DRAUGHTS.
"In friendly contention, the old men
Laughed at each lucky hit or unsuccessful manœuvre—
Laughed when a man was crowned, or a breach was made in the king-row."
Longfellow—Evangeline.
The game of Draughts is played on a board of sixty-four squares of alternate colours, and with twenty-four pieces, called men (twelve on each side), also of opposite colours. It is played by two persons; the one having the twelve black or red pieces is technically said to be playing the first side, and the other, having the twelve white, to be playing the second side. Each player endeavours to confine the pieces of the other in situations where they cannot be played, or both to capture and fix, so that none can be played; the person whose side is brought to this state loses the game.
The essential rules of the game are as under—
The board shall be so placed that the bottom corner square on the left hand shall be black.
The men shall be placed on the black squares.[[107]]
The black men shall be placed upon the supposed first twelve squares of the board; the white upon the last twelve squares.
Each player shall play alternately with black and white men. Lots shall be cast for the colour at the commencement of a match, the winner to have the choice of taking black or white.
The first move must invariably be made by the person having the black men.
At the end of five minutes "Time" may be called; and if the move be not completed on the expiry of another minute, the game shall be adjudged lost through improper delay.
When there is only one way of taking one or more pieces, "Time" shall be called at the end of one minute; and if the move be not completed on the expiry of another minute, the game shall be adjudged lost through improper delay.
After the first move has been made, if either player arrange any piece without giving intimation to his opponent, he shall forfeit the game; but, if it is his turn to play, he may avoid the penalty by playing that piece, if possible.
After the pieces have been arranged, if the person whose turn it is to play touch one, he must either play that piece or forfeit the game. When the piece is not playable, he is penalised according to the preceding law.
If any part of a playable piece be played over an
angle of the square on which it is stationed, the play must be completed in that direction.
A capturing play, as well as an ordinary one, is completed the moment the hand is withdrawn from the piece played, even though two or more pieces should have been taken.
When taking, if a player remove one of his own pieces, he cannot replace it, but his opponent can either play or insist on his replacing it.
Either player making a false or improper move shall forfeit the game to his opponent, without another move being made.
The "Huff" or "Blow" is, before one plays his own piece, to remove from the board any of the adverse pieces that might or should have taken. The "Huff" does not constitute a move.
The player has the power either to huff, compel the take, or to let the piece remain on the board, as he thinks proper.[[108]]
When a man first reaches any of the squares on the opposite extreme line of the board, it becomes a "King." It must be crowned (by placing a man of the same colour on the top of it) by the opponent, and can afterwards be moved backwards or forwards as the limits of the board permit.
A Draw is when neither of the players can force a win. When one of the sides appears stronger than the other, the stronger party may be required to
complete the win, or to show a decided advantage over his opponent within forty of his own moves—counted from the point at which notice was given—failing in which, he must relinquish the game as a draw.
The above diagram (Fig. 1) shows the board set for play, and Fig. 2 shows the draught-board numbered for the purpose of recording moves.
The men being placed as shown in Fig. 1, the game is begun by each player moving alternately one of his men along the diagonal on which it is situated. The men can only move forward either to right or left one square at a time, unless they have attained one of the four squares on the extreme further side of the board (technically termed the "crown-head"). This done, they become Kings, and can move either forward or backward. The
pieces take in the direction they move, by leaping over any opposing man that may be immediately contiguous, provided there be a vacant square behind it. If several men should be exposed by having open spaces behind them alternately, they may be all taken at one capture, and the capturing piece is then placed on the square beyond the last man.
To explain the mode of capturing by a practical illustration, let us begin by placing the men as for a game. You will perceive that Black, who always plays first, can only move one of the men placed on 9, 10, 11, or 12; supposing him, then, to play the man on 11 to 15, and White to answer this by playing 22 to 18, Black can take the white man on 18 by leaping from 15 to 22, and removing the captured piece from the board. Should Black not take the man on 18, but make another move—say 12 to 16, for instance—he is liable to be "huffed"; that is, White may remove the man (that on 15) with which Black should have taken, off the board for not taking. When one party "huffs" the other in preference to compelling the take, he does not replace the piece his opponent moved, but simply removes the man huffed from the board, and then plays his own move.
General Advice.
It is generally better to keep your men in the middle of the board than to play them to the side squares, as in the latter case one-half of their power is curtailed.
When you have once gained an advantage in the number of your pieces, you increase the proportion by exchanges, but in forcing them you must take care not to damage your position. Open your game
at all times upon a regular plan; by so doing you will acquire method in both attack and defence. Accustom yourself to play slowly at first, and, if a beginner, prefer playing with better players than yourself. Note their methods of opening a game, and follow them when opportunity presents itself.
If playing against an inferior, it is as well to keep the game complicated; if with a superior, to simplify it. Avoid scattering your forces; as they get fewer, concentrate them as much as possible.
Never touch the squares of the board with your fingers; and accustom yourself to play your move off-hand, when you have once made up your mind.
Do not lose time in studying when you have only one way of taking, but take quickly.
Pay quite as much attention to the probable plans of your adversary as to your own.
Remember that the science of the game consists in so moving your pieces at the commencement as to obtain a position which will compel your adversary to give his men away. One man ahead with a clear game should be a certain win.
In conclusion, the student is strongly advised to study and master the theory and practice of the play embraced in the First, Second, Third, and Fourth Positions (see post). These endings, in different forms, are of very frequent occurrence, and should be thoroughly mastered.
