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Chapter
4
Rating
Cards
Transferring
cards.
Tracking
and Rating Players
As someone that has been a rabid proponent
of game protection since I was a break-in dealer, I was always a little
skeptical about the need to know how much a player had won or lost. If his
losing bets were picked up and his winning bets were paid the correct
amount, then the game was run on the square and who cares how much he won?
I thought that anything that took a supervisor’s attention from a game,
even for a second, was something that was unnecessary.
But even before I came to wear a suit I
realized that a boxman or floorman is paid to be aware of what is
happening on his games. If the cage calls the pit and says a player is
cashing-out four thousand black, shouldn’t someone be able to confirm
that it came from their game? If for no other reason, could the black
checks be counterfeit or stolen? Of course we have all worked at or heard
of casinos that sweat the money but even before cash transaction reporting
became the law, there were numerous legitimate reasons for competent
supervisors to know how much money had left their games, which players got
it and how they got it.

 | Using rating cards to track players. |
A rating card is a tool to tell management
facts that they need to know. A rating card may look complicated to the
new supervisor that has never seen one before or even an experienced one
that is getting accustomed to a new job and a new form but all rating
cards contain the same basic information.

1.) SHIFT: this is very important to
the pit clerk or pit boss that has to sort the cards. Remember, even if it
is 1:00 am, if the shift hasn’t rolled, it is still swing shift.
2.) NAME: it has to be legible and
spelled correctly. If the player doesn’t want to give his name, then use
"R/N" (refused name) and a very brief description so your team
can tell this player from the dozens of other R/N’s. Good examples are
"black hat" or "gray polo."
3.) PLAYER ID# or DOB (date of
birth): it easier to look up a player in the computer using their account
number. DOB can be useful if the player has a common name and you don’t
know his account number. It is also useful if the player has a credit line
and you don’t know his credit line account number yet.
4.) DATE: remember, if it is 1:00 am
but the shift hasn’t rolled, it will be yesterday’s date.
5.) TIME IN / TIME OUT: pretty cut
and dry here. Time can be written using the conventional method (without
am or pm) or using military time. You want to avoid using a time-out time
that is later than the time-in time that another floorperson has started
this player’s next card, as this will cause overlapping play times.
6.) GAME & TABLE #: BJ 9, CR 4,
RO 2 etc.
7.) SEAT: this is very important and
easy to write in what playing spot a player is using on a BJ game or what
position he is on a crap game. If this space isn’t offered on the rating
card, I will write it in the upper right-hand corner of the card.
8.) SKILL: I have never worked in a
place that uses this spot but some places use a player’s skill (or lack
thereof) in determining their rating. A player that uses good basic
strategy in BJ or only bets the pass line with full odds, will get a lower
rating than someone who splits fives or only bets the hardways.
9.) CREDIT LINE: this is the total
amount of this player’s credit line before he took any markers. Notice
the form differentiates between credit extended to a player and front
money the player has deposited in the cage. The reason being, a shift boss
won’t be likely to raise the credit limit of someone that can only get
markers because he deposited money at the cage.
10.) CREDIT REQUESTED: this is where
you write in the markers this player has taken.
11.) BUY-INS: form "A" is
much better designed to accommodate the necessity of indicating a chip
purchase and a "losing money plays" separately. This is
necessary for CTR reporting requirements. You will enter amounts using the
"|’s" and "X’s" just like on your sweet sheet.
12.) TOTAL IN: this will be the
total amount of buy-ins, losing money plays bets, unpaid markers and lost
checks. Numbers entered in total in, total out and win/lose will be
written out in the conventional method, with two thousand being 2000, not
2.0.
13.) TOTAL OUT: this will be the
amount of the checks the player left with.
14.) WIN / LOSE: how much the player
won or how much the player lost.
15.) AVERAGE BET: the average amount
of money that player had in action at any one time.
16.) NAME & ID# (In): the
floorperson that started the rating card.
17.) NAME & ID# (Out): the
floorperson that closed out the rating card.

