount is placed on the border-line of the outside number of three numbers. Four numbers are backed when the coin is so placed that it touches all four numbers, and six numbers are combined in one bet by placing the stake on the outside of the line dividing these six numbers. Zero may also be staked upon by placing the coin in the zero area; also zero, {450} 1, 2, 3 (_quatre premieres_), by putting the stake on the outside of the line dividing zero from 1, 2, 3; or zero coupled with 1 and 2; or 2 and 3 in a similar manner. In the ill.u.s.tration (Fig. 1) an example is given of staking in all these various ways. It will be noticed that consecutive numbers on the table can only be staked upon in combination, not consecutive numbers on the Wheel. Thus to combine the three _voisins_, or adjacent numbers, 0, 26, 15 on the Wheel, three separate stakes would be required.
Any two dozens may be combined, or any two columns, by placing the stake on the line between the two; and the player, when successful, receives one-half of the amount risked. Also any two even chances, such as _Rouge_ and _Impair_, whose position is adjacent on the cloth, may be combined with one stake by placing the coin on the dividing line between the two; the player is paid even money when both events turn up, and he only loses when neither event appears. But to bet on both _Pa.s.se_ and _Noir_ or _Rouge_ and _Manque_ at the same time, two separate states would be required.
The maximum stake allowed on the even chances is 6000 francs (240)--on a single number 180 francs is the highest possible stake; the maximum stakes on the other chances are in proportion--thus 3000 francs on a dozen or column, and 720 francs on a _carre_ of four numbers. In each case the minimum stake is 5 francs, except when two dozens or two columns are combined with one stake, when at least 10 francs must be risked.
Each table is presided over by two _chefs-de-partie_, who sit on elevated chairs on either side of the Wheel. There are four croupiers, who sit at the _Banque_ (one {451} being the _tourneur_), whose duty it is to pay out the winners and rake in the losings. In addition, there is a croupier sitting at either end of the table, who looks after the interests both of the players and of the Bank generally.
There being thirty-seven compartments in the Wheel, and as the odds of 35 to 1 only are paid on the winning number, it follows that on all stakes on numbers, or combination of numbers, the Bank has one chance in thirty-seven, or a percentage of slightly under 3 per cent. in its favour.
The percentage in favour of the Bank on all monies staked on the even chances, however, is only one-half of this amount. On the appearance of zero, all the money at stake is swept into the Bank, with the exception of that on zero itself--which is paid at the same rate as any other number--and the amounts on the even chances--_Rouge_, _Pair_, _Manque_, &c.: these stakes are placed on the lines on the outside of the table (see Fig. 1), and are then said to be in prison.
On the next coup, if the stakes happen to be on the winning chance, they are allowed to be withdrawn by the player. The reader will please notice that this is theoretically exactly the same thing as if the punter halved his stake with the Banker, and this he is allowed to do if he chooses.
Should two zeros appear consecutively the stakes are placed still further over these lines; they are now doubly in prison, and have to be doubly released therefrom before the player gets his own money back.
Thus it will be seen that, theoretically, once in every thirty-seven spins the Bank wins _half_ of all money staked on the even chances; on which chances, consequently, the Bank may be said to have a percentage {452} of slightly under 1 per cent. in its favour. This difference in the percentage in favour of the Bank is either unknown to, or totally disregarded by, the great majority of punters at Monte Carlo; but the player, by judicious methods of staking, to a great extent, can despoil the Bank of its higher percentage. An examination of the ill.u.s.tration (Fig. 1) will show that the following are Red numbers, viz. 1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, and 36. Thus _Impair_ contains 10 Red numbers, and but 8 Black ones. The first column includes 6; the second column 4; and the third column 8 Red numbers. Thus a player staking on Black and _Impair_ has no less than twenty-eight numbers in his favour, on eight of which he wins both his stakes, and on twenty he neither wins nor loses. Or a punter staking on the third column and Black, is guarded by twenty-six numbers, on four of which (the four Black numbers in column 3) he receives 1 times his stakes, on eight (the eight Red numbers in column 3) he receives times his stakes, and on the remainder he neither wins nor loses. Similar wagers can of course be made by combining Red and _Pair_, or the first column and Red, and so on. Now a player wis.h.i.+ng to stake on a great many numbers (which is a very frequent occurrence, and is popularly known as "plastering the table"), instead of placing his money on the various _transversales_, _carres_, and _en pleins_, by which method he loses all his money if zero appears, should rather stake the equivalent amount on Black and _Impair_, or Red and _Pair_, which, as explained, covers twenty-eight numbers. By this method he loses only one-half of his money if zero appears. Nothing is more usual than to see a player stake _a cheval_ on two dozens. A more idiotic method {453} of gambling cannot be conceived. The equivalent amounts (supposing the _douze_ P and the _douze_ M are selected) should be staked on _Manque_, and the _transversale_ of 19 to 24. Now if zero appears half the stake on _Manque_ is saved, but in the former case the entire stake would be lost!
