University of Virginia Library

10. PIQUET, BASSET, FARO, HAZARD, PASSE-DIX, PUT, CROSS AND PILE, THIMBLE-RIG.

PIQUET

is said to have derived its name from that of its inventor, who contrived it to amuse Charles VI. of France. The game was played with thirty two cards, that is, discarding out of the pack all the deuces, treys, fours, fives, and sixes. Regular piquet-packs were sold. In reckoning up the points, every card counted for its value, as ten for ten, nine for nine, and so on down to seven, which was, of course, the lowest; but the ace reckoned for eleven. All court cards reckoned for ten. As in other games, the ace won the king, the king the queen, and so on, to the knave, which won the ten. The cards were dealt at option by fours, threes, or twos, to the number of twelve, which


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was the hand — `discarding' being allowed; but both the dealer and he that led were obliged to discard at least one card, let their game be ever so good. When the cards were played out, each counted his tricks; and he that had most reckoned 10 for winning the cards; if the tricks were equal, neither reckoned at all. He who, without playing (that is, according to the various terms of the game), could reckon up 30 in hand, when his antagonist reckoned nothing, scored 90 for them; this was called a repic; and all above 30 counted so many, — 32 counting 92, and so on. He who could make up 30, part in hand and part by play, before the other made anything, scored 60; this was called a pic.

The game was also played as pool precisely ac-cording to the rules briefly sketched as above, the penalty for losing being a guinea to the pool.

Piquet required much practice to play it well. It became so great a favourite that, by the middle of the 18th century, the meanest people were well acquainted with it, and `let into all the tricks and secrets of it, in order to render them complete sharpers.' Such are the words of an old author, who adds that the game was liable to great imposition,


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and he explains the methods in use. Short cards were used for cutting, as in Whist, at the time. Of these cards there were two sorts, one longer than the rest; and the advantage gained by them was as the adversary managed it, by cutting the longer or broader, as best suited his purpose, or imposing on the dealer, when it was his turn, to cut those which made most against him. The aces, kings, queens, and knaves were marked with dots at the corners, and in the very old book from which I am quoting precise directions are given how this marking can be effected in such a manner `as not to be discovered by your adversary, and at the same time appear plain to yourself.' With a fine pointed pen and some clear spring water, players made dots upon the glazed card at the corners according to the above method; or they coloured the water with india ink, to make the marks more conspicuous. The work concludes as follows: — `There are but 32 cards made use of at Piquet, so that just half of them will be known to you; and in dealing you may have an opportunity to give yourself those you like best; and if you cannot conveniently change the pack according to your desire, you will commonly know what you are

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to take in, which is a demonstrative advantage to win any one's money.'

Evidently they did not `assume a virtue' in those days, `if they had it not.'

BASSET.

The game of Basset (in French Wassette) was considered one of the most polite games with cards, and only fit for persons of the highest rank to play at, on account of the great losses or gains that might accrue on one side or the other.

The sums of money lost in France at this game were so considerable that the princes of the blood were in danger of being undone; and after many persons of distinction were ruined the court of France thought fit to forbid Basset. Then Faro was invented; and both were soon introduced into England, and after three or four years' play here, they impoverished so many families, that Parliament enacted a suppression of both games, with severe penalties. The two games are, therefore, of historical interest, and deserve an explanation.

Basset was a sort of lottery. The dealer who kept the bank at Basset, having the sole disposal of the first and last card, and other considerable


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privileges in dealing the cards, had a much greater prospect of gaining than those who played. This was a truth so acknowledged in France that the king, by public edict, ordered that the privilege of a talliere, or banker at Basset, should only be allowed to the `chief cadets,' or sons of noblemen — supposing that whoever kept the bank must, in a very short time, acquire a considerable fortune.

