“Hold on! I've not finished. You've talked frequently of action this evening. There's no action in betting away what you've never sweated for. The money you've lost to me was left you by your father or some other relative who did the sweating. But two years of work as trader on Karo-Karo would mean something. I'll bet the ten thousand I've won from you against two years of your time. If you win, the money's yours. If you lose, you take the job at Karo-Karo and sail at daylight. Now that's what might be called real action. Will you play?”
Deacon could not speak. His throat lumped and he nodded his head as he reached for the cards.
“One thing more,” Grief said. “I can do even better. If you lose, two years of your time are mine—naturally without wages. Nevertheless, I'll pay you wages. If your work is satisfactory, if you observe all instructions and rules, I'll pay you five thousand pounds a year for two years. The money will be deposited with the company, to be paid to you, with interest, when the time expires. Is that all right?”
“Too much so,” Deacon stammered. “You are unfair to yourself. A trader only gets ten or fifteen pounds a month.”
“Put it down to action, then,” Grief said, with an air of dismissal. “And before we begin, I'll jot down several of the rules. These you will repeat aloud every morning during the two years—if you lose. They are for the good of your soul. When you have repeated them aloud seven hundred and thirty Karo-Karo mornings I am confident they will be in your memory to stay. Lend me your pen, Mac. Now, let's see——”
He wrote steadily and rapidly for some minutes, then proceeded to read the matter aloud:
“I must always remember that one man is as good as another, save and except when he thinks he is better.
“No matter how drunk I am I must not fail to be a gentleman. A gentleman is a man who is gentle. Note: It would be better not to get drunk.
“When I play a man's game with men, I must play like a man.
“A good curse, rightly used and rarely, is an efficient thing. Too many curses spoil the cursing. Note: A curse cannot change a card seguence nor cause the wind to blow.