The Names of the Various Openings And How Formed.
1. The "Ayrshire Lassie" is formed by the first four moves (counting the play on both sides): 11 to 15, 24 to 20, 8 to 11, 28 to 24.
2. The "Bristol" is formed by the first three moves: 11 to 16, 24 to 20, 16 to 19. It was so named in compliment to the players of that city for services rendered to the late Andrew Anderson, one of the greatest masters of the game.
3. The "Cross" is formed by the first two moves: 11 to 15, 23 to 18. It is so named because the second move is played across the direction of the first.
4. The "Defiance" is formed by the first four moves: 11 to 15, 23 to 19, 9 to 14, 27 to 23. It is so named because it defies or prevents the formation of the "Fife" game.
5. The "Dyke" is formed by the first three moves: 11 to 15, 22 to 17, 15 to 19.
6. The "Fife" is formed by the first five moves: 11 to 15, 23 to 19, 9 to 14, 22 to 17, 5 to 9. It has been so called since 1847, when Wyllie, hailing from Fifeshire, played it against Anderson.
7. The "Glasgow" is formed by the first five moves: 11 to 15, 23 to 19, 8 to 11, 22 to 17, 11 to 16. It has been known by this name since Sinclair, of Glasgow, played it against Anderson at a match in 1828.
8. The "Laird and Lady" is formed by the first five moves: 11 to 15, 23 to 19, 8 to 11, 22 to 17, 9 to 13. It was so called from its having been the favourite opening of Laird and Lady Cather Cambusnethan, Lanarkshire.
9. "The Maid of the Mill" is formed by the first five moves: 11 to 15, 22 to 17, 8 to 11, 17 to 13, 15 to 18. It was so named in compliment to a miller's daughter, who was an excellent player, and partial to this opening.
10. The "Old Fourteenth" is formed by the first five moves: 11 to 15, 23 to 19, 8 to 11, 22 to 17,4 to 8. It was so named through being familiar to players as the fourteenth game in Joshua Sturge's Guide to the Game of Draughts, published in 1800, which for many years was the leading authority on the game.
11. The "Second Double Corner" is formed by the first two moves: 11 to 15, 24 to 19. It is so named because the first move of the second player is from the one double corner towards the other.
12. The "Single Corner" is formed by the first two moves: 11 to 15, 22 to 18. It is so named from the fact of each of these moves being played from one single corner towards the other.
13. The "Souter" is formed by the first five moves: 11 to 15, 23 to 19, 9 to 14, 22 to 17, 6 to 9. The game was so named owing to its being the favourite of an old Paisley shoemaker (Scotticé, souter).
14. The "Whilter" is formed by the first five moves: 11 to 15, 23 to 19, 9 to 14, 22 to 17, 7 to 11. "Whilter" or "Wholter," in Scotch, signifies an overturning, or a change productive of confusion.
15. The "Will-o'-the-Wisp" is formed by the first three moves: 11 to 15, 23 to 19, 9 to 13.
N.B.—The reader should observe, in studying the position following, that the numbering of the squares always starts from the black side of the board, whether black occupy the upper or the lower rows.
END GAMES.
Two Kings To One.
Position.
To win with two Kings against one in the double corner (see Fig. 3) is often a source of difficulty to the learner, and yet, once known, nothing is more simple. The following shows how to force the win:
Solution.
|
22.18 5.9 11.15 9.6 18.14 6.1 15.10 |
1.5 10.60 5.1 14.10 1.5 6.1 5.9 |
1.5 09.13 10.15 13.17 15.18 17.13 18.22 W. wins. |
Three Kings To Two.
This, again, is a state of things of very frequent occurrence, and the novice, even with the stronger game, may find it somewhat difficult to deal with.
The proper course for White is either to pin one of Black's men, and then go for the other, or to force an exchange, so as to be left with two Kings to one, when the game, as we have seen, is a foregone conclusion. To avoid this, Black naturally endeavours to reach the two double corners, so as to have his men as far apart as possible, and to divide the attacking force. Where Black adopts these tactics the proper play, on the part of White, is to get his three Kings in a line on the same diagonal as Black's two. Thus, if Black is at 32 and 5, White must manœuvre to place his men upon squares 23, 18 and 14. If Black occupies 28 and 1, White must secure 19, 15 and 10. In this position, however Black may play, he is compelled, on White's next move, to accept the offer of an exchange. White has then two Kings to one, and the game is practically at an end.
Position.
The Elementary Positions.
There are four often recurring situations known as the First, Second, Third, and Fourth Positions. It is highly desirable that the student should make himself well acquainted with them.
First Position.
Solution.
|
27.32 8.11 32.27 11.70 27.23 7.10 22.26 V.1—10.60 26.31 6.90 31.26 9.60 26.22 6.10 23.18 10.60 18.14 |
6.10 22.18 1.60 18.15 6.10 15.10 1.50 10.60 5.10 14.13 1.50 6.10 5.90 1.50 9.13 10.14 13.90 |
14.18 9.60 18.15 30.25 15.18 6.10 5.10 25.21 1.50 10.60 18.15 21.17 5.10 6.90 15.18 17.13 18.15 |
9.14 1.50 14.17 S—15.10 17.22 10.14 22.25 5.10 25.22 1.60 22.25 6.10 25.22 10.15 22.25 15.18 25.21 B. wins. |
Variation 1.
|
30.25 23.18 10.60 18.14 6.10 26.30 25.21 30.25 1.50 25.22 5.10 |
22.18 1.50 18.15 5.10 15.10 1.50 10.60 5.10 14.10 1.50 6.10 |
5.90 10.15 V.2—9.50 15.18 5.90 1.50 9.60 18.15 21.17 5.10 6.90 |
15.18 9.50 18.22 17.14 1.60 5.10 6.20 1.50 22.17 14.90 B. wins. |
Variation 2.
|
9.14 1.5 21.17 5.1 |
17.13 1.5 14.17 15.10 |
Continue as trunk at S. B. wins. |
Second Position.
