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Contents ( 23)
  1. FORWARD
  2. PROLOGUE
  3. CHAPTER 1
  4. CHAPTER 2
  5. CHAPTER 3
  6. CHAPTER 4
  7. CHAPTER 5
  8. CHAPTER 6
  9. CHAPTER 7
  10. CHAPTER 8
  11. CHAPTER 9
  12. CHAPTER 10
  13. CHAPTER 11
  14. CHAPTER 12
  15. CHAPTER 13
  16. CHAPTER 14
  17. CHAPTER 15
  18. CHAPTER 16
  19. CHAPTER 17
  20. CHAPTER 18
  21. CHAPTER 19
  22. CHAPTER 20
  23. GLOSSARY

Stores/Joints—What an outsider calls a game or concession. Run by agents or clerks. There are three kinds:
(1) Hanky-panks—You win every time. Maybe not a great prize, but still a prize.
(2) Alibi stores—You could win, but if you do, the agent will try to avoid giving you a big prize by saying you violated some rule of the game. If he’s really good, you’ll continue to play.
(3) Flat stores/Flatties—You flat-out won’t win. Most of these games are gaffed. What you’ll get for your money is the fun of trying, plus an entertaining spiel from a smooth-talking agent. (Keep your wallet in your pocket!)

Sucker sore—A carny’s state of mind after being on the road so long that he’s fed up with the public. He’s tired of their questions, tired of their stupidity, tired of their corrupt elected officials or police force.

Sunday schooler—A clean show with no alcoholic beverages on the lot, no erotic suggestiveness, no razzle-dazzles, no overly gaffed games.

Throwing stock—The percentage of a store’s gross revenue (usually 25 to 30 percent) that is given back to the players as prizes.

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