Magsmen, or Sharpers.
This is a peculiar class of unprincipled men, who play tricks with cards, skittles, &c. &c., and lay wagers with the view of cheating those strangers who may have the misfortune to be in their company.
Their mode of operation is this: There are generally three of them in a gang—seldom or never less. They go out together, but do not walk beside each other when they are at work. One may be on the one side of the street, and the other two arm-in-arm on the other. They generally dress well, and in various styles, some are attired as gentlemen, others as country farmers. In one gang, a sharper is dressed as a coachman in livery, and in another they have a confederate attired as a parson, and wearing green spectacles.
Many of them start early in the morning from the bottom of Holborn Hill, and branch off in different directions in search of dupes. They frequent Fleet Street, Oxford Street, Strand, Regent Street, Shoreditch, Whitechapel, Commercial Road, the vicinity of the railway stations, and the docks. They are generally to be seen wandering about the streets till four o’clock in the afternoon, unless they have succeeded in picking up a stranger likely to be a victim. They visit the British Museum, St. Paul’s, Westminster Abbey, and the Crystal Palace, &c., and on market days attend the fairs.
The person who walks the street in front of the gang, is generally the most engaging and social; the other two keep in sight, and watch his movements. As the former proceeds along he keenly observes the persons passing. If he sees a countryman or a foreigner pass who appears to have money, or a person loitering by a shop-window, he steps up to him and probably enters into conversation regarding some object in sight.
For instance, in passing Somerset House in the Strand, he will go up to him and ask what noble building that is, hinting at the same time that he is a stranger in London. It frequently occurs that the individual he addresses is also a stranger in London. Having entered into conversation, the first object he has in view is to learn from the person the locality to which he belongs. The sharp informs him he has some relation there, or knows some person in the town or district. (Many of the magsmen have travelled a good deal, and are acquainted with many localities, some of them speak several foreign languages.) He may then represent that he has a good deal of property, and is going back to this village to give so much money to the poor. It sometimes occurs in the course of conversation he proposes to give the stranger a sum of money to distribute among the poor of his district, as he is specially interested in them, and may at the same time produce his pocket-book, with a bundle of flash notes. This may occur in walking along the street. He will then propose to enter a beer-shop, or gin-palace to have a glass of ale or wine. They go in accordingly. When standing at the bar, or seated in the parlour, one of his confederates, enters, and calls for a glass of liquor.
This party appears to be a total stranger to his companion. He soon enters as it were casually into conversation, and they possibly speak of their bodily strength. A bet is made that one of them cannot throw a weight as many yards as the other. They make a wager, and the stranger is asked to go with them as a referee, to decide the bet. They may call a cab, and adjourn to some well-known skittle-alley. On going there they find another confederate, who also pretends to be unacquainted with the others. One of the two who made the wager as to throwing the weight may pace the skittle-ground to find its dimensions, and pretend it is not long enough.
They will then possibly propose to have a game at skittles, and will bet with each other that they will throw down the pins in so many throws.
The sharp who introduced the stranger, and assumes to be his friend, always is allowed to win, perhaps from 5s. to 10s., or more, as the case may be. He plays well, and the other is not so good. Up to this time the intended victim has no hand in the game. Another bet is made, and the stranger is possibly induced to join in it with his agreeable companion, and it is generally arranged that he wins the first time.
He is persuaded to bet for a higher amount by himself, and not in partnership, which he loses, and continues to do so every time till he has lost all he possessed.