In this game there was: 1. The Talliere, the banker, who laid down a sum of money to answer every winning card which might turn up. 2. The Croupiere, the assistant of the former, standing by to supervise the losing cards, — so that when there were many at play he might not lose by overlooking anything which might turn up to his profit. 3. The Punter, or every player. 4. The Fasse, that is, the first card turned up by the talliere, by which he gained half the value of the money laid upon every card of that sort by the punters or players. 5. The Couch, which was the first stake that every punter laid upon each card — every player having a book of 13 cards before him, upon which he must lay his money, more or less, according to his fancy. 6. The Paroli: in this, whoever won the couch, and intended to go on for another ad


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vantage, crooked the corner of his card, letting his money lie, without being paid the value by the talliere. 7. The Masse, which was, when those who had won the couch, would venture more money on the same card. 8. The Pay, which was when the player had won the couch, and, being doubtful of making the paroli, left off; for by going the pay, if the card turned up wrong, he lost nothing, having won the couch before; but if by this adventure fortune favoured him, he won double the money he had staked. 9. The Alpieu was when the couch was won by turning up, or crooking, the corner of the winning card. 10. The Sept-et-le-va was the first great chance that showed the advantages of the game, namely, if the player had won the couch, and then made a paroli by crooking the corner of his card, and going on to a second chance, if his winning card turned up again it became a sept-et-le-va, which was seven times as much as he had laid upon his card. 11. Quinze-et-le-va, was attending the player's humour, who, perhaps, was resolved to follow his fancy, and still lay his money upon the same card, which was done by crooking the third corner of his card: if this card came up by the dealing of the talliere,

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it made him win fifteen times as much money as he staked. 12. Trent-et-le-va was marked by the lucky player by crooking the end of the fourth corner of his card, which, coming up, made him win thirty-three times as much money as he staked. 13. Soissante-et-le-va was the highest chance that could happen in the game, for it paid sixty-seven times as much money as was staked. It was seldom won except by some player who resolved to push his good fortune to the utmost.

The players sat round a table, the talliere in the midst of them, with the bank of gold before him, and the punters or players each having a book of 13 cards, laying down one, two, three, or more, as they pleased, with money upon them, as stakes; then the talliere took the pack in his hand and turned them up — the bottom card appearing being called the fasse; he then paid half the value of the stakes laid down by the punters upon any card of that sort.

After the fasse was turned up, and the talliere and croupiere had looked round the cards on the table, and taken advantage of the money laid on them, the former proceeded with his deal; and the next card appearing, whether the king, queen,


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ace, or whatever it might be, won for the player, the latter might receive it, or making paroli, as before said, go on to sept-et-le-va. The card after that won for the talliere, who took money from each player's card of that sort, and brought it into his bank — obviously a prodigious advantage in the talliere over the players.

The talliere, if the winning card was a king, and the next after it was a ten, said (showing the cards all round), `King wins, ten loses,' paying the money to such cards as are of the winning sort, and taking the money from those who lost, added it to his bank. This done, he went on with the deal, it might be after this fashion — `Ace wins, five loses; ' `Knave wins, seven loses;' and so on, every other card alternately winning and losing, till all the pack was dealt but the last card.

The last card turned up was, by the rules of the game, for the advantage of the talliere; although a player might have one of the same sort, still it was allowed to him as one of the dues of his office, and he paid nothing on it.

The bold player who was lucky and adventurous, and could push on his couch with a considerable stake to sept-et-le-va, quinze-et-le-va,


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trente-et-le-va, &., must in a wonderful manner have multiplied his couch, or first stake; but this was seldom done; and the loss of the players, by the very nature of the game, invariably exceeded that of the bank; in fact, this game was altogether in favour of the bank; and yet it is evident that — in spite of this obvious conviction — the game must have been one of the most tempting and fascinating that was ever invented.

Our English adventurers made this game very different to what it was in France, for there, by royal edict, the public at large were not allowed to play at more than a franc or ten-penny bank, — and the losses or gains could not bring desolation to a family; but in England our punters could do as they liked — staking from one guinea to one hundred guineas and more, upon a card, `as was often seen at court,' says the old author, my informant. When the couch was alpieued, parolied, to sept-et-le-va, quinze-et-le-va, trente-et-le-va, &., the punter's gains were prodigious, miracul-ous; and if fortune befriended him so as to bring his stake to soissante-et-le-va, he was very likely to break the bank, by gaining a sum which no talliere could pay after such tremendous multiplication.


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But this rarely happened. The general advantage was with the bank — as must be quite evident from the explanation of the game — besides the standing rule that no two cards of the same sort turning up could win for the players; the second always won for the bank. In addition to this there were other `privileges' which operated vastly in favour of the banker.