Solution.
|
5.9 11.15 09.14 15.11 14.18 11.16 18.15 16.20 15.11 20.24 3.7 24.19 07.10 19.23 10.15 23.27 15.19 27.32 19.24 32.28 24.27 28.32 27.31 32.28 31.27 28.32 27.23 32.28 |
23.18 28.24 18.14 24.19 06.10 19.23 10.15 23.27 15.19 27.32 19.24 32.28 24.27 28.24 27.32 24.28 32.27 28.32 27.24 32.28 24.19 28.32 19.15 32.28 15.10 28.24 10.60 24.19 |
14.10 19.24 10.15 24.28 15.19 28.32 19.24 32.28 11.16 28.19 16.23 12.80 23.18 8.4 18.14 4.8 6.1 08.11 14.9 13.6 01.10 11.16 10.15 16.20 15.19 B. wins. |
Third Position.
Solution.
|
13.90 22.18 9.60 18.22 6.10 V.1—22.18 21.25 V.2—18.15 1.60 14.17 6.20 17.14 25.22 15.10 22.26 |
14.18 5.90 10.60 9.13 6.10 26.31 10.14 31.27 18.22 27.23 V.3—22.25 2.70 25.22 7.11 V.4—22.25 |
11.15 25.22 23.27 22.26 27.24 26.22 24.20 22.26 20.16 26.22 16.12 22.26 12.8 26.22 8.30 |
Variation 1.
|
14.18 5.90 18.23 1.60 23.26 6.10 26.30 |
10.15 30.26 15.19 26.30 19.23 22.26 23.18 |
26.31 18.22 31.27 21.17 27.31 9.14 B. wins. |
Variation 2.
|
14.17 5.90 A—17.21 9.14 18.90 1.50 21.30 |
5.14 30.26 14.18 B. wins. — A 18.15 |
25.21 17.22 21.17 22.60 1.19 B. wins. |
Variation 3.
|
14.10 23.19 |
10.14 19.15 |
14.90 15.10 B. wins. |
Variation 4.
|
22.18 23.27 18.22 11.15 |
22.26 27.24 26.22 24.20 |
22.26 20.16 26.22 16.12 |
B. wins. Very critical, and requires extreme care in forcing the win.
Fourth Position.
Solution.
|
28.24 32.28 24.20 28.32 22.18 31.27 23.19 27.31 19.24 |
32.27 24.28 27.32 18.22 31.27 22.26 30.23 28.24 B. wins. |
31.27 23.19 27.31 19.24 32.27 24.20 27.32 |
22.18 31.27 28.24 27.31 18.23 31.26 Drawn. |
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, 2s. 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.
ROULETTE AS PLAYED AT MONTE CARLO.
By Captain Browning.
("Slambo" of The Westminster Gazette.)
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 illustration 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 spaces, representing all the numbers in the first, second, and third column respectively. There are three similar spaces both on the right and on the left, marked 12 D, 12 M, 12 P, indicating the third (Dernière), the second (Milieu), and first (Première) twelve (Douzain) numbers.
On either side of the column of figures are further spaces 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 Passe (all
numbers from 19 to 36 inclusive) on the other side; at the top of all is the space 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 brass 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 brass 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.
There are no less than eight different methods of staking at Roulette. Besides the three even chances: Red, Black; Pair, Impair; Passe or Manque, one single number may be backed. This is called staking en plein. Or two numbers may be coupled (à cheval); or three numbers (transversale pleine); or four numbers (carré); or six numbers (transversale simple, or sixaine). In addition, the first, second, or third dozens of numbers (Douzaine Première, Milieu, or Dernière), 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, Passe, or Manque being even money chances.
A player wishing 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 à 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,
1, 2, 3 (quatre premières), 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 illustration (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 Passe 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 carré 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
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
of slightly under 1½ 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 illustration (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 1½ times his stakes, on eight (the eight Red numbers in column 3) he receives ½ 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 wishing 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, carrés, 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 à cheval on two dozens. A more idiotic method
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 passing 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 zéro—or zero and the numbers on either side of it on the Wheel. This is a simple bet to make by putting one coin à cheval between 0 and 3, one between 32 and 35, and one each on 26 and 15. The underlying idea of these
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 assumption 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 space 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 class 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 sex. A sweet and blushing 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 constitute a systematic method of staking, which is always advisable for play—be they ever so weird and fantastic—as they keep the player
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 assuming that he loses one unit more and wins one unit less than he actually does. The stakes are increased by unity as in the
"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. or L. | Net + or – | Imagy. Loss. | Stake. | W. or L. | Net + or – | Imagy. Loss. | |
|---|---|---|---|---|---|---|---|---|
| 1 | L.1 | –1 | –2 | 6 | W.6 | –3 | –9 | |
| 3 | L.3 | –4 | –6 | 7 | W.7 | +4 | –3 | |
| 4 | W.4 | 00 | –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 |
Showing ten units won for ten coups played, the imaginary loss column now reading ±0.
