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 disadvantage 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 complicated character, 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
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