However, it was `of so bewitching a nature,' says our old writer, `by reason of the several multiplications and advantages which it seemingly offered to the unwary punter, that a great many like it so well that they would play at small game rather than give out; and rather than not play at all would punt at six-penny, three-penny, nay, a twopenny bank, — so much did the hope of winning the quinze-et-le-va and the trente-et-le-va intoxicate them.'

Of course there were frauds practised at Basset by the talliere, or banker, in addition to his prescriptive advantages. The cards might be dealt so as not to allow the punter any winning throughout the pack; and it was in the power of the dealer to let the punter have as many winnings as he thought convenient, and no more!


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It is said that Basset was invented by a noble Venetian, who was punished with exile for the contrivance. The game was prohibited by Louis XIV., in 1691, and soon after fell into oblivion in France, although flourishing in England. It was also called Barbacole and Hocca.

FARO, OR PHARAOH.

Although both Basset and Faro were forbidden in France, on severe penalties, yet these games still continued in great vogue in England during the 18th century, especially Faro; for the alleged reasons that it was easy to learn, that it appeared to be very fair, and, lastly, that it was a very quiet game. It was, however, the most dangerous game for the destruction of families ever invented. The Faro bankers seem to have employed some `gentlemen' to give a very favourable report of the game to the town, and so every one took it upon trust without further inquiry. Faro was the daughter of Basset — both alike notorious frauds, there being no one, except professed gamblers, who could be said to understand the secrets of these games.

Faro was played with an entire pack of cards, and admitted of an indeterminate number of players,


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termed `punters,' and a `banker.' Each player laid his stake on one of the 52 cards. The banker held a similar pack, from which he drew cards, one for himself, placed on the right, and the other, called the carte anglaise, or English card, for the players, placed on the left. The banker won all the money staked on the card on the right, and had to pay double the sums staked on those on the left. Certain advantages were reserved to the banker: — if he drew a doublet, that is, two equal cards, he won half of the stakes upon the card which equalled the doublet; if he drew for the players the last card of the pack, he was exempt from doubling the stakes deposited on that card.

Suppose a person to put down 20s. upon a card when only eight are in hand; the last card was a cipher, so there were four places to lose, and only three to win, the odds against being as 4 to 3. If 10 cards only were in, then it was 5 to 4 against the player; in the former case it was the seventh part of the money, whatever it was, £1 or £100; in the latter case, a ninth. The odds from the beginning of the deal insensibly stole upon the player at every pull, till from the first supposed 4 per cent. it became about 15 per cent.


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At the middle of the 18th century the expenses of a Faro bank, in all its items of servants, rent, puffs, and other incidental charges of candles, wine, arrack-punch, suppers, and safeguard money, &., in Covent Garden, amounted to £1000 per annum. Throughout this century Faro was the favourite game. `Our life here,' writes Gilly Williams to George Selwyn in 1752, `would not displease you, for we eat and drink well, and the Earl of Coventry holds a Pharaoh-bank every night to us, which we have plundered considerably.' Charles James Fox preferred Faro to any other game.

HAZARD.

This game was properly so called; for it made a man or undid him in the twinkling of an eye.

It is played with only two dice; 20 persons may be engaged, or as many as will. The chief things in the game are the Main and the Chance. The chance is the caster's and the main is the setter's. There can be no main thrown above 9, nor under 5; so that 5, 6, 7, 8, and 9 are all the mains which are flung at Hazard. Chances and nicks are from 4 to 10. Thus 4 is a chance to 9, 5 to 8, 6 to 7, 7 to 6, 8 to 5, and 9 and 10 a


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chance to 5, 6, 7, and 8; in short, 4, 5, 6, 7, 8, 9, and 10 are chances to any main, if any of these `nick' it not.

Nicks are either when the chance is the same with the main, as 5 and 5, 6 and 6, 7 and 7, and so on; or 6 and 12, 7 and 11, 8 and 12, where observe, that 12 is out to 9, 7, and 5, and 11 is out to 9, 8, 6, and 5.

The better to illustrate the game we shall give an example. Let 7 be the main named. The caster throws 5, and that is his chance; and so he has 5 to 7. If the caster throws his own chance he wins all the money set to him by the setter; but if he throws 7, which is the main, he must pay as much money as is on the table.