Another very ingenious scheme is that known as the "Labouchere" system. To play this so many figures are written down that their total equals the "grand coup"[[109]] that is being played for. Ten is the customary coup, and the figures 1, 2, 3, 4 are written down on a piece of paper. The method of play is to stake the sum of the extreme figures, and if a win is scored, these two figures are erased; while if a loss is incurred the amount of the stake is written down at the end of the row of figures, and the next stake is the sum of the new extremes. When all the figures have been erased the coup is made, and the player either begins a fresh game or retires from the table. Here is an example: 1, 2, 3, 4: first stake 5, which is lost. The row now reads 1, 2, 3, 4, 5; and the next stake (6) is won, the row reading 1, 2, 3, 4, 5; the next stake (2+4) is lost, when we have 1, 2, 3, 4, 5, 6.
The next stake is 8, which is won, and we read 1, 2, 3, 4, 5, 6; the next stake being 7, which is won, the 4 and 3 are erased, when it will be found that the net profit is 10 units.
Example of a bad run at a "Labouchere" system. The "grand coup" is 10; so the starting figures are 1, 2, 3, 4. The player is supposed to stake on Red throughout. The dot shows which colour wins.
| The Figures. | The Stake. | R. | B. | Net + or – |
| 1 | 01 + 4 | 005 • | +5 | |
| 2 | 02 + 3 | 005 | • | ±0 |
| 3 | 02 + 5 | 007 | • | –7 |
| 4 | 02 + 7 | 009 • | +2 | |
| 5 | 03 + 5 | 008 | • | –6 |
| 7 | 03 + 8 | 011 • | +5 | |
| 8 | 00 + 5 | 005 | • | ±0 |
| 5 | 05 + 5 | 010 | • | –10 |
| 10 | 05 + 10 | 015 | • | –25 |
| 15 | 05 + 15 | 020 | • | –45 |
| 20 | 05 + 20 | 025 | • | –70 |
| 25 | 05 + 25 | 030 • | –40 | |
| 25 | 05 + 20 | 025 • | –15 | |
| 35 | 10 + 15 | 025 | • | –40 |
| 10 + 25 | 035 | • | –75 | |
| 10 + 35 | 045 • | –30 | ||
| 40 | 15 + 25 | 040 | • | –70 |
| 55 | 15 + 40 | 055 | • | –125 |
| 70 | 15 + 55 | 070 | • | –195 |
| 15 + 70 | 085 • | –110 | ||
| 80 | 25 + 55 | 080 | • | –190 |
| 105 | 25 + 80 | 105 | • | –295 |
| 25 + 105 | 130 • | –165 | ||
| 120 | 40 + 80 | 120 | • | –285 |
| 160 | 40 + 120 | 160 | • | –445 |
| 200 | 40 + 160 | 200 | • | –645 |
| 40 + 200 | 240 • | –405 | ||
| 215 | 55 + 160 | 215 | • | –620 |
| 270 | 55 + 215 | 270 | • | –890 |
Showing 29 coups, of which the player wins 9, with a net loss of 890 units. The next stake would have to be 55 + 270 (325), i.e. if the game had been played
with a one louis unit, a heavier stake than is allowed at Roulette.
Systems are very amusing and profitable to play, provided nothing abnormal occurs. But something abnormal will occur sooner or later, and the amounts staked and lost become colossal, and finally the maximum is reached: no higher wager can be made, so the system fails. The flaw in all systems is that the losses on an unfavourable run are out of all proportion to the gains on a favourable one. A "Labouchere" runs into hundreds in no time, and is in fact one of the most treacherous systems to play for this reason. Let the reader dissect the play of a Labouchere on such a run as that on p. [460], which is a far from uncommon one.
This tableau, in which the player only wins 9 out of 29 coups—or, say, one in three—may be said to be far out of proportion, as the player is "entitled" to win as many coups as he loses (leaving zero out of the question). Let it be noted at this point that zero does not affect a system played on the even chances in any degree whatsoever. Any system worthy of the name can withstand zero, even two or three zeros. It is the Bank's limit, and the limit alone, that proves the downfall of all systems. To resume. Of course a player "ought" to win two coups out of four, and so he will as a rule, and systems are devised so that a player may be a winner, even if he loses three and four times as many coups as he wins. A glance at those figures not yet erased in the example quoted will show that had the punter not been debarred from staking, owing to the Bank's limit, with three successive wins he would have got all his money back and been ten points to the good on the whole transaction, and
still have only won twelve times against the Bank's twenty. What no system, played with a Martingale, has yet been able to accomplish, is to prevent the stakes becoming colossal when the series of losses turn up in some particular sequence or disposition.
The best method to keep the stakes within reasonable limits, and to guard against arriving at the Bank's maximum on an adverse run, is to employ a varying unit. Thus after a net loss of so many single units, operations are re-started with a double unit; if an equal number of double units are lost, the play is re-started with a triple unit, and so on; the same unit being employed until all previous losses have been retrieved, and a gain of one "single" unit made.
A "Montant et demontant" system can be played very easily in this manner, by increasing the unit employed after each complete loss of ten units—e.g. after a loss of 10 single units, the system is started afresh with a double unit; when 10 double units have been lost, or a net loss of 30, the system is started afresh with a 3 unit stake, and so on.
