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EASY-TO -LEARN TRICKS

OR MAGIC MADE SIMPLE

WaLTEK <». AMERICA'S DEAN OF MAGIC

^ .

STERLING PUBLISHING

(%&

CO., INC.

Tree 7Ze*$ C&-, L&C

new york London & Sydney

BY THE SAME AUTHOR Original Houdini Scrapbook

Junior Magic

©

1977 by Walter B. Gibson

adapted from "Magic Made Simple" Copyright 1963 by Doubleday & Company, Inc.

©

Published 1977 by Sterling Publishing Co., Inc.

419 Park Avenue South, New York, N.Y. 10016 Distributed in Australia and New Zealand by Oak Tree Press Co., Ltd., P.O. Box J34, Brickfield Hill, Sydney 2000, N.S.W. Distributed in the United Kingdom and elsewhere in the British Commonwealth by Ward Lock

Ltd.,

Manufactured

1

16 Baker Street,

in the

London

W

1

United States of America

All rights reserved

Library of Congress Catalog Card No.: 76-58624 Sterling

ISBN 0-8069-4546-X Trade 4547-8 Library

Oak Tree 7061-2549-5

CO.

SCHOOLS

ABOUT THIS BOOK Have you

ever wondered

how

a magician can

cut a rope into two pieces and restore

it

to

one

long piece before your eyes? Have you ever

marveled at the variety of tricks that can be performed with a deck of ordinary playing

Have you

cards?

ever seen a magician swallow

a billiard ball, only to

hind

his left knee?

make

This book

it

reappear be-

tells

you the

behind these and many other tricks. Moreover, you are given step-by-step instructions, combined with easy to follow illustrations, that will enable you to master even the most complicated tricks and magical effects. secrets

Many

of the tricks are

impromptu— they

can be performed on the spur of the with

materials

supplied

by the

moment

spectators.

Others take a few minutes' preparation, but

even the most advanced can be performed with ordinary objects— no special equipment

need be purchased. Here you will find clear explanations and directions for making your own "trick" card packs, bottomless cups, and special thimble holders.

The author

of this book, an accomplished

magician as well as an interesting and amusing writer, takes you on a tour of the entire realm

magic— from

of

ing.

You

sleight of

will learn

cards so that they

down— except

how

hand

to

mind

throw a pack of land on the floor face

all

to

the card a spectator has chosen,

which magically appears face up! You learn

how

him

to choose!

how to make a pencil rise and how to pull a wand which

will learn

from your fist is two feet long out of six

will

to force a spectator to choose just

the card you want

You

read-

a purse

which

is

only

inches deep.

You

will learn

how

to perform

and many, many more. For over 175 different tricks,

this

all

all

these—

book contains

designed to help

you become a successful and entertaining magician.

Magic can be an endless source of fun and amusement for everyone— for the performer as well as for his audience.

You

will

be

thrilled

by the expressions of amazement on your friends' faces when you perform these tricks, and you will derive great pleasure from displaying the wealth of magical knowledge you have learned from this book.

CONTENTS CHAPTER ONE

HOW TO MYSTIFY

.

.

.

.

13

.

.

.

.

17

CHAPTER TWO

CLOSE-UP TRICKS

18 Instant

Cut and Restored

String

The Climbing Ring The Rising Pencil The Hypnotized Match Box .

.

.

.

.

(Impromptu Version) The Hypnotized Match Box

.

19

22 24

26

.

(Mechanical Version) Vanishing Match Box

27 31

.

The Matchless Match Pack Improved Matchless Match Pack The Restored Match The "Repeat" Restoration .

.

.

.

Three Vanishing Knots Ring Off! The Rubbery Pencil

.

33 34 36 39 42 43 45

CHAPTER THREE

EASY CARD TRICKS The Double Deal

.

.

.

46 47

Count-Down Cards Four-Heap Deal Let's Face It! Face Up— Face Down The Red Card

Do New Do As I Do

You Do As

I

.

.

.

.

.

.

Coins and Cards

Ups and Downs Behind Your Back

49 50 53 56 57 60 63 65 67 72

CHAPTER FOUR

TRICKS WITH ORDINARY OBJECTS One The The

out of Three Suction

76 79

Cup

Knot Cut and Restored Rope Fooled— and Fooled Again! Farmer and Sheep Silk Through Wand Slide-Along

75

....

...

81

85 89 92 97

CHAPTER FIVE

MAGIC WITH CARDS Cuts

The Single Cut The Multiple Cut The Undercut

.

...

