Fig. 53.
After the box has thus been turned upside down, then comes the crucial point of the whole operation. If the fingers are not carefully removed the secured die will not fall upon the face intended. The proper method of 'boxing' the dice upon the table is to remove the fingers in the following order. Firstly, the second and third fingers are opened, allowing the loose die to fall upon the table. Then the first and second fingers are gently opened, easing the secured die, as it were, into its position of rest. Lastly, the forefinger is moved to the edge of the box, at the same time withdrawing the second finger entirely, and the box is let down over the two dice. It is immediately lifted up and the score is recorded. There is nothing at all suspicious in any of these movements; they are quite the usual thing, or appear so when quickly performed, the only difference between the genuine shake and the false being the retention of the one die. Of course, it is necessary that the entire operation should occupy the least possible time, the hands being kept somewhat low and the dupe seated upon the right-hand side of the operator.
The secured die naturally falls with the six uppermost, whilst the loose one cannot show less than one. Therefore the sharp cannot throw less than seven with two dice. That is the lowest score possible for him to make, whilst the dupe may throw only 'two.' Now, in an infinite number of throws with two dice 'seven' is the number of pips which will be the average for each throw. Sometimes, of course, only two pips will be thrown; sometimes both sixes will come uppermost, making twelve pips together. But with one die secured in such a manner as to fall six, the average of an infinite number of throws is necessarily very much increased, because it is impossible to throw less than seven. The chances of the two players bear no comparison, and the dupe is bound to be beaten. For instance, the chances of throwing twelve by the player who secures one die are as one to six—that is to say, they are six to one against him, whilst the chances against the player who goes to work fairly are thirty-five to one. This will serve to give the reader some idea of the value of one secured die out of two in use.
Passing on to the use of unfair dice, we find that there are three kinds employed at the present day. Firstly, there are those whose faces do not bear the correct number of pips, and which are known as 'dispatchers.' Secondly, we have those which are weighted at one side, and tend to fall with that side downwards, such being the well-known 'loaded dice.' Lastly, there is the variety bearing the name of 'electric dice,' which are the most modern development in this department of cheating. We will take the varieties seriatim.
1. Dispatchers.—These are of two kinds, called 'high' and 'low' respectively, in accordance with the fact of their having an aggregate of pips either higher or lower than should be the case. They owe their origin to the fact that it is impossible to see more than three sides of a cube at one time. In making a high dispatcher, then, any three adjacent sides are taken and marked with two, four, and six pips respectively. That side of the cube which is immediately opposite to the one with six pips, instead of being marked with one, as it should be, is marked six also. The side opposite the four is marked four, and that opposite the two is marked two in a similar manner. Therefore, no two sides which bear the same number of pips are ever seen at one time, the duplicate marks being always on opposite sides of the die. In a low dispatcher the process is precisely the same, but the sides are numbered with one, two and three pips, instead of two, four, and six. It is evident, then, that a high dispatcher cannot throw less than two, whilst a low one cannot throw higher than three. Therefore, if the sharp throws with one genuine die and one high dispatcher, he cannot throw less than three, and the chances are 17·5 to 1 against his throwing anything so low. If, in addition to using a high dispatcher himself, he gives his dupe a low one[11] and a genuine die to use, the throw of the two dice cannot be higher than nine, and the chances are 17·5 to 1 against its being so high. In fact, in an infinite number of throws, the sharp will average over thirty per cent. better than his opponent. This being the case it is obvious that the game can only go in one way, and that way is not the dupe's.
2. Loaded dice.—These commodities are found to be thus described in one of the price-lists:—
'Loaded dice.—Made of selected ivory loaded with quicksilver, and can be shaken from the box so as to come high or low, as you wish. With a set of these you will find yourself winner at all dice games, and carry off the prize at every raffle you attend. Sold in sets of nine dice, three high, three low, and three fair. Price per set, complete, $5.00.'
These are the most superior kind of loaded dice. They are made by drilling out two adjacent spots or pips at one edge of the die, filling in the cavity with mercury, and cementing it up fast. The commoner description of these things are made by filling the holes with lead instead of mercury.
As before mentioned, these dice have the disadvantage that they will not spin upon one corner as genuine ones will; consequently a person who suspects that they are being used can easily discover the fact, if he is knowing enough to try them. This defect led to the invention of the third kind of false dice, which we are about to investigate.