This system may be varied by changing the unit after successive losses of 10, 20, 30, 40, &c., and by staking sufficient to show a net win of the amount of the unit employed. Thus when playing with a double unit, to try and win 2; or if playing with a unit of 5, to try and win 5 units net.
Every system has its Waterloo—it will succeed for days, possibly weeks, and small gains be made; but finally the occasion must and will arrive when all previous profits and the system player's capital will be swamped. At the end of this article will be found a scheme devised by the writer whereby the punter puts himself into the position of the Banker as nearly
as possible, and consequently is enabled to win such vast stakes as are lost by a system player in the ordinary course, when that particular sequence of events occur which demolishes his system.
Here is an example of a "Montant et demontant" played in the usual method, and played with an increasing unit after each net loss of 10 units. The player is supposed to stake on the Red throughout; and the dot indicates which colour wins.
| Ordinary Method. | A varying Unit employed. | Remarks. | ||||
|---|---|---|---|---|---|---|
| R. | B. | Net + or – | R. | B. | Net + or – | |
| 01 | • | –1 | 01 | • | –1 | |
| 02 | • | –3 | 02 | • | –3 | |
| 03 | • | –6 | 03 | • | –6 | |
| 04 | • | –10 | 04 | • | –10 | Having lost 10 single units, the system is re-started with a double unit. |
| 05 | • | –15 | 02 | • | –12 | |
| 06 | • | –21 | 04 | • | –16 | |
| 07 • | –14 | 06 • | –10 | |||
| 08 | • | –22 | 08 | • | –18 | |
| 09 • | –13 | 10 • | –8 | |||
| 10 | • | –23 | 09 | • | –17 | As the object is to be +1, 9 is a sufficiently high stake. |
| 11 | • | –34 | 11 | • | –28 | |
| 12 | • | –46 | 02 | • | –30 | As not more than 30 may be lost while employing a double unit, 2 is the highest stake allowed. |
| 13 | • | –59 | 03 | • | –33 | |
| 14 • | –45 | 06 • | –27 | |||
| 15 • | –30 | 09 • | –18 | |||
| 16 • | –14 | 12 • | –6 | |||
| 15 | • | –29 | 07 | • | –13 | As explained before. |
| 16 • | –13 | 10 • | –3 | |||
| 14 • | +1 | 04 • | +1 | As explained before. | ||
Had the player lost 60 units, he would have re-started the system and played 4, 8, 12, &c.; and if this play showed a net loss of 100 units, 5, 10, 15, &c.,
would have been staked, and continued with until either the net loss was 150, or the net gain 1 unit, in which case the player would begin all over again with a single unit.
Another style of play is to bet on the prospect of the colour, or even chances, running in a particular way. Some people play for an intermittence of colour, consequently always stake on the opposite colour to that which turned up last. Others play for the run, and so always stake on the colour that last appeared. A very popular wager is to stake on the "Avant dernièr," or on the colour that turned up the last time but one. By this means there is only one combination of events by which the player loses, and this is if the colours go two of one kind, followed by two of the other; but the weak point about it is that the player may miss his first stake and his last one, although the series goes in his favour. Yet another common method of staking is to play "the card"—that is, to play in expectation of previous events repeating themselves. Thus if the previous throws have given three Blacks, followed by three Reds, the expectation is if three Blacks immediately occur, that three Reds will also occur.[[110]] Such theories, of course, have absolutely no scientific basis, and, in the opinion of the writer, are only vexatious and a cause of trouble to the player, who should invariably stake on the chance that is most convenient to where he is sitting. He has an equal chance of winning, and by this means will save himself the trouble of reaching across the table, both to place his stake and to retrieve his winnings.
There may be, however, some reason in playing for a run on one colour or chance, but not staking until after this colour or chance has appeared. By this means the player, if he plays flat stakes, is square on all runs of two, wins one on all runs of three, two on all runs of four, and so on. He loses one unit on every intermittence, but against this he loses nothing at all on all runs of the opposite colour or chance.
Had this method of staking been followed in the example given on p. [460], it will be seen that the player would have won 2 units on Red and 4 units on Black, and the highest stake necessary on any coup would have been 3 units; and had it been adopted in the example given on p. [457], only 70 units would have been lost on the Red side, and the highest stake risked 16; while on the Black, 41 units would have been won, with 9 as the highest stake.
It is advisable, when playing a system, to play on both sides of the table at once. The calculations for both Red and Black are kept, and the differences staked on the Red or Black as the case may be. The writer has actually seen a player stake the full requisite amount demanded by his system on both Red and Black at the same time. This of course gives the same net result as staking the difference on one colour, provided zero does not turn up. If it does, however, the player loses one-half of two large stakes in the one case, instead of only one-half of a small stake in the other case.
The advantage of playing a system on both sides of the table at the same time is that double as much can be won with the same capital that is required for playing on one side only. Indeed, slightly less capital is required, for obviously the player must
be winning something on one side to go against his loss on the other. The objection, of course, to this dual system of play is, that there is a double chance of striking an adverse run.
While on the subject of where to stake one's money, the reader, if a novice at Monte Carlo, is recommended to hand the amount of his wager to one of the croupiers to place on the table for him. This will ensure both the money being placed exactly as the punter desires, and the receipt of any winnings, without disputes on the part of other players. Unless one's French accent is above reproach, it is advisable to talk English to the croupiers. The writer, wishing to stake on Nos. 3, 12, and 15 on one occasion, handed the chef-de-partie three 5-franc pieces, saying, "Sur le 3, 12, 15, s'il vous plaît." After a short conversation on the subject the chef said in perfect English, "If monsieur will please speak English, I will see that his money is correctly staked."
