The next stake would be 2 + 5. You win, and you cross out 2 and 5:—
- 1
- 2
- 3
- 4
- 5
The next stake would be 3, and if you win you cross out 3, and have won the six units that you started out to win.
Not infrequently this system, after very nearly proving successful (one number only being left), goes entirely wrong and runs into very big figures, and in such a case the player is very lucky if he succeeds in regaining his losses and winning the six units originally sought for. More often than not he finds himself obliged to desist through lack of capital.
The writer's own experience of this system, which he has thoroughly tested on several occasions at Monte Carlo, was that very frequently the six units would be won several times in succession with comparatively slight difficulty—at times, indeed, it appeared almost ridiculously easy to win. In the end, however, there invariably came a day when a very contrary state of affairs prevailed, and the money won returned, with interest, to the bank.
It should be added that before the writer embarked upon his efforts to defeat the bank at Monte Carlo by means of this system, he gave it a thorough trial by dealing out the required number of packs of cards at trente-et-quarante, and noting the results of the various coups. In almost every case the system proved completely successful, as systems generally do when they are not being played for money.
An exception to this was Lord Rosslyn's defeat by Sir Hiram Maxim, when the former's system, played for sham money, was beaten at the 3080th coup. Nevertheless the system in question is not a particularly bad one, were it not that it requires a considerable capital. Ten thousand units or more are essential, with £16,000 on the basis of a one-louis unit.
If fortune should favour the player, the profit would be from five to six hundred louis a day.
The principle of this system is to increase the stakes by one unit every time, without ever decreasing, until all previous losses are wiped out and one louis as well is gained for every coup played.
Two exceptions to this rule, however, exist. The first stake is always "one," but if you lose this, instead of your next stake being two, it is three; after that it should be four, five, six, seven, eight, etc., until your task is accomplished. The game is finished when you can wipe out all minus quantities from your score sheet and bring the result to +1. Suppose, therefore, your score sheet shows you to be -3, and your stake in the ordinary way ought to be 7; instead of staking 7 you would only stake 4, in order to arrive at the result of +1 if you win. In the event of your losing the stake of 4, your next stake will be 8, just as if you had staked 7 in the ordinary course of the game the previous coup. If you lose the 8, you would continue with 9, 10, 11, and so on.