Chapter 5: How The
Sharpies Operate
The Sharpie Freak Rolls Crooked
Dice Switching Dice Crooked Crap Tables A Special
Note
How The Sharpies Operate
So much for the true science of dice. Let's go
now to another type of science used the science of the
dice cheat or the sharpie in the game of Craps.
Dice cheats, crooked dice, freak rolls and the
tricks of the game are as old as the game itself. As soon as
man discovered that two cubes could be used for games of
chance, man also discovered ways and means to help chance
along. Some of these ways and means are ingenious. And it will
pay the crapshooter to know as many of them as possible. In
fact, it will cost you money if you don't.
How does one spot a dice cheat or a sharpie? You
can't tell by the looks of the man alone. Contrary to what the
movies and television would have us believe, he doesn't wear a
black shirt and a white tie. Nor does he have "beady" little
eyes and a hair-line mustache. The Damon Runyon boys are long
gone. Today's sharpie looks just like anyone else.
That's part of his game. You can spot him only with a pair of
dice and what he does with them.
Freak Rolls With Honest Dice
Before we talk about crooked
dice, we'll show you what the sharpie can do with a pair of
honest ones. He either stacks them in a number of different
ways all to his advantage before he rolls them;
or he doesn't really roll them although it appears that
he does; or he slides them instead of rolling them. When you
get taken this way, you've asked for it. No regular
crapshooter ever lets another crapshooter get away with
it. And in a licensed gambling house, they say, "Roll
'em, fella!" Whoever doesn't, doesn't play.
In the days of Hazard, the
sharpie used his finger to control the dice to his advantage.
And he had that dice cup to help cover up his actions. Today's
sharpie has only his hands, which makes it somewhat more
difficult, and also a more skilled trade.
Perhaps the most popular of
these freak shots is the "pad roll" or
"wheel roll." The dice are held with the
numbers 1 and 6 at the ends so when rolled, like
wheels, only the numbers on the top, the bottom and the sides
come up. You can't get a 1 or 6. So this prevents any chance
of a "crap" 1 1, 12, 66. If administered in the
right fashion, you get only the following:
|
2-2 |
3-2 |
4-2 |
5-2 |
|
2-3 |
3-3 |
4-3 |
5-3 |
|
2-4 |
3-4 |
4-4 |
5-4 |
|
2-5 |
3-5 |
4-5 |
5-5 |
Four chances for a 7 out of
sixteen combinations helps the shooter's odds for a
"natural." And for such bad points as 4 and
10, there's only one chance each. Of course, this is but one
way to set the dice for a "pad roll." You can
almost take your choice. You just pick out certain points,
minimize the chances to "seven out" and face
the dice accordingly. Although dated, this roll is still tried
in both uneducated and educated circles. The skill is to set
the dice quickly and roll them. The trick is to spot the
"setting."
The Pad Roll


Here's the famous "pad
roll" and a favorite of all sharpies. The dice are
held with the numbers 1 and 6 at ends so when rolled,
like wheels, only the numbers on the top, the bottom and the
sides can come up - never the 1 and 6 at the
ends.
Another popular freak
roll is the "slide." And it's not as easy to
detect as one might believe. As explained in the following
illustration, one die is held loosely for the shake effect,
and the other is held secure, set for the slide. When rolled,
the loose die does roll, with all eyes on it. Thus, the die
that slides is rarely caught.
And to make certain that it
isn't detected, the expert sharpie has developed a spin or
twirl to accompany the sliding die. This gives the effect of a
roll still the die merely slides with the wanted side
up. And with one controlled die, the sharpie can accomplish
just about anything he desires. At least, he can put the odds
definitely in his favor.
For instance, take the point of
4 or 10. That's a 2 to 1 bet against the shooter. But the
slide, expertly done, makes the 4 or 10 an even chance. Let's
say that you want a 4. Just control one die so that it comes
up 1, 2 or 3. Whichever shows, you have an even chance of
making 4 if the loose die, the one that actually rolls,
comes up 1, 2 or 3.
Just do some simple arithmetic,
and you can easily see the various other points that can be
made with the slide. How do you protect yourself from it? In a
licensed gambling house, the stickman is watching for it, and
thus serves as your protection. In a private game, you'll have
to do the watching.
The "bounce"
is another freak roll and somewhat resembles the
"slide" in that one die bounces off the other
and rolls while the other, the set die, merely slides
along. This shot has a definite advantage because it's quite
difficult to detect. The action of one die bouncing off the
other gives the effect of both dice bouncing and rolling as
prescribed. But it deserves the advantage. Of all the freak
shots in the game, this one really takes practice to execute.
Try it a few hundred times and you still won't master
it.
But a few have. In explanation,
the "bounce" roll is simple enough. You just
stack one die on top of the other. The bottom die is set for
the favored number. You roll them and look what happens-the
top die does the bouncing and rolling, and the bottom die just
slides along with the favored number up. How is it done? They
say with the wrist and a very special spin. In truth, it
remains the secret of the few.
There are numerous other freak
shots in the game of craps, all employing spins, slides, a
bounce, a skip and a hop. And generally they are beyond the
ability of the average crapshooter, to duplicate. In fact, you
don't want to master them the penalty for getting
caught isn't worth it. Your problem is to be able to recognize
them. Then, you merely yell "No Dice." The
reward is a fair shake for your money plus the respect of the
sharpie. He won't try freak rolls again when you're in the
game.
Using The Finger With The Dice Cup

