DICE.
Dice are probably the oldest gambling instruments in the world. Chatto thinks that man acquired the passion for gambling as soon as he could distinguish odd from even, or a short straw from a shorter. Simple gambling instruments were probably very early articles of manufacture, and Chatto says that it is not unlikely that after a simple dinner of mutton some enterprising gamester may have taken the small bones from between the shank and the foot, and after burning spots in them to distinguish one from the other, put them into a cow’s horn and shaken them up, afterward rolling them upon the ground. From some such beginning Astragali was developed, a game which Dr. Thomas Hyde thinks was known at the time of the Deluge. Later on, other instruments were used in connection with dice, and so the earliest forms of Backgammon were developed.
Dice are still the favourite implements for deciding any matters of pure chance, such as raffling off a horse or a gold watch; but the rules governing such lotteries are but imperfectly understood by people in general. There are also a number of smaller matters, such as the payment for refreshments or cigars, which are settled by thousands of persons every day, simply by throwing dice. The various methods of throwing, and the rules governing all such games are as follows:—
THE DICE. Although dice may be of any size, the standard pattern are half an inch square, of ivory or bone, with black spots one tenth of an inch in diameter. The opposite sides of the die always equal seven, and if the die is placed upon the table with the ace uppermost and the deuce nearest you, the four will be on the left and the three on the right. The positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored.
At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair. Crooked dice are rung in during the game, and the player should make it a point to examine the dice frequently if he has any suspicions. First see that each die has all six figures upon it, for some dice are dispatchers, made with double numbers, so as to secure higher throws than the natural average. Double fives are great favourites with backgammon sharps. The next thing is to place the dice together in pairs, to be sure that they are exactly the same height each way. If dice are not square they can be made to roll over and over on the same faces. The faces should then be tested to see that they are not convex, even in the slightest degree. Shaped dice are usually flat on the ace and six faces, especially in crap shooting. Each die should be held between the thumb and forefinger at its longest diameter, to see if it has any tendency to swing on a pivot, for if it does it is loaded. Even if the dice are transparent, it is no guarantee that they are not loaded in the spots. Loaded ivory dice soon get discoloured, and the presence of any darkness in the corners is usually a sign of the presence of mercury. It is a mistake to suppose that loaded dice will always throw high or low; all they will do is to beat averages. Finally, the dice should be tested with a magnet, as they are sometimes made to work in connection with a battery concealed under the table.
DICE BOXES. Although the dice may be perfectly fair, the box may be “crooked.” A fair box may be of leather, perfectly smooth inside, or it may be of bone, ivory or wood, with the interior “screwed” or grooved. If the upper edge of the inside presents a sloping flat surface, slightly roughened with sand paper, it will be just as well to refuse to allow such a box to be used, as your adversary is probably an expert at securing, which is a method of holding one of the dice securely against this upper edge while the others are shaken and rattled about in the usual manner. A person who is securing dice can be detected by the manner in which he holds the box, keeping his fingers, instead of his palm, over the mouth. When he turns the box face downward on the table, he will still have his fingers under it, and will withdraw them in regular order, the second and third fingers being first separated.
THROWING DICE. There are three methods of throwing dice: The first is to shake them in the box with the palm over the top, and then to shift the hold to the sides, completely exposing the mouth. The box is then turned mouth downward on the table, leaving all the dice completely covered. The box must be lifted by the person who is recording the throws, in a raffle, for instance, after the spectators have had time to assure themselves that all the dice are covered. If the caster has his fingers over the mouth of the box when he turns it over, or lifts the box himself, the throw is foul.
The second method is known as rolling, or the long gallery, and is generally used in poker dice and such games. After the box has been shaken, the caster holds it by the side, and gives it a twist and a push, which causes the dice to pour out, and roll along the table.
The third method is called shooting, and is always employed in craps. No box is used, the dice being held in the hand and rolled along the table or the ground. The crap shooter is obliged to shake the dice in his hand to show that he is not holding them with certain faces together, which is a common way of preventing or getting certain throws, especially with shaped dice.
Whichever method is employed, each die must lie flat upon one of its own faces after the throw, neither resting upon nor cocked against any other die or any obstruction upon the table or the ground. If any of the dice are cocked, all of them must be taken up and thrown again.
RAFFLING.