If, again, 7 be the main, and the caster throws 11, that is a nick, and sweeps away all the money on the table; but if he throws a chance he must wait which will come first.

The worst chances in the game are 4 to 10, and 7 is considered the best and easiest main to be thrown. It might be thought that 6 and 8 should admit of no difference in advantage to 7, but it is just the reverse, although 6, 7, and 8 have eight equal chances.


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For 6, or sice, we have quatre-duce, cinque-ace, and two treys; for 8, we have sice-duce, cinque-trey, and two quatres; but the disadvantage is in the doublets required — two treys, two quatres; therefore sice-duce is easier thrown than two quatres, and so, consequently, cinque-ace or quatre-duce sooner than two treys.

`I saw an old rook (gambler),' says the writer before quoted, `take up a young fellow in a tavern upon this very bet. The bargain was made that the rook should have seven always, and the young gentleman six, and throw continually. To play they went; the rook won the first day £10, and the next day the like sum; and so for six days together, in all £60. Notwithstanding the gentleman, I am confident, had fair dice, and threw them always himself. And further to confirm what I alleged before, not only this gamester, but many more have told me that they desired no greater advantage than this bet of 7 to 6. But it is the opinion of most that at the first throw the caster hath the worst of it.

`Hazard is certainly the most bewitching game that is played with dice; for when a man begins to play, he knows not when to leave off; and


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having once accustomed himself to it, he hardly ever after minds anything else.'[66] [66] The Compleat Gamester, by Richard Seymour, Esq. 1739.

As this game is of a somewhat complicated character, another account of it, which appeared in the Pall Mall Gazette for Sept. 3, 1869, may not be unacceptable.

`The players assemble round a circular table, a space being reserved for the "groom-porter,'' who occupies a somewhat elevated position, and whose duty it is to call the odds and see that the game is played correctly. Whoever takes the box and dice places in the centre of the table as much money as he wishes to risk, which is at once covered with an equal amount either by some individual speculator, or by the contributions of several. The player (technically called the "caster'') then proceeds to call a "main.'' There are five mains on the dice, namely, 5, 6, 7, 8, and 9; of these he mentally selects that one which either chance or superstition may suggest, calls it aloud, shakes the box, and delivers the dice. If he throws the exact number he called, he "nicks'' it and wins; if he throws any other number (with a few exceptions, which will be mentioned), he neither wins nor loses. The num


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ber, however, which he thus throws becomes his "chance,'' and if he can succeed in repeating it before he throws what was his main, he wins; if not, he loses. In other words, having completely failed to throw his main in the first instance, he should lose, but does not in consequence of the equitable interference of his newly-made acquaintance, which constitutes itself his chance. For example, suppose the caster "sets'' — that is, places on the table — a stake of £10, and it is covered by an equal amount, and he then calls 7 as his main and throws 5; the groom-porter at once calls aloud, "5 to 7'' — that means, 5 is the number to win and 7 the number to lose, and the player continues throwing until the event is determined by the turning up of either the main or the chance. During this time, however, a most important feature in the game comes into operation — the laying and taking of the odds caused by the rela-tive proportions of the main and the chance. These, as has been said, are calculated with mathematical nicety, are proclaimed by the groom-porter, and are never varied. In the above instance, as the caster stands to win with 5 and to lose with 7, the odds are declared to be 3 to 2 against

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him, inasmuch as there are three ways of throwing 7, and only two of throwing 5. As soon as the odds are declared, the caster may increase his stake by any sum he wishes, and the other players may cover it by putting down (in this instance) two-thirds of the amount, the masse, or entire sum, to await the turning up of either main or chance. If a player "throws out'' three times in succession, the box passes to the next person on his left, who at once takes up the play. He may, however, "throw in'' without interruption, and if he can do so some half-dozen times and back his luck, the gains will be enormous.

`The choice of a main is quite optional: many prefer 7 because they may make a coup at once by throwing that number or by throwing 11, which is a "nick'' to 7, but to 7 only. Shrewd players, however, prefer some other main, with the view of having a more favourable chance to depend upon of winning both stake and odds. For example, let us reverse what was mentioned above, and suppose the caster to call 5 and throw 7; he then will have 7 as his chance to win with odds of 3 to 2 in his favour.