The start of the
throw looks perfectly legitimate
...

But watch
those fingers retaining one or more of the
dice...

The throw is finished
and the retained die or dice comes out with the help of
a finger giving it a final turn for the needed
number.
The Slide Roll
Picture this closed fist. Here,
the dice are exposed for your inspection. In actual play,
however, one die is held secure in the bend of the fingers,
and the other is held loosely between the thumb and
forefinger.
In this position, with a closed
fist, the sharpie rattles the dice. But of course, he's only
rattling one die against the other which is secure in
the bend of the fingers and set with the proper side
up.
The roll releases the loose die
(and it actually rolls) but the set die merely slides out, set
as the sharpie wants it.
How to catch this shot? Look
for that slide!
Crooked Dice
The term "crooked
dice" covers a big territory in the game of Craps.
And here, terminology comes in. There are "loaded
dice" "passers" "missouts" "painted
dice" "capped dice" "shapes"
"flats" which covers enough of the crooked
variety. Know these and be able to spot them, and you're well
up on your dice education.
"Loaded dice"
are just what the term implies loaded, with lead and
mercury in the old days, but mostly with white gold and
platinum today to take care of transparent dice. Holes are
drilled into the various spots, loaded, and thus become heavy
or light on certain corners to bring up
"favored" points.
Of course, not all loaded or
crooked dice are actually "loaded." There are
hollow dice, called "floaters" because they
are too light to take the water test. Instead of sinking when
dropped into a tall glass of water, and the same side turning
up as they will if loaded these hollow dice
float. They are solid on one end, and the other end is
hollow thus, it always comes up.
Then there are "tap
dice" which are hollow too. But these
"taps" are elaborate indeed. The interior
consists of a central cavity connecting with others in the
sides. There is just one load of mercury. By giving the cube a
tap, the mercury drops into whatever side the sharpie wants it
to drop. If he wants to roll a 6, he taps the mercury into the
1 side, and so on. Though ingenious, such dice are
easy to detect when handled because of the shifting
load.
As for detecting loaded dice,
there is one sure fire way cut them open. But this
isn't always possible right on the spot. You can also drop
them in a tall glass of water and watch to see if the same
side always comes up. Or you can spin them on a corner and see
if they wobble. To detect the more masterful loaded dice takes
an expert. Some can tell merely by feeling the weight of them
in their hands. But detecting loaded dice isn't so much your
problem as is detecting how they and other crooked dice get
"in" and "out" of a crap game. And we'll talk
about that a little later.
7 OR
11 DICE

Here's a pair of dice for the greedy
crook. One shows 2 and 6 on every side, and the other shows
all 5's. They have to come 7 or 11 every time they are rolled.
But few skilled crooks would carry their game this far. Even
the "sucker" sees three sides at a time.
PASSERS

Here's a "mirror" drawing of a die
with only three spots 1, 3 and 5. These may crap
1-1, but they can never "7". The only numbers they can total
are 2, 4, 6, 8 and 10. Quite an advantage when a player is
after a "point".
Other three spot dice would be the
even numbers 2, 4 and 6. They can't "7" either, but
they can bring up 4, 6, 8, 10 and 12.
And then there
are the 2, 3 and 6 spotted dice to take care of such points as
5 and 9. They also roll 4, 6, 8 and 12. But still no
"7".
MISSOUTS