100 100 100 100 101

Shuffles

102

The Dovetail or Riffle Shuffle The Overhand Shuffle The Front and Back Shuffle .

.

}Q2

.

.

jq3

.

...

04 104 1 04 \

Dealing Cards The Group Deal

The Reverse Deal The Turnup Deal

105 106

False Cuts and Shuffles

False Single

107 107

Cut

Cut

108 109

False Dovetail Shuffle

110 110

False Three-Heap False Triple

Cut

False Overhand Shuffles

.

.

.

.

The Pull Away Top to Bottom Bottom to Top

Ill

Stacked Pack Shuffle

112

Overhand Cut Shuffle Front and Back Cut Shuffle

112

The

112 112

.

.

.

113

Alternating False Shuffle or Packet

Shuffle

113

Simple Card Sleights

115

The Glide The Slip The Slide The Turnover

115

Turning the Pack

121

The Glimpse

121

118 119 120

The Double

Lift.

Palming a Card

.

,

.

Single-Cut Force.

.

The Fan Force The Draw Shuffle The Bottom Glimpse The Flash Force

<

123

.

125

.

126 127

.

.

.

Draw-Shuffle Location.

Draw-Shuffle Control

CHAPTER

129

.

.

131

.

131

.

132

.

133

.

135

SIX

FINDING A CHOSEN CARD.

136

The Riffle Glimpse The Wrist Glimpse The Divided Pack

139

Reds and Blacks

140

Two-Suit Setup

140

137

Odds and Evens The Pointer Pack

141

Bottom-Card Location

144

Count-Down Location

145

Card Controls

147

The Shuffle Pass The Turned-Up Joker The Push-Away Pass The Delayed Cut

147

Automatic Reverse Double Reverse

142

149

150 151

152 1

54

CHAPTER SEVEN

REVEALING A CHOSEN CARD.

156

Any Number Down

156

Quick-Count Trick

157

The Card Turns Up The Knockout

158

Double Choice

160

Spell It

159

Out

161

You Can't Get It The Magnetized Card

162

A Hair Raiser

164 165 166 167 1 68

Turn

It

163

Over

Just Say "Stop"

Three Heaps—Three Cards The Seventeen Cards

.

.

.

.

Card from a Hat Card on the Wall

The Card That Finds

171

172 Itself.

...

172

Doubled Thoughts

1

Four-Ace Deal

176

The Assembled Aces

179

75

CHAPTER EIGHT

MAGIC WITH COINS How to Palm

a

Coin

The Finger Bend The Thumb Palm The Standard Palm Coin Vanishes

....

182

183 183

184 185 187

Simple Vanish The Throw Vanish

187

The French Drop The False Drop

190

189 191

Multiple Coin Vanish

The Sleeve Vanish The Spin Vanish

.

194 .

Simple Coin Productions

From From From

the

.

.

.

.... ....

Bend Thumb Palm Standard Palm

the Finger the

...

Other Effective

... Productions ...

jgg I97

98 \ 93 jgg 1

jgg

From Hand to Hand March of Dimes

gg 200 204

Coin from Wand Double Coin Production

205 207

j

CHAPTER NINE

THIMBLE TRICKS

208 209 210

The Thumb Palm To Produce a Thimble Production at Knee or Elbow

.

.

.

Simple Thimble Vanish Swallow Vanish

The Finger Switch The Take-Away Vanish Twist-Away Vanish Eight Thimble Production.

.

.

.

Color-Changing Thimble

.

.

.

.

211

212 213 214 216 218 220 227

CHAPTER TEN

MENTAL MYSTERIES Tap

the

....

Numbers

232 234 237 241 244 248 250 253 255 257 260 262 264 268 271 274

Paired Thoughts

Face-Card Fantasy

The Ten

231

Pairs

Cup, Dish and Saucer The Word-Cards Within the Circle Predicted Thoughts The Nine Slips Mystic Book Test

The Repeat Book Test

A Sense of Taste The Two Rows

Name the Number Cards and Symbols

Coins and Colors

CHAPTER ELEVEN

PLANNING A MAGIC SHOW Index

.

.

279

281

How

1.

The

way to This makes the best

joyable,

to Mystify by performing. process both simple and en-

learn magic

which may come

who suppose

is

as a surprise to those

that, since tricks often

must be

clever secrets, they

depend on

difficult to per-

form.

More around.

often than not,

A

spectator, not

is

it

the other

knowing the

looks for something difficult, whereas

way

secret,

many

accomplished that keen onlookers help baffle themselves by rejecting the tricks are so easily

obvious explanation.