`Such is the game of English Hazard, at which


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large fortunes have been won and lost. It is exceedingly simple, and at times can become painfully interesting. Cheating is impossible, unless with loaded dice, which have been used and detected by their splitting in two, but never, perhaps, unless at some disreputable silver hell. The mode of remunerating the owner of the rooms was a popular one. The loser never paid, and the winner only when he succeeded in throwing three mains in succession; and even then the "box fee,'' as it was called, was limited to 5s. — a mere trifle from what he must have gained. In French Hazard a bank is constituted at a board of green cloth, and the proceedings are carried on in a more subdued and regular mode than is the case in the rough-and-ready English game. Every stake that is "set'' is covered by the bank, so that the player runs no risk of losing a large amount, when, if successful, he may win but a trifling one; but en revanche, the scale of odds is so altered as to put the double zero of roulette and the "aprez'' of Rouge et Noir to the blush, and to operate most predjudicially to the player. In no case is an equal rate of odds between main and chance laid by the French "banquier,'' as is insisted on by the English groom

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porter; while again "direct nicks'' alone are recognized by the former. Very extraordinary runs of luck have occurred at Hazard, one player sometimes throwing five, seven, and even eleven mains in a single hand. In such cases as these the peculiar feature in the French game becomes valuable, the bank being prepared to pay all winnings, while, generally speaking, a hand of six or seven mains at English Hazard would exhaust all the funds of the players, and leave the caster in the position of "setting the table'' and finding the stakes totally unnoticed or only partially covered.

`In addition to the fixed rules of English Hazard, there are several regulations which require to be observed. The round table on which it is played has a deeply bevelled edge, which is intended to prevent the dice from landing on the floor, which would be no throw. Again, if either die after having left the box should strike any object on the table (such as a man's elbow or stick) except money, it would be called no throw. Again, each player has the privilege of "calling dice,'' even when the dice are in transitu, which, if done, renders the throw void, and causes another set to be handed to the caster by the groom-porter.


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Many a lucky coup has become manqué by some captious player exercising this privilege, and many an angry rencontre has ensued between the officious meddler and the disappointed caster, who finds that he has nicked his main to no advantage. Sometimes one die remains in the box after the other has been landed; then the caster may either throw it quickly, or may tantalize those interested in the event by gently coaxing it from the bow. If one die lands on the top of another, it is removed by the groom-porter and declared a throw.

`Some thirty years ago English Hazard was a favourite game in Ireland, and Dublin could boast of three or four hells doing a brisk trade. The most frequented and longest established was called "The Coal Hole,'' being situated on the coal quay. Here, at any hour after midnight, a motley company might be seen, each individual, however, well known to the porter, who jealously scanned his features before drawing back the noiseless bolts which secured the door. The professional gambler trying to live by his winnings, the fashionable swell finishing his round of excitement, the struggling tradesman hoping to avert impending bankruptcy, the prize-fighter, and, more conspicuous


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than any, the keen-eyed usurer with his roll of notes and sheaf of bill stamps, were to be found there. Many strange scenes have occurred in this house, some followed by tragic consequences too painful to relate, others ridiculous and amusing. Here it was that an angry caster, having lost his last sovereign and his temper, also placed his black hat in the centre of the table, swore that it was white, and finding no one disposed to dispute his accuracy, flung himself from the room, and enabled the next player who had won so largely and smiled so good-humouredly to take the box in turn. But fortune deserted him also, and left him penniless, when, glaring savagely round the room, and striking the table violently, he thundered forth the inquiry, "Where was the rascal who said his hat was white?'' It was here also (although the venue has been changed by story-mongers) that a well-known frequenter of the house, a sporting M.P., on one occasion dropped on the `door or in the passage a bank-note without discovering his loss till he had reached home. On the next evening he returned to inquire for it in a forlorn-hope spirit, when the following conversation took place between him and the porter: —

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"M.P. I think, Simpson, I dropped a note here last night — did you see it?

"Porter. Shure, then, mony a note was dropped here beside yours.

"M. P. Ah! but I mean out of my pocket. I did not lose it at play. It was for £20, one of Ball's Bank, and very old.''