Missouts or "Bust Outs" come in
two types. One set has 1, 3 and 5 on one die, and 2, 4 and 6
on the other. These cubes will always "seven out" when the
shooter is after points 4, 6, 8 or 10 because they just
can't roll any of these numbers.
Another type of "Missouts" will
take care of the fellow after points 5 or 9. One die has the
numbers 1, 4 and 5, and the other, 2, 3 and 6. These will make
any point except those the shooter
wants.
SIX-ACE
FLATS

Easy to detect? Only because
it's a blown up drawing.
Actually, they vary in size
only 4/100 of an inch. So in a crap game, you would need a
magnifying glass to discover that the die on the left is
broader than it is high.
There are many types of "Flats"
but the "Six-Ace Flats" are the most popular. With these, the
6 and 1 sides are the flat sides and naturally, the
numbers 6 and 1 will come up most often.
There are various
other forms of crooked dice. Here are some of the major
ones:
"Passers" are dice fixed for the
shooter, or the player who bets that the shooter will win.
They favor winning points. For instance, take the three spots
dice. Each die has only three spots such as the 1, 3
and 5. These may crap, 1-1, but they can never 7. The only
numbers they can total are 2, 4, 6, 8 and 10, which is quite
an advantage when a shooter is after such a point. There are
"passers" which take care of the even numbers, as well, and
others that favor 5 and 9.
"Missouts" are
dice fixed against the shooter. They favor the
"wrong" bettor the one that says the
shooter will lose. And he certainly will with these cubes.
They come in two types. One set has 1, 3 and 5 on one die, and
2, 4 and 6 on the other. They will always "seven out" when the
shooter is after points 4, 6, 8 or 10, because they just can't
roll any of these numbers. The other type takes care of the
fellow after points 5 or 9. One die has the numbers 1, 4 and
5, and the other, 2, 3 and 6. These will make any point except
those that the shooter wants.
"Painted" or
"capped" dice are painted or capped on
certain sides to bring up desired points, to slow them up, or
to make them bounce whatever is required. Don't "ha ha"
this method. In the hands of the expert, it's almost fool
proof. For the "painted" dice a special paint is used which
becomes sticky from the warmth of the sharpie's hand. And a
little more warmth also from the sharpie's hand
takes off the evidence completely. As for the "capped" dice, a
transparent material is used, which leaves no tell-tale
lines.
Also, there are
"shapes," "flats" and
"tees," which can only be detected by minute
examination. The "shapes" are given slightly tapering cuts on
just the right corners. "Flats" are broader than they are
high. For example, the sides numbered 6 and 1 are on the
"flat" sides and the dice are most likely to come up with
those points showing. The "tees" are the old reliable
"misspotted" dice, known also as
"tops and bottoms" because they show the same
number on both sides.
Switching Dice
Even in the best of gambling
houses, sharpies try to slip crooked dice into a game or try
their freak rolls. Both are extremely difficult to do in
big-time gambling, because the stickman and other honest house
men are on the constant look-out for such goings on. We've
already touched on freak rolls and how they are attempted, so
here we'll cover slipping crooked dice "in" and "out" of a
game or "switching" as it's called.
This is the way it's done or tried at least.
First, how does the player get
them inside the gambling house? You're wrong if you think he
just walks in with them, carrying the phony cubes in his
pocket or some such obvious place. Only fools and amateurs try
such simple tricks. Many of the sharpies are experts, and some
are highly creative. To cover even a good portion of their
methods would warrant a book or two, and then some. So we'll
just point out a few methods, actually on record, which seemed
fantastically clever to us.
From World War I up to Korea
(and even before World War I), craps was a favorite with the
service man. And this story has to do with a soldier
crapshooter, seriously wounded in World War II, who was
determined to take advantage of the fact. The soldier had lost
his left arm, up to the elbow, and someone was going to pay
for his service-connected disability. He qualified for a
hook-like arm from the government, and a monthly disability
check for life. Small compensation, we agree. Anyway, it made
the soldier bitter.
He designed for himself a
wooden arm and hand in flesh-like color and went back to the
game the army taught him craps. At first, he played
with the fellows in so-called "friendly games" and was a
constant winner. Then he graduated to the big time the
Nevada gambling casinos. He would stand before the layouts and
shake and roll those dice just as the house rules prescribed.
He won often, but never played long at a time. But the fact
that he always won, and that he had that wooden arm, finally
caused suspicion.
If you haven't guessed it
already, he was switching phony dice by means of the wooden
hand. In the palm of the wooden hand was a specially built
compartment just big enough for two sets of dice.
However, only one set of dice occupied the compartment at any
one time the phony dice until they were switched for
the house dice, and vice versa. After being detected, he
demonstrated his trick to the owners.
It seemed, because of his
deformity, most houses would allow him to shake the dice by
holding his cupped good hand against the wooden straight
hand thus affording an easy switch. He claimed that he
figured as much when he designed the hand. A simple device on
the wooden hand when pressed would open the special
compartment. From here, it was just a matter of switching dice
for a while. He admitted that it took some practice. The story
goes on to say that the house took pity on him and let him go.
But he was certainly blackballed in the state of
Nevada.
Take offs on this scheme were
tried but were less clever. A man with a wooden leg was easily
detected. He caused too much commotion getting to the cubes.
He had to stoop to get them at the ankle and was
dead. Also, the house wasn't too easy on him so the
story says.
Other Schemes
As for other ways of getting
phony cubes into a game, the list is long and almost endless.
But here are some to keep your eyes peeled for. And we're
certain that others are being invented by sharpies at this
very moment:
HEEL Here it's a
trap heel. The player reaches down to tie a shoe string, and
his little finger triggers a spring in the heel, releasing
phony dice. But because he reaches down, it's a dead
give-away.
CANE A
compartment in the handle of a simple cane stores the phony
dice. One man got caught with this, not because they saw him
working the switch but because he forgot which leg was
supposed to be stiff. He limped away from the table on
the wrong leg.
HEARING
AID The crooked dice are kept either in the
ear piece mechanism or the battery case of the hearing
aid.
BELT
BUCKLE Not too workable because the belt
buckle is obviously too thick.
TIE
CLASP Same problem as above. But one sharpie
thought he had this problem solved. A set of dice (phony dice)
were actually a part of his tie clasp. Something so out in the
open, he felt, would never be suspected. But the second he
fingered his tie clasp, a stickman rapped his knuckles with
the stick. And out of the game he went.
CHIPS
At a crap table you either use money or chips to place your
bets. A compartment for phony dice made to look like a
stack of chips has been tried. Since you hold the chips
in your hands anyway, it seems a natural device. But it
wasn't. The chips didn't rattle.
And on it goes. The devices are
plentiful for getting crooked dice into a crap game. And if
the sharpie himself doesn't use some such device, he has other
sharpies called "feeders" supplying him with
all types of sure-shot dice. These feeders, non-players
mostly, just stand around with their good supply of special
cubes. They carry them in belts, the lining of their coats,
even in their pockets. Since they aren't playing, they aren't
under suspicion until they approach a player. So even
here, it takes skill. But maybe "nerve" would be the better
word.
The Wooden Hand Switch