Many similar instances of good and bad staking could be quoted, but the average player at Monte Carlo considers the percentage against him to be so insignificant that it is scarcely worthy of his notice. However, as its _insignificance_ represents a gain of some hundreds of thousands of pounds sterling per annum to the Administration, it should be worthy of a pa.s.sing thought at any rate.
Nearly every player at Monte Carlo has a system of some sort, generally played on the even chances. There are, however, systems for playing on numbers, dozens, &c., but these for the most part are of the most fantastic and insane order. The writer has actually known a player whose system was to back thirty-five out of the thirty-six numbers, on the principle that, having but two numbers against him, he would be very unlucky not to win one unit per coup!
Hundreds of people play on one particular number after the appearance of some other particular number, and are confident in themselves that, for example, 3 always turns up after 25; or 10 after 0. A very favourite stake is zero _et les quatre premiers_--that is, zero _en plein_, and zero coupled with 1, 2, 3. Another very general stake is _les voisins de zero_--or zero and the numbers on either side of it on the Wheel. This is a simple bet to make by putting one coin _a cheval_ between 0 and 3, one between 32 and 35, and one each on 26 and 15. The underlying idea of these {454} zero bets is that the Bank cheats; that it wants zero to turn up; and that the _tourneur_ is skilful enough to throw zero when he wishes. A more ridiculous a.s.sumption could not be made--in the first place, because the _tourneur_ cannot throw the ball even to a particular section of the Wheel, much less into zero itself; and in the second place, because the gambling could not possibly be carried out in a more straight-forward manner than it is by the Administration at Monte Carlo. If the _tourneur_ could throw the ball into any compartment he chose, he could, through his friends, ruin the Bank whenever he wished.
If I had s.p.a.ce I could tell a story of how M. Blanc offered to give a certain player a year's practice at spinning the Wheel, and then to allow him to be his own croupier and stake as he chose. This is a fact; and yet I have often heard the following cla.s.s of whispered conversation in the rooms: "Now's our time--there's a lot of money on the even chances--wait till the ball is spun and then bet on zero."
Some players back their age, when not too old--an eventuality that can occur only to the sterner s.e.x. A sweet and blus.h.i.+ng maiden of some fifty summers may be observed always to place her stake on No. 28--"Because it's my age, my dear, and to-day is my birthday!" Others back the number of their cloak-room ticket, or the number of the hymn for the day (if they should happen to have been present at church to hear it sung)--indeed everybody has a pet number; and why not? One number is just as likely to appear as any other. These are not systems in the true sense of the word, but they const.i.tute a systematic method of staking, which is always advisable for play--be they ever so weird and fantastic--as they keep the player {455} within certain limits, and prevent him from losing his head, and making wild plunges to retrieve all his losses by one lucky spin of the Wheel.
The more business-like systems are played on the even chances. Many are exceedingly ingenious, and on paper would appear certain to "break the Bank at Monte Carlo!"
The underlying principle of all such systems is to play a Martingale--that is, after each loss to increase the stake in various proportions until all previous losses have been recouped, and a profit is shown. The commonest and simplest to play is the "_Montant et demontant_," which consists in increasing the stake after a loss by one unit per coup until the player is one unit to the good. Thus if the first stake be lost, the next stake would be two units, which is also lost, as is the next one of three units. The player would now have lost six units in all. His next stake becomes 4, which, supposing it to be won, would leave him a net loser of two units.
The stake would now be dropped to three units; for the object is to be but one unit to the good. Should this stake win, the game would be started all over again with one unit. On the other hand, if the 3 had been lost, the next stake would be 4, and so on. There are many other systems. The general principle of them all is exactly the same; the calculations and paper results being nothing more nor less than an ingenious method of juggling with figures.
The Fitzroy system aims at winning one unit per coup played. For the working of this system it is necessary to keep a column in which _imaginary_ losses are written down: the player a.s.suming that he loses one unit more and wins one unit less than he actually does. The stakes are increased by unity as in the {456} "_Montant et demontant_" system, with the exception of the second stake, which (after a loss) is three instead of two units, until the _imaginary_ losses column comes out clear. Here is an example of ten coups played on the Fitzroy system:--
+--------+-------+--------+--------++--------+-------+--------+--------+ Stake. W. Net Imagy. Stake. W. Net Imagy. or L. + or - Loss. or L. + or - Loss. +--------+-------+--------+--------++--------+-------+--------+--------+ 1 L.1 -1 -2 6 W.6 -3 -9 3 L.3 -4 -6 7 W.7 +4 -3 4 W.4 0 -3 4 L.4 -0 -8 4 L.4 -4 -8 5 W.5 +5 -4 5 L.5 -9 -14 5 W.5 +10 0 +--------+-------+--------+--------++--------+-------+--------+--------+