Attention Deficit Disorder Prosthetic Memory Program

Three-card Monte

ADDPMP604
Three-card Monte - © Attention Deficit Disorder Prosthetic Memory Program

A confidence game, also known as Find the Lady and Three-card Trick, in which the victims (or “marks”) are tricked into betting a sum of money, on the assumption that they can find the target card (or “money card”) among three face-down playing cards. The Three-card Monte, existing since the 15th century, is an example of a classic “short con” in which a shill pretends to conspire with the mark to cheat the dealer, while in fact conspiring with the dealer to cheat the mark. Consequently, the mark has no chance whatsoever of winning, at any point in the game. The psychology of the Three-card Monte con is to increase the mark’s confidence until they believe they have a special ability to cheat the dealer and win easy money. To increase the mark’s motivation to bet, they will also employ standard strategies such as having the dealer be rude, so there is even more reason to want to take his money.

To play, a dealer places three cards face down on a table, usually on a cardboard box which provides the ability to set up and disappear quickly. The dealer shows that one of the cards is the target card, (usually the queen of hearts), and then rearranges the cards quickly to confuse the player about which card is which. The player is then given an opportunity to select one of the three cards. If the player correctly identifies the target card, the player gets the amount bet (the “stake”) back, plus the same amount again; otherwise, the stake is lost.
Before a mark arrives, the shills pretend to play, so as to give the illusion of a straight gambling game. As the mark watches the game and other (fake) players winning and losing money, they notice that they can follow the queen more easily than the shills seem to be able to, which sets them up to believe that they can win the game. However, dealers employ sleight of hand to prevent the mark from finding the queen, by picking up one of the cards with one hand, and two with the other. Therefore, the mark follows and pick the wrong card. If the the mark manages to find the right location of the queen by pure chance, one of the shills posts a higher bid, which the dealer immediately accepts, so the mark looses the game inevitably.

Chicken Hypnosis - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP253
Chicken Hypnosis
William Charles Utermohlen - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP640
William Charles Utermohlen
Pinhead Design - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP506
Pinhead Design
Breviceps fuscus - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP631
Breviceps fuscus
O.S.T. Credits - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP620
O.S.T. Credits
Beaux-Arts Ball - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP686
Beaux-Arts Ball
Tamu Massif - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP203
Tamu Massif
Tidal Bore - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP528
Tidal Bore
Blue-Ringed Octopus - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP436
Blue-Ringed Octopus
Animals by Number of Neurons - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP573
Animals by Number of Neurons
Armed Robbery Masks - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP208
Armed Robbery Masks
Objectophilia - © Attention Deficit Disorder Prosthetic Memory Program
ADDPMP017
Objectophilia

You are using an outdated browser.
Please upgrade your browser to improve your experience.