Red one.

(Carnival) Any thing, place, or person that offers especially lucrative opportunities for carnival swindle, as a game, town, or particular crowd of patrons. “Man, this tank (little town) is a red one! Start weeding (choosing victims).”

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Ride on the green.

(Chiefly through far West) To give railroad brakeman a dollar or two in lieu of an I.W.W. card as authority for stealing a train ride.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Ride on the red.

(Chiefly through far West) To exhibit an I.W.W. card as authority for stealing a train ride.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Snake-eyes.

(Scattered rural areas) A double-ace in craps; hence, hard luck.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Squint.

(Carnival) The appraising glance at a prospective victim’s money to see if he is worth swindling. “This hoosier (hick) looks ready (gullible). Put the squint on and see what he’s holding (how much money he has).”

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Straw hat and red tie.

(Prison) Formerly, standard accessories to civilian attire in which inmates, committed from prisons to mental institutions, were dressed. [Note: The term survives the custom.]

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Tear-drops.

Pearls.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Tear-duster.

A handkerchief.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Thousand-mile shirt.

(Hobo) A shirt of very heavy serviceable fabric; a bright-colored shirt.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

Three-card monte.

A card game of Spanish origin in which two red cards (hearts or diamonds) and one black (spades or clubs) are laid face down on the table after deft manipulation by the dealer. Players must draw the black card to win. In the three-card monte swindle, the black card is withdrawn from play during the manipulation.

Dictionary of American Underworld Lingo, Hyman E. Goldin, Editor in Chief, 1950.

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