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Three card monte, also known as the Three-Card Trick, Follow The Lady or
Find the Lady, is a confidence game in which the
victim, or mark, is tricked into betting a sum of money that he can
find the money card, for example the Queen of Spades, among three face-down cards. In its full form, the three card
monte is an example of a classic short
con in which the outside man
pretends to conspire with the mark to cheat the inside man, while in fact conspiring with the inside man to cheat the mark.
The three card monte game itself is very simple; a dealer places three cards face down on a table (often a cardboard box that
can be quickly taken away), shows that one of the cards is the Queen of Spades, and then rearranges the cards quickly to confuse the player about which
card is which. If the player correctly identifies the Queen of Spades, he wins an amount equal to the stake he bets; otherwise,
he loses his stake. When the mark arrives at the three card monte game, he is likely to see a number of other players winning and
losing money at the game. These are shills, confederates of the dealer who pretend to
play so as to give the illusion of a straight gambling game. The mark is likely to notice that he can follow the Queen more
easily than the shills seem to be able to, which sets him up to believe that he can beat the game.
To bring the mark in fully, a roper or outside man (as opposed to the dealer, the inside man) will
approach the mark and suggest a way to turn even this easy win into a sure thing, a gamble that cannot be lost. He demands to
examine the cards, and while handling them puts a subtle bend, or crimp, in one corner of
the Queen of Spades. This makes the Queen especially easy to identify, and the mark is encouraged to win a small amount by
finding the Queen using the crease. Often the outside man will put up the stake for this first bet, so that the mark doesn't have
to risk any of his own money. The outside man will then suggest that he and the mark together bet all the money they are
carrying, including the winnings from the first bet, on the next play.
The greedy mark will stake everything he has on the next bet, supported by the confidence of the outside man that they can't
lose; but when he turns over the creased card, he finds that the dealer has removed the crease from the Queen and put it on a
losing card. The mark has lost his bet, along with any part of the final stake put up by the outside man.
In the last stage of the con, the mark is cooled off by the outside man who curses the failure of the trick and the
money he claims to have lost along with the mark. A particularly gullible mark may at this point go off to find more money to
gamble on a second attempt, but even an ordinarily gullible mark may not realize that he has been swindled, or (if the outside
man's share of the stake was large) may even feel that he has betrayed the outside man's confidence in his ability to win the
game. After the mark leaves, the inside man returns the outside man's stake and a new mark is found.
Recommended reading:
Notes on Three Card Monte, by Whit Haydn
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