`Hereupon the porter brought the senator into a corner, fumbled the note out of his fob, and, placing it in his hands, whispered, "Shure, I know it's yours, and here it is; but (looking cautiously round) wasn't it lucky that none of the jintlemin found it?''

`Another establishment much patronized in those days was in Nassau Street, where early in the evening unlimited Loo, never under "three and three,'' sometimes "six and six,'' might be indulged in, while a little later Roulette formed the attraction of an adjacent room, and still later at night all flocked down-stairs to the hot supper and rattling English Hazard. For one or two seasons St Stephen's Green lent one of its lordly mansions, formerly the residence of a cruel and witty Lord Chief Justice, to the votaries of fortune; here everything was done in grand style, with gilded saloons, obsequi


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ous waiters, and champagne suppers. All this has long since become matter of the past, and it would now puzzle the keenest detective to find the trace even of a silver hell in the Irish capital. No one will be hardy enough to defend the vice of gambling, but some have argued, and not without truth, that if a man will play it is far better for him to indulge the propensity at Hombourg or Baden, where he cannot lose more money than he has with him, than to do so in the cozy club-room of a private "salon,'' where indulgent friends may tempt him to become bankrupt not only in fortune but in reputation.'

Passing over other less important games, called Biribi, and Kraps (played with dice), we come to Passe-Dix, which seems to demand some notice.

PASSE-DIX.

This game, considered the most ancient of all games of chance, is said to have actually been made use of by the executioners at the crucifixion of our Saviour, when they `parted his garments, casting lots,' Matt. xxvii. 35.

It is played with three dice. There is always a banker, and the number of players is unlimited.


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Each gamester holds the box by turns, and the other players follow his chance; every time he throws a point under ten he, as well as the other players, loses the entire stakes, which go to the banker. Every time he throws a point above ten (or passes ten — whence the name of the game), the banker must double the player's stakes and the stakes of all those who have risked their money on the same chance. When the game is played by many together, each gamester is banker in his turn.

PUT.

This was and doubtless still is the special card-game of our London sharpers. Many of these are men who have run through a fortune in the early part of their lives, by associating with gamblers and sharpers, set up for themselves, set honour and conscience at defiance, become blacklegs, and are scouted out of even the gambler's company; and, as a last resource, are obliged to resort to low pot-houses, robbing the poorest and most ignorant of society.

Behind the dupe there stood a confederate sharper, looking over the novice's hand, and telling


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his opponent, by his fingers, what cards he holds — hence he was said to work the telegraph, of which more in the sequel. Another confederate plied the novice with drink.

`The game of Put is played with an entire pack of cards, generally by two, and sometimes by four persons. At this game the cards rank differently from all others; a trey being the best, then a two, then an ace, then the king, queen, &. The game consists of five points. The parties cut for deal, as in Whist. The deal is made by giving three cards, one at a time, to each player. The non-dealer then examines his cards, and if he thinks them bad, he is at liberty to put them upon the pack, and his adversary scores one point to his game. This, how-ever, should never be done. Either party saying — "I put,'' that is, I play, cannot retract, but must abide the event of the game, or pay the stakes.

`The three being the best card, if the sharper can make certain of having a three every time his opponent deals, he must have considerably the best of the game; and this is effected as follows: — the sharper places a three underneath an old gentleman (a card somewhat larger and thicker than the rest of the pack), and it does not signify how much his


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opponent shuffles the pack, it is about five to one that he does not disturb the old gentleman or the three. The sharper then cuts the cards, which he does by feeling for the old gentleman; the three being then the top card, it is dealt to the sharper by his opponent. That is one way of securing a three, and this alone is quite sufficient to make a certainty of winning.'[67] [67] Doings in London.

CROSS AND PILE.

Cross and Pile, so called because anciently English coins were stamped on one side with a cross, now bears the names, Head and Tail, and is a pastime well known among the lowest and most vulgar classes of the community, and to whom it is now confined; formerly, however, it held a higher rank and was introduced at Court. Edward II. was partial to this and other frivolous diver-sions, and spent much of his time in the pursuit of them. In one of his wardrobe `rolls,' or accounts, we find the following entries — `Item, paid to Henry, the king's barber, for money which he lent to the king to play at Cross and Pile, five shillings. Item, paid to Pires Bernard, usher of the


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king's chamber, money which he lent the king, and which he lost at Cross and Pile; to Monsieur Robert Wartewille, eight-pence.'