In a raffle for prizes of any kind, each player has three throws with three dice. The rules already given for throwing dice from a box must be followed, the scorer placing the dice in the box before each throw, and lifting the box after it. The total of the three throws is recorded opposite the name of each player, and the highest throw wins. The odds against throwing a certain number or higher are shown in the margin.
| IT IS ABOUT | AGAINST THROWING | ||
|---|---|---|---|
| Even | 32 or more | ||
| 9 | to | 7 | 33 ” |
| 11 | to | 6 | 34 ” |
| 28 | to | 11 | 35 ” |
| 3 | to | 1 | 36 ” |
| 5 | to | 1 | 37 ” |
| 7 | to | 1 | 38 ” |
| 10 | to | 1 | 39 ” |
| 16 | to | 1 | 40 ” |
| 24 | to | 1 | 41 ” |
| 39 | to | 1 | 42 ” |
| 66 | to | 1 | 43 ” |
| 116 | to | 1 | 44 ” |
| 215 | to | 1 | 45 ” |
| 422 | to | 1 | 46 ” |
| 886 | to | 1 | 47 ” |
| 2016 | to | 1 | 48 ” |
| 5032 | to | 1 | 49 ” |
| 14093 | to | 1 | 50 ” |
| 45809 | to | 1 | 51 ” |
| 183229 | to | 1 | 52 ” |
| 1007768 | to | 1 | 53 ” |
| 10077695 | to | 1 | 54 |
Suppose the prize in a raffle is a horse which would be worth a hundred dollars to you. The highest throw so far is 42, and there are only twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten or equalled because it is 39 to 1 that 42 is not thrown, and there are only 20 more chances to throw it. If 45 had been thrown, and there were still 21 chances to be thrown, you would be safe in paying liberally for the 45 chance. The great mistake that people make in buying or selling chances on throws already made in raffles is in thinking that because a certain number has not been thrown, that therefore it is likely to be. If there are 116 chances, they argue that 44 or better should be thrown, because that number or higher should come once in 116 times. This is quite right at the beginning of the raffle, but it is not right to assume that because 100 of the 116 chances have been thrown without reaching 44, that the odds are only 15 to 1 that 44 will not be thrown in the remaining 16 chances. The odds are still 116 to 1 against 44, just as they were before the raffle began. If you are going back to take into account the previous throws of the dice, you should know the 100 throws that were made with those dice before the raffle began.
CRAP SHOOTING.
This game is a simple form of Hazard, and when played “on the square,” is one of the fairest of all games, the percentage in favour of either side being very small. It is rapidly replacing Faro as the gambling game of America.
Any number of persons may play, and any one may be the caster for the first throw. Two dice are used. The players bet a certain amount of money, and the caster covers it, or as much of it as he can. If the caster does not take all the bets offered, players may back him against the other players. The bets made, the caster shoots. If the total of the two dice on the first throw is seven or eleven, it is called a nick, or natural, and the caster immediately wins the stakes. If the first throw is two, three or twelve, it is a crap, and the caster immediately loses. If the caster throws any number, 4, 5, 6, 8, 9, or 10, that number is his point, and he must continue throwing until he throws the same number again, in which case he wins; or throws a seven, in which case he loses.
Two dice may come up in thirty-six different ways, each of which will produce one or more of eleven possible throws, running from 2 to 12. The most common throw is seven, because there are six ways that the two dice may come that will make seven; 6-1, 5-2, 4-3, 3-4, 2-5 and 1-6. The most uncommon are two and twelve, because there is only one way for each of them to come; double aces or double sixes. The numbers of different ways in which each throw may come are as follows:—
| 7 | may come | 6 different ways. |
| 6 or 8 | may come | 5 different ways. |
| 5 or 9 | may come | 4 different ways. |
| 4 or 10 | may come | 3 different ways. |
| 3 or 11 | may come | 2 different ways. |
| 2 or 12 | can come | 1 way only. |
When the caster makes his first throw, he has 8 chances out of 36 to get 7 or 11, which will win for him; and 4 chances out of 36 to throw 2, 3 or 12, which will lose for him. It does not follow from this that the odds are 2 to 1 in favour of the caster, because there are only 12 throws out of the 36 possible that will bring any “action” on the bets; so that the odds are 2 to 1 that the first throw will not settle the bets either way. After the first throw, the caster’s chances vary according to his point. If his point was six, he would have 5 chances out of 36 to throw it again, while the players would have 6 chances out of 36 to get a seven. If the player’s point is four or ten, the odds will be 6 to 3 against him; because there are only three ways to get his point, while there are six ways to get a seven.
If the caster wins he shoots again, but when he loses he passes the dice to the next player in turn.
The old game of Hazard was a very complicated affair compared to modern craps, an intimate knowledge of odds and probabilities being requisite for success. The game was generally against the caster, and certain throws were barred when a certain number was the point. Those interested in the subject will find it exhaustively treated in George Lowbut’s “Game of Hazard Investigated.”
POKER DICE.
If ordinary dice are used, the aces rank above the sixes, the deuces being the lowest. Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw.
The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again. If the second throw produced another six, it would be placed with the first pair, making a triplet, and the two remaining dice would be thrown again. Whatever they produced would be the final value of his hand. The player is not obliged to throw again, if he is satisfied with his first or second throw; neither is he obliged to leave any pairs or triplets. A player getting two small pairs on the first throw may put either or both of them back in the box again if he chooses.
