A successor to Gamblers Don't Gamble (Greystone-'39), in which MacDougall, card detective, continues his experiences in the underworld uppercrust. Aboard ship, in private clubs and select homes, in gambling houses and honkytonks, in Army posts, he introduces the reader to cardsharps and their chumps, dice hustlers, crooked wheels, highly emotional lady cheats, the socialite who played with Murder, Inc., the handsome MacCradle with his irresistible charm, etc. Racy recontage of a specialty -- has odd angles.