A half-penny is now generally used in playing this game; but any other coin with a head impressed will answer the purpose. One person tosses the half-penny up and the other cries at pleasure head or tail, and loses according to the result.

Cross and Pile is evidently derived from the Greek pastime called Ostra Kinda, played by the boys of ancient Greece. Having procured a shell, they smeared it over with pitch on one side and left the other side white. A boy tossed up this shell, and his antagonist called white or black,[68] as he thought proper, and his success was determined by the white or black part of the shell being uppermost. [68] In the Greek, núx kaì [h!]méra, that is, `night and day.'

It is the favourite game of the boys of London and the vicinity, now, however, considerably, if not entirely, discontinued through the vigilance of the police and the severity of the magistrates. Not long ago, however, I witnessed a sad and striking scene of it at Twickenham. It was on a Sunday morning. Several boys surrounded two players,


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one of the latter being about 14 years of age, well dressed, and the other of about 10 years, all in tatters and shoeless. The younger urchin had a long run of good luck, whereat his antagonist exhibited much annoyance, swearing intemperately. At length, however, his luck changed in turn, and he went on winning until the former refused to play any longer, saying — `There, you've got back all I won from you.' The bigger boy became enraged at this refusal to continue the play, and seemed inclined to resort to fisticuff, but I interposed and put a stop to the affray. I then questioned the elder boy, and gathered from him that he played as often as he could, sometimes winning or losing from eight to ten shillings. `And do you generally win? was my next question.' `No, sir,' he replied, `I oftener lose.' I shuddered to conjecture what would be the future of this boy. The word of warning I gave him was received with a shrug of the shoulder, and he walked off with the greatest unconcern.

THIMBLE-RIG.

All races, fairs, and other such conglomerations of those whom Heaven had blessed with more


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money than wit, used to be frequented by minor members of `The Fancy,' who are technically called flat-catchers, and who picked up a very pretty living by a quick hand, a rattling tongue, a deal board, three thimbles, and a pepper-corn. The game they played with these three curious articles is a sort of Lilliputian game at cups and balls; and the beauty of it lies in dexterously seeming to place the pepper-corn under one particular thimble, getting a green to bet that it was there, and then winning his money by showing that it is not. Every operator at this game was attended by certain of his friends called eggers and bonnetters — the eggers to `egg' on the green ones to bet, by betting themselves; and the bonnetters to `bonnet' any green one who might happen to win — that is to say, to knock his hat over his eyes, whilst the operator and the others bolted with the stakes.

Some years ago a curious case was tried, exemplifying the mode of procedure. A Frenchman, M. Panchaud, was at Ascot Races, and he there saw the defendant and several other `gentlemen' betting away, and apparently winning `lots of sovereigns,' at one of these same thimble-rigs.


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`Try your luck, gentlemen,' cried the operator; `I'll bet any gentleman anything, from half-a-crown to five sovereigns, that he doesn't name the thimble as covers the corn!' M. Panchaud betted half-a-crown — won it; betted a sovereign — won it; betted a second sovereign — lost it. `Try your luck, gentlemen!' cried the operator again, shifting his thimbles and pepper-corn about the board, here and there and everywhere in a moment; and this done, he offered M. Panchaud a bet of five sovereigns that he could not `name the thimble what covered the corn.' `Bet him! Bet him! Why don't you bet him?' said the defendant (a landlord), nudging M. Panchaud on the elbow; and M. Panchaud, convinced in his `own breast' that he knew the right thimble, said — `I shall betta you five sovereign if you will not touch de timbles again till I name.' `Done!' cried the operator; and M. Panchaud was done — for, laying down his £10 note, it was caught up by somebody, the board was upset, the operator and his friends vanished `like a flash of lightning,' and M. Panchaud was left full of amazement, but with empty pocekts {sic}, with the defendant standing by his side. `They are a set of rascals!' said the defendant; `but

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don't fret, my fine fellow! I'll take you to somebody that shall soon get your money again; and so saying he led him off in a direction thus described in court by the fleeced Frenchman. — `You tooke me the wrong way! The thieves ran one way, and you took me the other, you know, ahah! You know what you are about — you took me the wrong way — ahah!'