TRENTE ET QUARANTE.
By Captain Browning.
Trente et Quarante is played with six packs of cards on a table marked out as in the illustration (Fig. 3); this represents one-half of the table, the other half being marked out in an exactly similar manner. There are but four chances—Rouge, Noir, Couleur, and Inverse, which are played on in the following manner. The six packs of cards, having been well shuffled, are cut, and so many cards dealt out face upwards in a row until the sum of the pips (Aces, Kings, Queens, Knaves, and tens counting ten each, and the Ace one) exceeds 30 in number. Then a second row is dealt out in a similar manner, below the first one, until the number of the pips in this second row also exceeds 30. The top row is called "Black," the second or underneath row "Red," and the Red or Blacks win according to which row contains the fewer number of pips—e.g. whichever row of cards adds up nearest to 30.
The number to which each row adds up is called "the point," and it will be plain that the best point possible is 31, and the worst point possible 40. It is customary, when calling out the "point" of Black and Red to drop the "thirty" and say simply 2 and 6, which would mean that the point of Black amounts to 32, and the point of Red 36, in which case the Black or top row would win. The Black "point" is always called out first.
The other chance, the Couleur and Inverse, is decided by the colour of the first card turned up. If the colour of this card corresponds with the colour of the winning row, then Couleur wins; if it is of the opposite colour, then Inverse wins. Thus suppose the top or Black row of cards amounts to 35, and the first card in this row is a Black card, and the Red row amounts to 36, then Black and Couleur would win; had the first card in the Black row been a Red card, then Inverse would have won, being of the opposite colour to the winning row (Black).
The players wishing to back any particular chance place their stakes on that portion of the table reserved for Black, Red, Couleur, or Inverse, as shown in the illustration (Fig. 3). There are two chefs-de-parties employed to supervise the game, and four croupiers to receive the losing stakes and pay the winning ones, one of the croupiers also being the tailleur, or dealer of the cards. The tailleur calls the game by saying, "Messieurs, faites vos jeux," when the players stake on the different chances. He then says, "Les jeux sont fait. Rien ne va plus," after which no further stakes may be made. He then deals out the cards, and when both rows are complete he calls the result thus, "Deux, six, Rouge perds et Couleur gagne," or "Rouge perds et Couleur," as the case may be, meaning that the point of Black is 32 and that of Red 36, so that Black and the colour win; or Black wins and the colour loses. It should be noted that the "tailleur" never mentions the words "Black" or "Inverse," but always says that Red wins or Red loses, and that the colour wins or the colour loses. On the conclusion
of each coup both rows of cards are swept into a small basket called the "talon," which is let into the centre of the table, and the game begins again. When the six packs of cards are exhausted, the "tailleur" says, "Monsieur, les cartes passent," when all the cards are collected out of the talons, re-shuffled and cut, and a fresh deal is started.
All four chances—Red, Black, Couleur, and Inverse—are of course even chances, and are paid as such by the Bank; but should the total (or point) of both rows of cards be exactly 31 each, the same procedure occurs as upon the appearance of the zero at Roulette—that is to say, the stakes are put en prison; then another deal is made, and those stakes which are on the winning chances are allowed to be withdrawn by the players. Or, as at Roulette, the stakes, at the players' option, may be halved with the Banker in the first instance.
Saving 31, all other identical points made by the Red and Black cause that deal to be null and void, the player being at liberty to remove his stake or otherwise, as he chooses. The condition of affairs (both rows coming to 31 each) which corresponds to the Roulette zero is called a "Refait," and is announced, as are all other identities of the points, by the word "après." Thus suppose the Black row counts up to 38, and the Red row to the same figure, the tailleur announces "Huit, huit après." If it happens to be a Refait, he says, "Un, un après," and the stakes are put into prison.
The Refait is said to occur once in 38 deals on the average; and if this were true, the Bank would have a slightly less advantage at Trente et Quarante than it has at Roulette. To arrive at the mathematical odds in favour of the Bank would involve an exceedingly
complicated calculation, and it is doubtful if they have ever been exactly computed. At a glance it would seem that the odds against both rows being 31 each is 81 to 1; there being 10 possible points for each row, the chances against any named point appearing would seem to be 9 to 1, in which case, of course, the chances against both points being identical would be 9 × 9, or 81 to 1. But as the point of 31 can be formed in 10 ways—for the last card may be of any value, while the point of 32 can only be formed in 9 ways—for now the last card cannot be an ace; and to form a point of 33 the last card can be neither an ace nor a deuce, and so on with every point up to 40, which can only be formed in one way—viz. when the last card is a 10—it is obvious that 31 is the easiest possible point to arrive at, and the exact chances against its formation have, as far as the writer's information goes, never been calculated.[[111]]
In actual play, however, the punter may insure against the Refait by paying a premium of 1 per cent. on his stake (at a minimum cost of five francs); thus it is safe to assume that for all practical purposes the percentage in favour of the Bank is exactly 2 percent.[[112]] Thus it would seem that once in 38 is an underestimate of the appearance of a Refait.
