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9781580800860

Games You Can't Lose

by
  • ISBN13:

    9781580800860

  • ISBN10:

    1580800866

  • Format: Paperback
  • Copyright: 2001-02-01
  • Publisher: Burford Books
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List Price: $14.95

Summary

Before starring in 'Night Court' on television, Harry Anderson was a performing con man. Here in this funny, insightful and deliciously wicked book he unveils the tricks behind cons, swindles, and wagers that separate fools and their money in streets, bars, carnivals, casinos and racetracks every day.

Table of Contents

Introductions to the 2001 Edition viii
Introduction: ``Hello, Sucker!'' xi
BOOK ONE: GAMES YOU CAN'T LOSE
Cunning Stunts
3(16)
Equally Cunning Stunts
The Acrobatic Glasses
9(2)
Do As I Do
11(1)
Topsy-Turvy Matchboxes
11(2)
Balancing an Egg on End
13(1)
Billiards
14(1)
Removing Your Vest Without Removing Your Coat
15(4)
Playing the Odds
19(16)
Your Best Bets at Playing the Odds
Unhappy Birthdays
25(2)
Twenty Bits
27(1)
The Matching Card Game
27(2)
Roll Six or Eight Before Seven
29(3)
Coins on the Tray
32(3)
Proposition Bets
35(8)
A Few Choice Proposition Bets
Throwing a Walnut
40(1)
Heaving a Pumpkin
40(1)
The Fly and the Sugar
40(1)
Stepping Off the Curb
41(1)
Counting the Pumpkins
41(2)
Trivial Dispute
43(10)
More Trivial Disputes
Hail to the Chief
50(1)
Something Rotten in Denmark
50(1)
``Day-O! Day-ay-ay-O!''
50(1)
Jackie O?
51(1)
Never the Twain Shall Meet
51(2)
Games You Can't Lose
53(24)
More Games You Can't Lose
Nim
59(2)
Tic-Tac-Toe
61(3)
Liar's Poker
64(3)
Golf
67(2)
Chess
69(4)
BOOK TWO: GAMES YOU CAN'T WIN
Introduction
73(4)
Casionos
77(28)
How They Make Money
Slot Machines
86(2)
Keno
88(2)
Roulette
90(2)
Money Wheel
92(1)
Casino Poker
93(2)
Craps
95(5)
Blackjack
100(5)
The Carnival
105(14)
Carny Hot Spots
Penny Falls
112(1)
Basketball Toss
113(1)
Spotting the Spot
114(1)
String Pull
115(1)
Numbers Games
116(3)
Sports & The Track
119(12)
Sport of Kings
Forms & Favorites
123(1)
Systems
124(2)
Touts
126(1)
The Fix Is Out
127(3)
Rules for Not Losing Your Pants
130(1)
The Street
131(14)
The Man Who Beat Monte Carlo
Three-Card Monte
138(1)
Shell Game
139(1)
Matching Coin Scam
140(2)
The Lottery
142(3)
``So Long, Suckers!''
145(14)
Some Words of Wisdom
Finding Your Mark
154(1)
Playing the Part
155(4)
Bibliography 159

Supplemental Materials

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Excerpts

CUNNING STUNTS HOOK, LINE AND SINKER I am sitting one day in a local beanery with the old thinkin' hat on as usual-when a very rewarding-type scheme enters my noggin. Lately, I am frequently noticing that my growing reputation as a notorious sort of character is making the suckers extremely suspicious of even my most honest intentions. I ask one guy for a light and he clamps his hand over his wallet and runs away screaming. Obviously, the word is out that I will be clever in ways they have never dreamed of and that I will not hesitate one bit to take monetary advantage of the situation. That's right, I been rippin' 'em off something fierce, which is causing John Q. Public to avoid me like a mongrel avoids the dogcatcher. Mayhap it is time to turn from fleecing the sheep to tending them. I think. I am not the only wolf out there. And someone has to give the suckers a more or less fair shake. It is soon my resolve to grasp one of the less intelligent of the flock and become his professor. How should I put it? To teach him a thing or two. And if the everlovin' reader, in the process, learns a little about the fine art of games and gaming, all the better. Thirsty and anxious to embark upon my plan, all I need is a short drink and a ripe sucker. That's easy because the quickest way to get a drink is to find a sucker. And in this joint, as in most bars, there's more suckers than ice cubes.

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