 | Cash buy-ins and checks out. |
This is the simplest play to track. If a
player has bought in $2000 and leaves with $800, then his total in is
$2000 and his total out is $800. This will be the case even if his cash-in
was a combination of buy-ins and money plays.
How do we know that he left with $800? The
answer is almost always the sweat sheet; in fact it is always the sweat
sheet if this was the only player on the game. If you had 4.0 black and
2.2 green when this player landed and had 3.4 black and 2.0 green when the
player left, then we know you are missing $800 in checks. This is why it
is so crucial to update your sweat sheet, especially if the game goes
dead. Even if the cage calls and says this player cashed out $4000 black,
it won’t affect how we close out the card because we know how many
checks he took off of the game.
Suppose this player was rat-holing his
checks and there were other players on the game. How do we know how much
he left with? Well, if the other player on the game was keeping his checks
on the layout, we can mentally add his checks to the rack to compute how
much our player left with. If they were both rat-holing, we might wait for
the other player to leave (hopefully busted) and then we would know what
the first player left with. And while we don’t like to depend on calls
from the cage or the floorperson in the next section to tell us how many
checks this player came to them with, sometimes we have to. And when all
else fails, divide the checks you are missing between the players that
left.
Sometimes as a courtesy to the next
floorperson that gets this player, you can indicate what the player left
with in the comments section of the card. In this case you would
write;"W/W .6 b & .2 g." The "W/W" meaning
"walked with." Another thing the next floorman might want to
write in his comments section would be that player’s $2000 "PBI"
or previous buy-ins. This gives anyone that takes over that section the
heads up that if this player would to buy-in $1001 or more, he would have
to be put on the MTL. In the case of PBI it is necessary to differentiate
between buy-in or money plays. Another entry you mind find in the comments
section of a rating card is "toke box." If the dealers dropped a
significant amount of checks in the toke box, it will be counted as part
of the player’s "out" and the amount under the "toke
box" entry will tell your relief why the amount the player cashed out
is less than what is missing from the rack.

 | Checks in and checks out. |
This is one area that can greatly differ
between casinos. Lets say a player comes to a game with 2.0 in black and
left with 1.0 in black. This can be recorded one of three ways:
1.) The player is in 2,000 and out 1,000.
This was the way it was done back in the Stone Age and ironically enough,
the way this play is recorded in some of the new player tracking
computerized systems.
2.) Player is in 1,000 and out 0. This is
the way most modern casinos record this play. The most fundamental rule to
follow is: "A player can only be in checks if he loses them."
3.) The way I was taught is the player
would be in 0 and loses 1,000. This enables the pit manager to consolidate
this patron’s play most efficiently on the "hit sheet." The
pit boss would be able to add all the "ins" to know how much a
player had bought in and add all the player’s win/loses to know how he
did.
For the rest of this chapter we will assume
that our casino uses method #2 for tracking checks in and checks out. So
see how you do in the following examples:
Example
1.
The
sweat sheet says 4.0 black and 2.0 green when a player lands on the game
with 1.0 green. He leaves and now the rack is 3.2 black and 3.0 green.
What is his total in and out?
Actually
we don’t care if the player came up with 1.0 green or not. Our sweat
sheet tells us we lost .8 black and picked up 1.0 green. The player is in
200 and out 0.
Example
2.
The
sweat sheet say 5.5 black and 3.2 green when a player walks up with a
stack of black. The player loses his black and buys-in for $2,000 cash.
When he leaves the rack is at 6.2 black and 3.0 green. What is his total
in and out?
The net
gain of the rack is .5 from gaining .7 black and losing .2 green. The
player is in 2,500 and out 0.
Example
3.
The
sweat sheet say 5.5 black and 3.2 green when a player walks up with a
stack of black. The player loses his black and buys-in for $2,000 cash.
When he leaves the rack is at 5.0 black and 3.3 green. What is his total
in and out?
The net
loss of checks in the rack is .4, from losing .5 black and picking up .1
green. So this is not really a "checks in, checks out" situation
at all. The player is in 2,000 (cash) and out 400.
Example
4.
A player
comes with 1.0 black and when he leaves you are missing .5 black.
The
player is in 0 and out 500.
Example
5
A player
comes with 1.0 black and when he leaves your rack is the same.
The
player is in 0 and out 0. Unless this player was a "R/N" you
would still turn in a card so he gets credit for his play.

 | Indicating markers as total in. |
A player can only be in markers as total in
if he fails to pay them back that play. If he were to pay them back it
would be as though they never happened. If he pays back a marker that was
gotten on a previous play, then it would be considered part of his total
out.