It's quite a sacrifice to put phony
dice into a game this way. So we doubt very much that you
would want to consider it. Besides, it's old hat now. Gambling
houses watch for all types of deformities the wooden
leg, the limp, the man with the cane, etc. So it won't
work.
Using The Hands
Since many methods of switching dice leave
the sharpie with two sets of dice in his hands the
house dice and the phony dice how does he manage from
there? Basically, all such hand switches are based on the
theory of the hand being quicker than the eye. You know how
some can perform that disappearing coin trick rolling
the coin through the fingers. Finally, it disappears. Well
many sharpies can do the same with a pair of dice.
In fact, there are many places
to hide the house dice temporarily about the hands
while using phony dice. There's the cuff of a shirt a
sticky substance holds them in place. Also, of course, the
hand that isn't rolling the dice makes a good storehouse.
Believe it or not, one dedicated sharpie had a good portion of
the palm of his left hand removed by surgery for such a
purpose. He could then really hide those house dice while he
used his own.
And then there's the
"one hand switch" which requires some
practice. Also, big hands are a definite advantage. Try
holding two sets of dice in one hand, throwing out only one
set and retaining the other, and you'll see what we mean. But
the sharpie has little trouble. The crooked dice rest between
the palm and the third and little finger, ready to be switched
for the honest dice. The honest dice are held by the thumb and
first two fingers. Presto, they change places. The phony cubes
hit the table and the house dice stay secure between
the palm and third and little finger, ready to be switched
back into the game when necessary.
Those who have difficulty
working with four dice, use only three. That third one is
phony, of course, and for certain combinations works well with
one honest die. It can change "passers" into
"missouts" and vice versa. All such single
phony dice are specially loaded to fit the "Three Dice
Combinations" meaning that one phony die with
either of the two honest dice will give the sharpie definite
odds in his favor. They don't always work, but they work most
of the time. Another advantage is that the "single die
switch" is easy to perform but difficult to detect.
The switcher merely picks up one cube and makes the change
while reaching for the other. And the watchers feel that the
dice never leave their sight. They don't but they have
been switched.
The Crooked Crap Table
There are sure ways of
detecting the crooked crap table or the crooked gambling
house if you stay around long enough to spot them.
Remember, they employ all the tricks in the game, and
daily invent some of their own. Crooked dice prevail, but also
all the other devices: stooges, feeders, crooked stick-man and
house men in general, magnetized tables, electric dice, gyp
layouts, all the switch methods possible the ways and
means are beyond the average man's imagination. How does one
spot such things? You just have to keep your eyes open, and
once you're sure it's a joint, get out of the place. That's
the only way to protect yourself. You can't beat 'em
not really.
Detection is what you're
concerned about not joining them with the foolish
belief that you may turn the tables. So here we'll pinpoint a
few of the goings on that usually indicate a "bustout
joint" as it's called:
Watch how often the dice are
handled and by whom. If the place is a bit careless in this
respect, it's probably crooked.
The stickman has to be a bit
careless to allow switchers and feeders plenty of time to
operate.
In the typical
"bustout joint" the house itself brings the
phony dice into the game whenever bets are stacking too
high against the house. The stickman makes the switch to a
stooge. So if a player is winning a lot watch the
stickman.
If you see a stickman rap the
knuckles of a player take notice. They do this in
honest houses but here it's done to prevent a shooter
from setting the dice for a freak roll. In the crooked house,
it's often done so the player won't have a chance to examine
the "phony dice."
But don't watch the stickman
so much that you miss the stooge or feeder. He may be a
customer standing right next to you who is playing an
inconspicuous game winning a little and losing a
little. Then suddenly, when he gets the signal and it
could be anything he puts the phony dice into the
game.
A "gyp
layout" one giving poorer odds than
average is usually a part of the crooked gambling
house. But a gyp lay out in itself is no proof that the house
is crooked. Remember what we previously said the house
isn't actually gypping you when you accept bad odds. You're
gypping yourself by playing on such terms.
Electric
dice those loaded with steel plugs are
heavy to the feel of the experienced crapshooter. So get a
general idea of the weight of an honest pair of
dice.
But even honest dice can do
some interesting tricks. For instance, if the dice you're
using start to "act up" on only certain spots on the table -
chances are that the table is rigged with a magnet under those
certain spots.
This last point is a rarity
still it's added protection to know about it. Sometimes, one
table in an otherwise honest gambling house is crooked. The
stickman works with one stooge or several. And these boys
switch the dice under the "okay eye" of the stickman, who in
turn gets a good portion of their winnings. Rare but it does
happen.
The One Hand Switch

