The “needle” movement box is so called from the fact that at one end, on the inside, is a small spring, lying the thickness of three cards from the top, and having a fine point, like that of a needle, which catches on the edges of the cards. The dealer remembers which cards are round—which, as has been said, may be the odd numbers or may be those having a less number of spots than seven; the remainder of the pack is, of course, cut hollow at the ends. By the aid of the spring, the dealer is enabled to tell whether the first card is round or hollow, and also what the second card is; as when the round card comes in contact with the spring, it pushes it in, and as the latter slips it makes a slight noise, similar to the grating of the finger nails.[nails.] He can thus tell whether it is for his interest to take the second card or not, and—thanks to his previous preparation of the cards—it is as easy for him to take one as the other. An incidental advantage of this box is, that in case any of the players object to the apparently undue advantage in favor of the bank, it is possible for the dealer to offer to permit any player thus dissatisfied to deal in his stead, while he himself bets against the bank. Should his offer be accepted and a player open a bank, the latter, of course, not being acquainted with the secret spring of the box, will derive no benefit from the grating noise even should he notice it; while by reason of the professional dealer understanding the sound made by the secret spring, the latter is able to tell very nearly, if not absolutely, what card is coming next.
The “sand tell” box is particularly designed for the use of gamblers who desire to induce a player to deal the game. As its name implies, the cards used in it are “sanded,” while the “tell” consists of a small extra perpendicular plate near the front of the box on the inside, a trifle below its mouth, which causes the top card to stand slightly in advance of the deck[deck], so that the gambler can readily distinguish the card underneath.
A record of the game is kept by means of an implement known as a “case-keeper,” which is usually placed in care of an employe of the establishment. This device is a miniature “lay-out,” with four buttons attached to each wire as shown in the illustration. These buttons run on wires, one of which extends from the end of each card. When the deal begins, all the buttons are shoved up close to the cards; as soon as a “turn” is made, the two buttons opposite the cards dealt are shoved to the opposite ends of their respective wires. This enables anyone around the table to see, at a glance, how many cards of each denomination remain in the dealer’s box. When all four cards of any one denomination have been dealt, that is said to be “dead.” When three cards of any one denomination have been dealt, the one remaining in the box is called the “case,” or “single card.”
It may sometimes happen that the tally of a player will not agree with that of the case keeper, owing to the fact that the dealer has withdrawn two cards where he should have taken one. In such a case, a trick known as the “put back” is employed. A confederate of the dealer attracts the attention of the players while the extra card or cards taken from the box are adroitly returned to it by the dealer. Of course, there must be a perfect understanding between the latter and the case keeper, so that when two cards are dealt at once a signal may be given showing the denomination of the second card.
In case a player making a bet finds that he has been misled by the incorrectness of the record kept by the cue keeper, the invariable rule is that the bet must be determined by the cards remaining in the dealing box, a regulation which is, to say the least, not at all to the disadvantage of the bank.
But the cheating is not all on one side, and a device called a hair “copper” is sometimes employed by players to guard against a possible loss on a certain description of bets. This hair “copper” consists of a piece of shoemaker’s wax, the color of the check, a horse hair, and a string of rubber attached to a band around the wrist, secreted in the sleeve. The wax adheres to the copper at one end of the horse hair, which is invisible, the other end being fastened to the rubber string which is extended in the hand to the tops of the fingers. Placing this copper on a bet, if the turn comes in favor of the dealer the player quickly and without observation loosens the rubber which jerks the “copper” into his sleeve, causing the dealer to pay the bet he may have fairly won.
Another scheme for beating the dealer is not infrequently resorted to by professional gamblers. It is technically known among them as “snaking” the card. This consists of “ringing in” upon the proposed victim of certain prepared cards, which are placed among the other dealing cards in some secret manner, and at a time when he is not aware of it. Sometimes, when no other opportunity presents itself, the faro dealer’s room is entered by false keys during his absence, and his cards are so operated upon that the operator can, to a certainty, break the bank at the first opportunity. There are gamblers who travel through the country for the purpose of “snaking” games, seldom engaging in any other species of gaming, and it often happens that many professionals are badly bled through this means without suspecting it. Sometimes the services of some person who is a stranger to the dealer are secured to play against the bank in order to allay suspicion.
The modes of “snaking” are various. One of the earliest consists of placing an extra plate in the dealing-box, in connection with a piece of steel not larger than a cambric needle. The cards are then cut on the edges in such a way that the appearance and disappearance of this piece of steel tells whether the next card will win or lose. This steel point, in the rapidity of its motion, was compared to a snake’s tongue, and it is probable that the origin of the term “snaking” is to be found in this fancied resemblance.
Another method of “snaking” cards is as follows: The deck is prepared. Let us suppose that the “pot” cards—the six, seven and eight—are the ones selected. A pack of cards is taken, and the sixes, sevens, and eights sanded on the backs and the remainder of the pack on the faces. Small dots are then made on the face of each card in the deck, near the edge. The position of these dots is determined by measuring on the card with the plate which belongs to the dealing box. Now, when a sanded deck of cards is placed in a “sand tell” dealing box, every time a card is taken from the box the card next to the one taken moves a little forward in consequence of the card taken from the box pressing on the one underneath it. But, with these “snaked” cards, the case is somewhat different; while dealing with these cards, should a smooth one be next to the one drawn from the box, it would be drawn a little forward, i. e., if there is not one of these “sanded” cards underneath this smooth one. If there should be one of the sanded cards under the smooth one, the card left on the top, after making a turn, will be held back by the sanded card which is underneath it, and it will not be pulled forward at all. Now, when a card which is left on the top, after making a turn, is pulled forward, these dots (above mentioned) are visible on the face of the card, denoting that neither of the pot cards can lose on the first turn; consequently the pot cards are played to win as long as this dot is visible on the face of the top card. But, in case, after a turn is made, the top card should not move forward, then the dot on the face of the card underneath could not be seen, which shows that one of the pot cards (which are the six, seven or eight) will certainly lose on that turn; of course the pot is instantly coppered, that is, betting that these cards will lose.