 | Transferring rating cards and other
tricks. |
Some floorpersons have an aversion to
writing more rating cards than they have to and some pit bosses dislike
dealing with more rating cards than they have to. Sometimes an opportunity
to transfer a card from one game to another or even from one section or
pit to another will present itself.
Suppose a player buys-in for $2,000 cash
and leaves with 1.0 black. I now see he is heading to another game in the
next section. I give the rating card to the floorperson and tell him that
this player is in $2,000 cash and has exactly 1.0 in black. This
floorperson will now add 1.0 black to the sweat sheet of the table the
player lands on. So as far as this floorperson is concerned, this player
is in $2,000 cash, period. And when the player leaves he can close out his
rating card based on the condition of the rack compared to the sweat
sheet.
If the player came to my game with checks
and lost some of them, then the floorperson I want to transfer the card to
would subtract checks from his sweat sheet. The easy way to remember this
technique is that the next floorperson is going to do the opposite
to his sweat sheet than the previous floorperson did to his.
Another tactic is for when a player lands
on your game with checks, loses them and then buys-in for cash. If this
player were alone at the table, it would not be difficult to track his
play. But if there are other players on the game, especially ones that
came up with checks, I might decide to close out the rating card for the
player losing his checks, add the checks to the sweat sheet and then start
a new card for the cash buy-in.

 | Rolling the shift. |
There is nothing quite like the shift
change to test the powers of your multi-tasking abilities. As the
floorperson you are responsible for making the new sweat sheet for the new
shift as well as closing out the rating cards for old shift and starting
new rating cards based on the checks your players have at the count.
At this time of the day, you can’t count
on anyone or anything making your job easier. The incoming and outgoing
shift bosses try to break the land speed record so the outgoing shift boss
can go home or just for the sheer joy of watching you struggle. Add to
this the fact that the players that have been sitting there for five hours
will choose this moment to ask you for comps and the dealers will be
screwing up two games ahead of the count team.
There is one of two ways we can record the
amount of checks the players have at the count. We can make out new rating
cards about a half an hour before the shift change. We close out the old
cards as far as time, leaving only the total in and out blank. We write
new cards for the new shift, including the start time (one minute after
the time we choose to close out the old cards). Then as they count the
game you look at the checks in front of the player, including their next
bet and write them in the comments section of the old rating card. The
second method is to write the amount of checks the players have on a piece
of scrap paper.
Then after the count team has zipped by,
you compare the total of the checks you wrote for all the players on a
game and compare it to how many checks you are missing from the rack
(based on the difference between the closing amounts of the old sweat
sheet and the opening amounts on the new sweat sheet). If they are close
then that is what you go with. You close out the old rating cards based on
those amounts and open the new cards for the same amounts.
If there are serious discrepancies, then
you need to decide which player or players you are going to give those
checks to. You might have an idea of which player has gone south with the
checks or you might not. In the case of "not" you will have to
adjust the amounts that you close out and open new cards based on your
best guess. The only thing that is truly important is that your old rating
cards reflect the total amount of checks that have left the rack.

 | The art and science of computing a
player’s average bet. |
As you will learn in a future chapter, a
player’s ability to get comps is based on his rating. His rating is
based on his average bet and the amount of time he plays. Fortunately, I
have never worked in a place that criticized me for the average bet I gave
a player. If I thought he deserved a $30 average, then I gave him a $40
average, just so he couldn’t beef. Some of my co-workers took the
company’s guidelines a bit too seriously.
I was a pit manager and was collecting
closed out rating cards so I could update the hit sheet. I picked up a
card from this one floorperson that had a player in $1000 and out 0. The
player played for ten minutes and the floorperson gave this player a $10
average! I walked back and handed the floorperson the rating slip and
said; "Is this even possible? How can you give this player a ten
dollar average bet?" She replied; "Well the shift boss told me
to base the average bet on just the first two bets."
"The first two bets" philosophy
is probably based on the belief that a player should not be rated based on
bets that he makes with "the house’s money." Advocates of this
belief feel that if a ten-dollar bettor gets lucky and presses his bets up
to one hundred dollars, he shouldn’t be rated as a one hundred dollar
player. That is why floorpersons are sometimes required to record the
first two bets on the rating card, so the pit manager can insure that the
final average bet isn’t significantly larger than the first two bets.
In craps, you might find something like
this in the comment box of a rating slip: 25D/2x25D/60/20. The floorperson
is indicating that this player generally makes a $25 pass line bet with
double odds, two come bets with double odds, a total of $60 in place bets
and a total of $20 in prop bets. Which leads me to another point: rating
is based on the expected win from a player and expected win is based on
the house percentage of the bets the player makes. Since the house has no
advantage on odds taken or laid on pass line, don’t pass, come or don’t
come bets: a player shouldn’t get credit for the odds he takes or lays.
However, so many players have bitched about this over the years, most
casinos instruct floorpersons to give a player credit for a portion of the
odds he takes when computing average bets.
Chapter
5
Markers
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