Whether it’s their main table or
tucked in a corner, every Victorian gambling hall has a Faro (pronounced as the
word “Pharaoh) table. The homonymic name stems from the game’s origin in the French court of Louis the XVI. Their standard deck featured cards
depicting an Egyptian pharaoh. Faro spread to every saloon, gaming club across Europe
and America in the 1800s. Punters (as Faro players are called) of all social
classes crowd around the gaming table because of its simple rules and easily
understood odds. Faro tables are generally square with a spot for the dealer
cut out. The center of the table holds depictions of the thirteen types of cards
in a suite (ace, two, three, etc all the way to king, excluding jokers). They
might be painted on felt or the entire suite of spades glued to a wooden board.
At the start of a turn, punters place
their stakes on their chosen cards. The dealer then draws the top card of a
standard fifty-two card deck and places it on his right. This is the winning
card. He then draws the losing card and places it on his left. Any punter lucky
enough to bet on the winning card receives a payout equal to his stake (in
other words a shilling bet wins a shilling). Those placing their faith on the
losing card lose their stake. Gamblers whose cards neither won nor lost
neither won nor lost their money. After payouts switched hands, new players
joined the game, old players left, and stakes shifted from one card to another
before the next round begins.
For further complication, punters
may flip the game on its head by placing a marker next to their wager
indicating that they are betting on that card to lose. If it wins, they lose
their stake. If it loses, they win. Punters may also spread their stakes across
multiple cards. A game of faro ends with one last bet over the order of the
final three cards in the deck (ignoring the absolute last card which was
revealed previously at the beginning of the game). If a punter guesses the
order of all three cards he wins four-to-one. Guessing two of the three pays
out two-to-one, and guessing one pays out one-to-one.
Among table games, Faro has the
best odds unless the dealer cheats. To discourage cheating or to appear more
honest despite cheating, faro begins by the dealer shuffling the deck, a punter
cutting the cards, and the dealer revealing the card at the bottom of the deck.
The deck was also kept in a special spring-fed box allowing the top cards to be
pulled out one by one with little chance of manipulation. A small device
similar to an abacus called “the case-keeper” recorded what cards had already
been revealed from the deck and which cards remained. Despite these safeguards,
few dealers played an honest table. Some dealers cheated with special decks
designed to keep pairs of cards stuck together during a thorough shuffle. The
box holding the cards could be altered allowing the dealer to pull certain
cards at their whim. At a noisy and crowded table, a fellow conspirator could
easily slide a wager from a winning card to a loser. In spite of widespread
cheating, Faro’s quick and easy play, the comradery of punters eagerly tracking
the deck’s progress, and the sudden wins and losses made it the most popular
table game in Victorian England.
Faro in Play
To simulate an entire game of faro
with a single test, the punter makes a Gambling test with 3 black dice. On a
successful roll, they win an amount equal to their wager. For every net
success, the punter wins another amount equal to their original wager. They
break even with a partial success and lose their wager on a failure.
If the table is crooked, the punter’s
roll remains the same, but the dealer makes a Gambling, or Mental competence
test opposing the gambler.
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