To

the beginner, this means choosing the

which quiring little or no

right tricks,

in this case are those re-

but which have some neat or helpful feature that will pass unnoticed skill,

or unseen.

From

the very outset,

it

must be noted that

there are two sides to every trick:

the effect, or how the trick appears to the audience, which you must stress while you perform

it.

the method, which is known only to the magician, which you must keep constantly in mind, but never even hint

at.

How

to Mystify

Jf$

13

In

many

tricks that follow, these will

cussed separately,

first

be

dis-

from the standpoint of

"effect," or the impression that the

magician

creates,

then from that of "method" which

how he

goes about

is

it.

presentation is a combination of "effect" and "method," which builds the "effect" and helps disguise the "method." In some tricks, it is treated as an added factor, but there are certain points of presentation that apply to

all.

Chief of these is: misdirection, or the drawing of attention from the real secret of the trick to something

many

unimportant. For example,

people have

heard that "the quickness of the hand de-

So the magician uses a quick move to make people look away while he is ceives the eye."

accomplishing his real mission in a more deliberate fashion.

Another example is "up his sleeve," which is supposed to be the magician's way of disposing of anything from a thin dime to a fat elephant. So it is good policy to show that your sleeves are empty by pulling them up, every now and then, always when you are about to do something that will really fool your audience. That, too, In short, misdirection rule that has

14

Jf$

How

is

misdirection.

is

magic. This

no exceptions. But there

to Mystify

is

a

are

which—with due exceptions— are

lesser rules,

important, too.

These are: Never tell your audience what you intend to do. Keep them guessing from the start, so that the finish will be a surprise. That keeps their thoughts away from the very thing you don't want

them to think about: namely, the

secret of the trick. If

they don't

know what

the effect

is

to be,

they cannot guess at the method.

Never repeat a trick during a performance or show it a second time to the same group too soon. This is the same as telling them

what you intend

to do. Instead of watching

for the effect, they will

be looking

for the

method. This rule

is

practically a corollary to the

previous one.

There are exceptions, however, in both cases. Sometimes by telling people exactly what is to happen, you can key them up to the point where they fail to notice something that is actually more important. As for repeating a trick,

there are

many

times

when you can do

what appears to be the same the effect or

trick,

method—or both— is

from the first version. Such "repeats" are particularly

How

but either different

effective,

to Mystify

and

A

15

quite a few will be described in the pages that

Always take advantage of such a situation when you can. That, in itself, is a form of

follow.

misdirection.

do until you are sure of it. This applies where "method" is concerned. Even though the trick may be very easy, try it over and over until it becomes Practice every trick you

second nature. After that:

Rehearse the trick to gain the desired

"ef-

must impress upon your audience. They want to see magic, not tricks; so fect" that you

it

is

your job to turn

tricks into magic.

Present each trick in a dramatic manner, suiting

it

to your

own

personality or by acting

the part of a magician,

Give

if

which

is

an

so.

to your "patter," or

special attention

"talk,"

you prefer to do

essential part of presenta-

tion.

From gram

individual tricks, you can form a pro-

suitable to your

own

personality, your

audience, and the occasion. These factors will

develop after you have learned and tried the tricks in the following pages.

In order to

make

sure that

you understand

each trick discussed in this book,

mended

recom-

that you follow along, step by step,

working out each

equipment—cards, 16

it is

A How

trick

with the necessary

coins, etc.

to Mystify

2.

Close-up Tricks

Close-up tricks form a good starting point in magic, because you can work

them

for a

persons at a time, thus limiting the

few

number

and giving you a chance to study their reactions. From this you will gain pointers that will be helpful with more elaborate or more difficult effects. of observers

Not

close-up tricks are easy, however.

all

This branch of magic sometimes

more

for

calls

than any other; but only for those

skill

who make

a specialty of such work.

The

be-

ginner can limit himself to close-up tricks that are self-working, or nearly so;

and those which

are explained in this section are mostly of

that type.

People

who have

witnessed magic only at

long range are apt to give you credit for being very clever

do not

when you do

realize that

close-up tricks.

They

you are presenting a type

of wizardry especially suited to close-up condi-

do not enlighten them on that score. The more wrong theories that spectators form tions; so

regarding your work, the better your chances of baffling them.

Most objects

close-up tricks are

done with

common

and these must often be given Close-up Tricks

for ex-

Jf$

17

amination. So

when you do

use special ap-

pliances in close-up work, always be ready to

pocket such items or to switch them for innocent duplicates.