This only looks obvious and
easy to perform. But when the sharpie pulls the
one-hand-switch it's the old story of the hand being quicker
than the eye.
The crooked dice rest between the palm
and the third and little finger, ready to be switched for the
honest dice. And where do the honest dice go? They stay
between the palm and third little finger, ready to be switched
back into the game.
A Rigged Crap Table

The house has a bigger
advantage than usual if it uses a magnetized table. The magnet
is fastened to the under-side of the table and fed by dry or
storage batteries. One or several magnets are used, and a
button on the stickman's side controls it all. So if the dice
start jumping around crazily watch out.
A Rigged Table For Electric Dice

Some simple wiring, a metal
plate beneath the cloth of the crap table, so-called electric
dice with steel plugs in certain spots, and a switch for the
stickman does the damage here.
At the turn of the
switch, an electro-magnetic current shoots through the plate
and controls the dice for the house.
A Special Note
Despite the prevalence of
sharpies, crooked dice and crap tables, a great many crap
games fall into the "honest" category. And
your best bet here is to shoot craps in a licensed gambling
house preferably the big ones with a reputation behind
them.
It is reasonable to believe
that such houses can't afford to use phony dice, rigged
tables, feeders and the like at the expense of losing their
license and this a most profitable income. Besides, the
odds are already in their favor legally.
While you have a right to
expect fair treatment (and you get it) at every licensed
gambling casino, you should never expect to beat the business,
particularly in the long run.
Nor should you expect all
gambling houses to offer the same odds. Rules and percentages
vary. So do some shopping around for the most favorable odds.
These are found most often in the bigger casinos. It's like
the price of food at a super-market and the small grocery
store.
And by all means, remember the
odds and probabilities in the game of Craps. Hunches, hot and
cold streaks, dumb luck all play their part. But first and
always craps is a game of chance - and you have to take it
from there.
So here's hoping that chance is on your
side enough to make the game both interesting and
profitable.


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