fair, and,
lastly, that it was a very quiet game. It was,
however, the most dangerous game for the
destruction of families
ever invented. The Faro
bankers seem to have employed some
'gentlemen' to give a very favourable report of the game to the
town, and so every one took it upon trust without further
inquiry. Faro was the daughter of Basset--both alike notorious
frauds, there being no one, except professed gamblers, who could
be said to understand the secrets of these games.
Faro was played with an entire pack of cards, and admitted of an
indeterminate number of
players, termed 'punters,' and a
'
banker.' Each
player laid his stake on one of the 52 cards.
The
banker held a similar pack, from which he drew cards, one for
himself, placed on the right, and the other, called the carte
anglaise, or English card, for the
players, placed on the left.
The
banker won all the money staked on the card on the right, and
had to pay double the sums staked on those on the left. Certain
advantages were reserved to the
banker:--if he drew a
doublet,
that is, two equal cards, he won half of the stakes upon the card
which equalled the
doublet; if he drew for the
players the last
card of the pack, he was
exempt from doubling the stakes
deposited on that card.
Suppose a person to put down 20s. upon a card when only eight are
in hand; the last card was a cipher, so there were four places to
lose, and only three to win, the odds against being as 4 to 3.
If 10 cards only were in, then it was 5 to 4 against the
player;
in the former case it was the seventh part of the money, whatever
it was, L1 or L100; in the latter case, a ninth. The odds from
the
beginning of the deal insensibly stole upon the
player at
every pull, till from the first
supposed 4 per cent. it became
about 15 per cent.
At the middle of the 18th century the expenses of a Faro bank, in
all its items of servants, rent, puffs, and other incidental
charges of candles, wine, arrack-punch, suppers, and safeguard
money, &c., in Covent Garden,
amounted to L1000 per annum.
Throughout this century Faro was the favourite game. 'Our life
here,' writes Gilly Williams to George Selwyn in 1752, 'would not
displease you, for we eat and drink well, and the Earl of
Coventry holds a Pharaoh-bank every night to us, which we have
plundered considerably.' Charles James Fox preferred Faro to any
other game.
HAZARD.
This game was
properly so called; for it made a man or undid him
in the twinkling of an eye.
It is played with only two dice; 20 persons may be engaged, or as
many as will. The chief things in the game are the Main and the
Chance. The chance is the caster's and the main is the setter's.
There can be no main thrown above 9, nor under 5; so that 5, 6,
7, 8, and 9 are all the mains which are flung at Hazard. Chances
and nicks are from 4 to 10. Thus 4 is a chance to 9, 5 to 8, 6
to 7, 7 to 6, 8 to 5, and 9 and 10 a chance to 5, 6, 7, and 8; in
short, 4, 5, 6, 7, 8, 9, and 10 are chances to any main, if any
of these 'nick' it not.
Nicks are either when the chance is the same with the main, as 5
and 5, 6 and 6, 7 and 7, and so on; or 6 and 12, 7 and 11, 8 and
12, where observe, that 12 is out to 9, 7, and 5, and 11 is out
to 9, 8, 6, and 5.
The better to
illustrate the game we shall give an example. Let
7 be the main named. The caster throws 5, and that is his
chance; and so he has 5 to 7. If the caster throws his own
chance he wins all the money set to him by the setter; but if he
throws 7, which is the main, he must pay as much money as is on
the table.
If, again, 7 be the main, and the caster throws 11, that is a
nick, and sweeps away all the money on the table; but if he
throws a chance he must wait which will come first.
The worst chances in the game are 4 to 10, and 7 is considered
the best and easiest main to be thrown. It might be thought that
6 and 8 should admit of no difference in
advantage to 7, but it
is just the
reverse, although 6, 7, and 8 have eight equal
chances.
For 6, or sice, we have quatre-duce, cinque-ace, and two treys;
for 8, we have sice-duce, cinque-trey, and two quatres; but the
dis
advantage is in the
doublets required-- two treys, two
quatres;
therefore sice-duce is easier thrown than two quatres,
and so,
consequently, cinque-ace or quatre-duce sooner than two
treys.
'I saw an old rook (gambler),' says the
writer before quoted,
'take up a young fellow in a
tavern upon this very bet. The
bargain was made that the rook should have seven always, and the
young gentleman six, and throw
continually. To play they went;
the rook won the first day L10, and the next day the like sum;
and so for six days together, in all L60. Notwithstanding the
gentleman, I am
confident, had fair dice, and threw them always
himself. And further to
confirm what I alleged before, not only
this gamester, but many more have told me that they desired no
greater
advantage than this bet of 7 to 6. But it is the opinion
of most that at the first throw the caster hath the worst of it.
'Hazard is certainly the most bewitching game that is played with
dice; for when a man begins to play, he knows not when to leave
off; and having once accustomed himself to it, he hardly ever
after minds anything else.'[66]
[66] The Compleat Gamester, by Richard Seymour, Esq. 1739.
As this game is of a somewhat
complicatedcharacter, another
account of it, which appeared in the Pall Mall Gazette for Sept.
3, 1869, may not be unacceptable.
'The
players
assemble round a
circular table, a space being
reserved for the "groom-
porter," who occupies a somewhat elevated
position, and whose duty it is to call the odds and see that the
game is played
correctly. Whoever takes the box and dice places
in the centre of the table as much money as he wishes to risk,
which is at once covered with an equal
amount either by some
individual
speculator, or by the contributions of several. The
player (technically called the "caster") then proceeds to call a
"main." There are five mains on the dice,
namely, 5, 6, 7, 8,
and 9; of these he mentally selects that one which either chance
or
superstition may suggest, calls it aloud, shakes the box, and
delivers the dice. If he throws the exact number he called, he
"nicks" it and wins; if he throws any other number (with a few
exceptions, which will be mentioned), he neither wins nor loses.
The number, however, which he thus throws becomes his "chance,"
and if he can succeed in repeating it before he throws what was
his main, he wins; if not, he loses. In other words, having
completely failed to throw his main in the first
instance, he
should lose, but does not in
consequence of the equitable
interference of his newly-made
acquaintance, which constitutes
itself his chance. For example, suppose the caster "sets"--that
is, places on the table--a stake of L10, and it is covered by an
equal
amount, and he then calls 7 as his main and throws 5; the
groom-
porter at once calls aloud, "5 to 7"-- that means, 5 is the
number to win and 7 the number to lose, and the
player continues
throwing until the event is determined by the turning up of
either the main or the chance. During this time, however, a most
important feature in the game comes into operation--the laying