The banker shakes up three dice in the box, and the numbers thrown win for the players. Those who have staked their money upon the numbers which have turned up receive the amount of their stakes; the bank takes all that has been laid upon the figures not represented in the throw. If two dice fall with the same number uppermost, those who have staked upon that number will receive twice the amount of their bets. If all three dice turn up the same, that number is paid three times over.
It does not require a great mathematician to see that even at the best of times there is an overwhelming percentage of the chances in favour of the banker. It is five to three that he wins any individual bet; the player has only three chances—those provided by the three dice, whilst the bank has the chances resting upon the remaining five squares of the layout.
If we suppose, for example, that the bets upon all the squares are of an equal amount, which is just about the most unfortunate arrangement for the banker, the worst that can happen to him is that all three dice turn up differently. Then the players who have staked upon the winning numbers will receive the stakes of those who have lost, the bank gaining and losing nothing. If two of the dice turn up the same number, the banker receives four shillings, say, and pays three. If all three dice turn up the same, he pays three shillings and receives five.
Cheating is introduced into this game by the banker in the case of a player persistently backing a high number time after time, the method being to ring in a dispatcher which will fall low. This will materially lessen the player's chances. If in addition to this a low number is secured upon one of the other dice, the chances against the player become five to one. If the player should happen to be backing a low number, of course a high dispatcher would be used and a high number secured upon the other die.
Hazard.—This is a game in which the electric dice are particularly useful to the sharp. It is played with four dice, only two of which, however, are used at one time. The player has the option of throwing with any two of the dice, or exchanging them for the other two whenever he pleases. There are two kinds of throws which must be specially mentioned in connection with this game, viz. those which are called respectively 'crabs' and 'nicks.' A player is said to throw a crab when the dice turn up either 'pair sixes,' 'pair aces,' or 'deuce and ace.' These throws instantly lose the stakes or 'set-money.' A nick is thrown when the aggregate number of pips turned up amounts to eleven or seven. Either of these numbers being thrown, the player throwing wins the set-money.
Apart from a nick or a crab, the first throw made by the player is called the 'main,' and he must go on throwing until one of three things happens. Either he eventually throws a crab and loses, or he throws a nick, or he throws a number corresponding to that of his main. In the event of either of the two latter events occurring, he wins the stakes. In the case of a player winning with a nick, however, he still goes on throwing; when he wins or loses in any other way, the throw passes to his opponent.
When the main is either four or ten, the chances against his throwing it again before either a nick or a crab turns up are in the ratio of two to one. Against five and nine the chances are as six to four. Against eight and six the probabilities are six to five. Obviously, then, the best main to throw is either eight or six, and if the sharp can contrive to make his main either of these two numbers, he stands a better chance of winning than one who does not. He may therefore, for instance, ring in a loaded die to fall four, and secure the other die to fall two, leaving the following throws to chance. Having thrown a main of four or ten, he might secure a six in the latter case or an ace in the former; this would render his chances of throwing the same number again about equal. The most certain method of cheating, however, and that which leaves no uncertainty as to the result, is to ring in a loaded die to fall six, and secure either an ace or a five upon the other. This obviously results in a 'nick,' and wins the set-money.
Where electric dice are used, cheating at this game is the simplest thing imaginable. One pair of dice being made to fall six and the other one, they may be combined to give any desired result. If the sharp uses a pair, one of which will fall six and the other turn up one, the application of the current will cause him to throw a nick whenever he pleases. If he gives his dupe a pair which can be made to fall both sixes or both aces, the sharp can force his opponent to throw a crab every time if he chooses to do so. And yet there are some who will argue that science has conferred no real benefit upon humanity. Those people are certainly not sharps—they are undoubtedly flats of the first water.
Before concluding the present chapter, it behoves us to attend, for a moment, to the methods of falsification connected with that well-known little device, the 'dice-top' or 'teetotum.' It deserves just a slight mention, although the fact that it is not of great importance is evidenced by the very terse reference made to it in the various catalogues. This is what one of them says upon the subject:—
'Dice Tops.—For high and low. Sure thing. Made of best ivory, $4. Black walnut, just as good, $1.25.'