In throwing for drinks or cigars, it is usual to throw horse and horse; that is, if several persons are in the game the highest man on each round goes out, ties shake it off immediately, one hand each. After it gets down to two men, they shake for the best two out of three hands, and if each wins a hand they are horse and horse, and throw a third to decide it. The last person to throw on each round follows his lead, throwing the first hand on the next round.
TEN PINS WITH DICE.
Any number can play, and the score sheet is ruled off for ten frames, just as in ten pins. Only two dice are used, and they are rolled from a box. Sixes count nothing, and are “off the alley.” Each player has three balls or rolls, and he can leave either one or both dice at the end of any throw. If he leaves one he picks up the other and throws it again, but he must abide by the figures appearing on the two dice at the end of his third throw. Suppose he throws double fives on his first throw; that is a strike, and is so scored, and the total pips appearing on the two dice at the end of his second throw on the next frame will count on the strike. Suppose he rolls five-deuce the first time. He leaves the five and rolls the other die again, getting another five. That is a spare, and the total pips on his first throw on the next frame will count on the spare. If he does not get a spare, it is a break, and the total pips on his two dice at the end of his third throw are scored.
It is usual to take up anything but fives on the first throw, on the chance of getting a spare. If a spare is not thrown on the second throw, most players leave anything as good as threes, and always leave fours; but ace and treys are always thrown again.
BASE BALL WITH DICE.
There are two forms of this game. In the simpler any number of persons may play, and three dice are used. Each player throws in turn, the three dice representing his three strikes. Nothing but aces count, but each of them is a run; and as long as a player makes runs he goes on throwing. When each player has had nine innings the game is ended, and the highest score wins.
The more complicated form of the game is to have a rough diagram of a base-ball diamond. The players take sides, and each is provided with three markers of different colours, such as red and white poker chips. Only one die is used, and it is thrown from a box. The captains of the teams throw for the first time at the bat, the higher throw winning the choice. Each player in turn of the side at the bat has one throw, and a marker is placed on the base he reaches. Ace, deuce, and trey count for first, second, and third bases respectively; four is a home run. When a five or six is thrown, the result depends on the number of men on bases, but the striker is always out. If there are no men on bases, or if all the bases are full, the player is out if he throws five or six. If there is only one man on the bases and a five is thrown, the striker is caught out, and the man on the base is also caught. If six is thrown, only the striker is caught out, and the man holds his base. If there are two men on bases, they must be in one of three positions: on first and second; on first and third; or on second and third. In any position, only the striker is out on six thrown. In the last position, if five is thrown, the striker only is out, as the men cannot run. If there are men on first and second, and five is thrown, the striker is out, and the man on second is caught trying to steal third; while the man on first holds his base. If five is thrown when there are men on first and third, the striker is out, and the man on third is safe, but the man on first is caught trying to steal second.
When bases are thrown, they are safe hits, and all the men on bases are advanced as many as the man at the bat throws. As soon as three men on each side have struck or been caught out by throwing five or six, the side is out, and all men left on bases count for nothing. As long as three men are not out, the side continues to send its men to the bat in regular order.
GOING TO BOSTON.
This game is known in the colonies as Yankee Grab, or Newmarket. Each player has three throws with three dice, and the highest die in each throw is laid aside. If two are equally high, only one is retained. The others are returned to the box and thrown again. The higher of these two is retained, and the third die is thrown again. The final total of the three dice is the player’s score, and the highest wins. In the colonies the ace counts as seven. The game is usually played for a pool.
ACE IN THE POT.
Any number can play, and two dice are used. The game is for a pool, which is won by the final possessor of a single counter. At the beginning each player has two counters, and each in turn throws the two dice. If he throws an ace he pushes one of his counters into the pot; two aces gets rid of both. If he throws a six on either die, he passes a counter to his left-hand neighbour, who will have the next throw. Two sixes passes both counters if the caster still has so many. The players throw in turn until all the counters but one have been placed in the pot. If a player has no counters, the throw passes him to the next player on his left who has counters in front of him. The last counter of all cannot be put in the pot by throwing an ace; but it must be passed along to the left when a six is thrown. The player with the last counter in front of him must throw both dice three times in succession, and if he succeeds in avoiding a six, he keeps the counter and wins the pool. If he throws a six, the player who gets the counter must throw three times, and so on, until some one throws three times without getting a six. Instead of a pool, it is sometimes agreed that the final holder of the last counter shall pay for the refreshments.
MULTIPLICATION.
Any number can play, and three dice are used. Each player throws in turn, and the highest die is left on the table; if two are equally high, only one remains. The two other dice are thrown again, and the higher left. The sum of these two is then added together, and the third die is thrown as a multiplier, the result of the multiplication being the player’s score.
ROUND THE SPOT.
Any number can play, and three dice are used. Nothing counts but the spots that surround a centre one; so that ace, deuce, four, and six count as blanks. The trey counts as 2, and the five as 4. Each player has three throws with the three dice, and the highest total wins.