The maximum and minimum stakes allowed at Trente et Quarante are 12,000 francs and 20 francs respectively. Much heavier amounts are to be seen at stake at this game than at Roulette. This probably arises from two facts: because the games are generally
carried out in a quieter manner and the coups are more quickly played than is the case at Roulette, and because there is unquestionably a prevailing idea amongst the gamblers at Monte Carlo that the Bank's advantage is not so great at Trente et Quarante as it is at Roulette. The latter consideration is probably wrong; and, as far as the writer's experience goes, it is a very paying business to insure the stake at Trente et Quarante. If this really is so, it follows that the percentage in favour of the Bank is over 2 per cent., or something like 1 per cent. more than it is at Roulette.
Any system that is applicable to the even chances at the Roulette table can of course be played at Trente et Quarante; but for some reason or other it is unusual to see any system properly worked at this game, possibly because too large a capital would be required.
The almost universal method of play is to follow the "tableau"—that is, to follow the pattern of the card on which the game is marked. If there have been two Reds followed by two Blacks, ninety-nine people out of a hundred will stake on Red, in the expectation of two Reds now appearing, while if there is a run of one colour, thousands of francs will be seen on that colour, and not a single 20-franc piece on the other. Sometimes the colours do run in the most inexplicable manner at Trente et Quarante. The writer has played at a table where there were 17 consecutive Blacks, then 1 Red, to be followed by 16 consecutive Blacks. When such runs occur, the Banks of course lose heavily, and are constantly broken. To break the Bank in the true sense of the word is of course an impossibility. When a Bank gets into low water the chef-de-partie
sends for some more money, which is "Ajouter à la banque," and to this extent only is it possible to "break the Bank at Monte Carlo."
The game of Trente et Quarante is sometimes called "Rouge et Noir."
The method of play on the even chances that will now be explained is based on the three following assumptions:—
First. That every system at present played is successful only for a certain time, when an adverse run, long enough to defeat the progression adopted, is almost certain to occur, whereby the Bank reaps a rich harvest.
Secondly. That only on rare occasions does the system show the desired profit, without the player having been at some period of the game a very heavy loser.
Thirdly. That the failure of systems is not due to zero, but to the Bank's maximum.
These conditions are assumed, though in the first two cases they undoubtedly are realities, and within the experience of every system player. The third one may be true or not; it is not vastly important.[[113]]
Now as regards maxim No. 1, it may be taken for granted that for all practical purposes the system player makes his "grand coup"[[114]] on not more than
(say) twenty occasions, and on the twenty-first he meets such an adverse run that he loses his entire profits plus his entire capital; or say, for argument, he had already spent his profits and so loses only his entire capital. The proportion of the coup played for to the capital employed is generally some 2½ per cent.; consequently after twenty good days' play, and one bad one, a system player is a loser of 50 per cent. of his money. (This is a very low estimate.)
Now supposing a player had played stake for stake on the opposite chance to that played on by the system player, it is obvious that he would have lost on twenty days, and won on the twenty-first sufficient to recoup all his previous losses, with 50 per cent. profit.
The mathematician will say "No" to this—"the Bank will have reaped its zero percentage from each spin of the Wheel during the progress of the play." But why? A, who is playing the system, stakes 10 louis on Red; B (who is playing against him) stakes 10 louis on Black, and zero crops up. They are both put in prison, and A comes out safely, so B is now 10 louis worse off than A. But in a short time A and B again both stake 10 louis, and zero appears. But this time B comes out safely, in which case A must write this down as a losing coup, and his next stake will be say, for example, 15. To meet this B has only to add 5 louis to the 10 he has just retrieved out of prison—so his profit and loss account due to zero is exactly square, as far as it affects his transactions with A. And surely during the course of a game A and B will both get out of prison the same number of times. (And A does not fear zero—he only fears reaching the maximum—consequently B
does fear for zero; he but awaits the time when his stake gets to the maximum.)
Is it not desirable to be B? He requires no capital—or very little—and yet is in a position to win all that A is eventually going to lose—as he most certainly must lose. To play on this method is exceedingly simple. All that has to be done is to take any system, and play it in reverse order to what it is designed to be played in. The effect of this is, in a word, to compel the Bank to play this system in its correct order against the punter. The writer has always employed a Labouchere to play on this method, and it is the simplest one by which to explain the procedure.
A reference to p. [456] will show that the Labouchere system, is played by writing down so many figures, so that their sum amounts to the grand coup—or stake being played for—and that it is usual to write down the figures 1, 2, 3, 4; so that the grand coup is 10 units. To play this system in the usual manner it is generally assumed that a capital of 400 or 500 units is required. By reversing matters in play the first important advantage gained to the player is that he needs but a capital of 10 units, and his grand coup becomes 400 or 500 units. Very well. The figures 1, 2, 3, 4 are written down, and the first stake is the sum of the extreme figures—5. This sum is lost; but now the 5 is not written down after the 4, but the 1 and the 4 are erased. The next state is again 5 (2 + 3), and is again lost, the 2 and 3 are erased and the player retires. Suppose this second stake of 5 had been won, then instead of erasing the 2 and 3, the figure 5 would be written down on the paper, so the row would read 1, 2, 3, 4, 5, and the next stake would be (5 + 2) 7. Should this be lost the 5 and 2 are
erased, the next stake being 3. Suppose it is won, this figure is written down, and the row now reads 1, 2, 3, 4, 5, 3, and the next stake is 3 + 3 (6), and so on. But the moment all figures are erased, the player will have lost 10 units and must retire. This he will have to do a great many times, but finally such a run as the following will occur. The Red is staked on throughout—the dot indicating which colour wins.
