I have never known but one scheme of fraud to be employed in playing this game, which consisted in so placing the five dice within the box that the thrower was able to turn out whatever number he might see fit. I have known two men, both of whom are at present in Chicago, who can cast any throw which they may wish at their own will. They do not employ loaded dice, but, through long practice have acquired such dexterity in placing the cubes in the box and throwing them upon the table, that they are able to play with absolute certainty.
OVER AND UNDER SEVEN.
This game is most frequently played on fair and circus grounds, at public meetings, barbacues, political rallies, and other places where a large crowd is assembled. The outfit requisite to its operation consists of a dice box with two dice and a cloth, about 2½ feet long, on which are outlined three squares, in each of which is painted the figure 7. One of these squares is in the centre of the cloth, the other two at the respective ends. In one of them is painted the word “over,” and in another the word “under.”
The method of play is as follows: Bets may be placed upon either of the three squares. If laid on the centre square, the proprietor pays the winner two for one. After the wagers have all been laid, the dealer throws the dice. If the sum of the spots on the upper face of the two cubes is equal to 7, and no stake has been laid on that number, he wins. If it is more than 7, bets placed upon the squares containing the word “over” are paid to the bettors. If the total is less than 7, the proprietor pays those who have laid their money upon the other square.
The mode of cheating at this game is substantially the same as that already explained in the description of the game of “chuck-a-luck.” The operator retains one of the two dice in the fingers of the hand which he places over the mouth of the cup and rattles the dice about, inside. When he lifts the box, he is absolutely certain as to the number of spots upon the die which he has held in his hand, thereby gaining an immense advantage over the bettors, inasmuch as he has it practically within his power to cause the wager of any particular player to be lost.
TOP AND BOTTOM.
This game of dice—if it may properly be called a game—is a swindling device, pure and simple. It is, in effect, nothing but a scheme of fraud, for the successful operation of which are required two sharpers, who act as confederates, a dice box, three ordinary dice, a “ringer” and a “sucker.” The place commonly selected for working it is a saloon, and the method in which it is operated is as follows:
The victim having been selected and located in a saloon, the first sharper scrapes an acquaintance with him and induces him to throw dice for the drinks or cigars. While the dice are being handled, the gambler calls the attention of the dupe to the fact that the number of spots on the faces of the three dice added to the number on the three reverse sides is always equal to twenty-one. This fact necessarily follows from the construction of all fair dice; on the reverse face from the ace is a 6; opposite to 3 is 4; and directly opposite to 5 is 2. There are, however, many persons, who not having had their attention directed to this circumstance, are ignorant of the fact. The “sucker” usually satisfies himself of the correctness of the statement made by his newly formed acquaintance through throwing the dice several times in succession, until he becomes convinced that the sum of the six numbers is always equal to twenty-one. At this point sharper number two makes his appearance. He strolls up to the pair and offers to join in throwing dice for refreshments. The first swindler proposes that they guess as to the number of spots on the upper and under sides of the three dice. To this sharper number two assents, and guesses, say, 25. As a matter of course, the greenhorn guesses 21 and wins. The second confederate thereupon remarks that he is a “pretty good guesser.” To this the first swindler replies that “the gentlemen can tell the number every time.” The confederate demurs to this statement, saying that it is impossible. He offers to bet the price of a box of cigars that the dupe cannot do it. His accomplice retorts that he would be willing to bet $1,000 that he can, and offers to lend the dupe money to add to whatever sum the latter may wish to bet for the purpose of laying a stake against his confederate. The bet having been made, the attention of the victim is momentarily diverted and the “ringer”—either a loaded dice or one prepared after the manner described in the paragraph upon the game of “crap”—is substituted for one of the fair dice. The throw is cast, and when the spots are added together their sum is inevitably found to be either greater or less than 21. Sharper number two thereupon demands and takes the stakes.
Ordinarily the dupe is too bewildered at the moment to understand the precise nature of the game which has been played upon him until after the two confederates have left the house. Should he, however, remonstrate and undertake to raise a disturbance, it is usually found an easy matter to quiet him by summoning the town marshal or some other police officer. In fact, I have known an officer actually summoned, who insisted upon the dupe keeping quiet, for which service he received a bonus from the pair of swindlers.
HIGH AND LOW DICE TOPS.