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Chapter XLVI: Part II: Continuation of the Game

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Another Amusing Trick.

"The _vole_ and the king. I mark three; it is your turn to deal," presenting the pack to your adversary; and, at the same time, drawing out five or six cards which you keep hidden in your hand, according to the principles laid down in the third chapter, figure 13.

The adversary shuffles the cards, and, that he shall not notice the diminution of the pack, you distract his attention by an animated conversation. Something in this style.

"Have you any knowledge of sleight of hand?"

"I don't think so."

"I am sorry for it, as I would have taught you a trick."

"Oh! that's of no consequence; show it to me all the same."

"With pleasure. But you must first practice a whole year to _sauter la coupe_," &c., &c. Your _vis-à-vis_ then hands the cards to you to cut, and deals. Taking up your cards, you pass in underneath, those you had secreted, being careful to press them very forcibly one against the other.

"Ah! Well, what game did you say we were to play at?"

"At écarté; I thought you said at écarté."

"Then why do you give me so many cards?" spreading out the cards side by side.

"A false deal. You've lost your deal," you exclaim, at the same time passing with a rapid glance all the cards in review before you.

This hasty glance, rapid as it is, has been long enough to show you, out of these eleven or twelve cards, which is the dominant suit.

You select four of them, and, as you ought to recollect, the three kings and three aces were amongst them.

To the four above-mentioned you add the king and the ace of hearts, and place them all together at the bottom of the pack; then, by an operation similar to that described for piquet, whilst pretending to shuffle, you put on the top of the pack--

1. Four cards from the bottom.
2. Three indifferent cards from the middle.
3. Two cards from the bottom.
4. Two indifferent cards.

The pack is accordingly thus arranged for playing. Eleven prepared cards. That is to say--

1. Two chance cards.
2. Two hearts.
3. Three chance cards.
4. Three hearts.
5. A heart, as the turn-up card.

You make a false shuffle, a false cut, and then proceed to deal.

"I turned up the king just now," you observe, in finishing the deal. "This time I shall keep it in my own hand." You mark the king, and make the point, which wins the game.

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The Sharper Detected and ExposedChapter XLVI: Part II: Continuation of the Game

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