| Figures. | Stake. | R. | B. | + or – |
| 1 | 01 + 4 | 005 | • | –5 |
| 2 | 02 + 3 | 005 • | +0 | |
| 3 | 02 + 5 | 007 • | +7 | |
| 4 | 02 + 7 | 009 • | +16 | |
| 5 | 02 + 9 | 011 • | +27 | |
| 7 | 02 + 11 | 013 | • | +14 |
| 9 | 03 + 9 | 012 | • | +2 |
| 11 | 05 + 7 | 012 • | +14 | |
| 12 | 05 + 12 | 017 • | +31 | |
| 17 | 05 + 17 | 022 • | +53 | |
| 22 | 05 + 22 | 027 • | +80 | |
| 27 | 05 + 27 | 032 | • | +48 |
| 07 + 22 | 029 | • | +19 | |
| 29 | 12 + 17 | 029 • | +48 | |
| 41 | 12 + 29 | 041 • | +89 | |
| 12 + 41 | 053 | • | +36 | |
| 46 | 17 + 29 | 046 • | +82 | |
| 17 + 46 | 063 | • | +19 | |
| 29 | 29 | 029 • | +48 | |
| 58 | 29 + 29 | 058 • | +106 | |
| 87 | 29 + 58 | 087 • | +193 | |
| 29 + 87 | 116 | • | +77 | |
| 87 | 29 + 58 | 087 • | +164 | |
| 29 + 87 | 116 | • | +48 | |
| 58 | 058 | 58 • | +106 | |
| 116 | 58 + 58 | 116 • | +222 | |
| 174 | 58 + 116 | 174 • | +396 | |
| 232 | 58 + 174 | 232 • | +628 | |
| 290 | 58 + 232 | 290 • | +918 |
This shows a run of 29 coups, of which the player wins 20 and loses 9.
He is 918 units to the good, and his next stake would be 348![[115]]
Assuming a player had been working a Labouchere on this run in the usual manner, on Black with a capital of 500 units, he would have had to retire after the 27th coup through lack of capital; and assuming him to have been playing with a 20-franc unit, he would have had to retire from Roulette on the 28th coup, and from Trente et Quarante after a few more coups if the bad sequence continued, no matter how large his capital had been.
It has been stated that the Bank beats the system player only on account of its limit. This is not quite true; it has also one more great advantage over the player, and this is the fact of its being a machine, while the punter is human; and although a player will stake his all to retrieve his previous losses, he will not—nature will not allow him to—risk his winnings to win still more.
This is a psychological fact that cannot be explained. It must be to the knowledge of most people who have visited Monte Carlo, that a player will stake as much as 500 francs to retrieve a loss of a single 5-franc piece. Yet the same player, having turned a 5-franc piece into as little as 50 francs, will refuse to adventure another stake, and retire from the gaming-table. When the player is having his bad run, the Bank cannot help playing their winnings to the maximum stake—they must do so; but the player on his good run is not compelled to play up his winnings, and really cannot be expected to do so. Theoretically
he should, and I firmly believe there is a lot of money awaiting the player who has the patience to wait for such a run—which must come to him, equally as it must and does, we know, come to the Bank—and then play on and on until he is prohibited by the Bank from staking any higher. To play a system upside-down, or in reverse order, requires great patience and equanimity, until the favourable run occurs, when indomitable pluck and perseverance are the necessary qualifications.
The writer feels bound to take the reader into his confidence so far as to acknowledge that he himself has never had such pluck, but has always retired on winning between 200 and 300 units. But he has always watched the future run of the table, and on no less than five occasions would have reached the maximum stake and won over 1000 units. He has, however, always had the patience, and lost his petit coup time after time with perfect equanimity, and only wishes he had had the other qualifications as well.
Referring for one moment to the assumed fact No. 2 on which this method is based—that a player more often than not is in deep water before bringing off his grand coup; which he must be, owing to the losses being so disproportionate in magnitude to the gains—it might be a good plan to discover what the average highest loss of a system player is before the system shows a profit, and then to play the same system in reverse or upside-down order, making this figure the grand coup. Playing in this manner, a visitor will have a cheap and enjoyable visit to Monte Carlo, and may be assured of one of the most exciting little periods of his career when this favourable run of luck does come his way.
One final word of advice to all system players. Play on the chance that is most convenient to your seat at the table. It is as likely to win as any other. Never get flurried with your system or calculations. It is not at all necessary to stake on every coup. You are just as likely to win if you postpone staking until the day after to-morrow, as if you stake on the very next spin of the Wheel—the Rooms are open for twelve hours per diem, which should allow ample time for the number of coups you wish to play.
There may or not be such a thing as "luck." There can, however, be no harm in giving its existence the benefit of the doubt. If on some particular occasions you find you cannot do right, assume you are out of luck, and stop playing. Do not consider either that you owe a grudge to the Bank because you have lost, or that it is absolutely necessary to retrieve your fortune then and there! Postpone playing until the following day, or week, or year, when you may be in good luck, and can easily recoup yourself.
Always bear the clever gambler's great maxim well in mind: "Cut your losses—play up your gains!"
The writer's only object has been to try and explain how the games of chance are played at Monte Carlo, and to point out that the player is at a disadvantage on each occasion that he stakes, though that disadvantage may be increased or reduced by bad or good staking. It now remains for the reader to decide whether the pleasure he derives from gambling is likely to recompense him for his probable losses.
Printed by Ballantyne, Hanson & Co.
Edinburgh & London