THE RAPID KNOT Though more

of a puzzle than a mystery,

makes a very intriguing trick, which can be done either in tantalizing slow-motion this

style,

or presented as a quick surprise.

the effect: The magician

lays a four-foot

length of string or rope across his hands, which

FIG.

18

A Close-up

Tricks

1

palms up, the rope ends dangling between thumbs and fingers. He brings his hands together and draws them apart, all in one continuous motion, without releasing the rope ends. A knot ap-

are held

pears instantly in the center of the cord.

the method: The cord is held exactly as described and shown in fig. i. Pressure of the thumbs keeps the dangling rope ends in position as the hands are turned inward, with the fingers pointing at a

The

downward

right fingers go in

where the

angle.

back of the

left

hand,

two fingers clip the rope end, scissors fashion. At the same time, the first two fingers of the left hand come in front of the right and grip its end the same way first

(fig. lb).

The hands the knot

is

are immediately

shown

drawn apart and

in the center of the rope

(fig. ic).

INSTANT CUT AND RESTORED STRING

A

quick, surprising trick, performed with

the simplest of objects, an ordinary piece of

one of the best among close-up effects, yet practically automatic in its working. the effect: The magician shows a twofoot length of string, which he doubles to form string, this

is

Instant Gut and Restored String

Jf$

19

a loop in the center.

He

takes a knife, cuts

the string in two, then gives the ends a sud-

den

pull. Instantly,

may be given

the string

is

restored

and

immediate examination. the method: Use a cheap but fairly thick for

string of the sort that

is

composed of long

strands that can be easily separated.

Draw

these strands apart near the center of the string (fig. 3a)

and form each into a

little

loop of

own.

its

Hook

these two loops together by pushing

one beneath the other (fig. 3b) and fix them in place with a dab of transparent glue or soft wax (fig. 3c). This now appears to be the

SEPARATE CENTER

FIG. 3

20

A Close-up

Tricks

normal center of the string (fig. 3d) formed into an ordinary loop. This is prepared beforehand, and when the string is shown, the actual join below the center "loop" is hidden between the left thumb and forefinger, as fig. 3c shows. The right

hand "cuts" the loop with a knife merely pulling

action apart

(fig.

3c).

string (fig. 3f)

A

the

blade, the

joined

portions

tug on the ends of the

and the two "pieces" are

"re-

stored" as a single length!

presentation:

From

can be handled quite

start,

freely, since

noticed, will appear to string,

the

below what looks

the string

the join,

if

be a crossing of the like a legitimate cen-

ter loop.

Take the two ends of the doubled string, separate them slightly and let the center dangle, saying, "Here we have a string with two even ends forming a loop at

just

about the

center."

Bring the ends together and take them with the right hand, drawing the doubled string

through the

left

hand, which forms a loose

palm upward. When you come to the join, grip it between left thumb and fingers and drop the ends, holding the loop upward. fist,

It is

then possible to separate the hanging

strings a little

more by spreading the

join be-

Instant Gut and Restored String

A 21

tween "All

thumb and

left it

needs

is

fingers.

Then

a sharp knife

continue:

and a quick

cut like this"— simulate cutting the "loop"

with an upward sweep of the knife blade—

make two strings out of one. And all we need to make one string again is a magic word"— take one dangling end in the right hand— "and a quick pull!" "to

Run

the

left

hand

swiftly along the string

toward the other end, drawing the string taut with a sudden pull and show the string instantly restored.

THE CLIMBING RING the effect: The magician holds an nary pencil upright at the tips of

ordi-

thumb and

one hand. He drops a finger ring over the pencil. At command, the ring climbs the pencil and finally jumps from it. Pencil and ring may be examined. fingers of

the method: A thin black thread is used. One end is wound around a button of the coat, the other is clamped to the top of the pencil by an eraser of the rubber-cap type, which fits snugly over the top of the pencil (fig. 4).

Allow about a foot of thread between, so that

when

the pencil

is

held

fairly close to

the body, the thread will be so loose that

22

A Close-up

Tricks

FIG.

4

A ^

MOVE HAND FORWARD AND BACKWARD

the ring will drop to the bottom of the pencil.

By moving

the pencil slightly away from

the body, the ring will

comes

taut.

pencil,

a

As the

slight

causes the ring to

rise as

the thread be-

ring reaches the top of the

forward jerk of the hand fly off.

presentation: Fix the thread as described

and have the pencil handy

in the coat pocket,

the thread being unnoticed against the coat,

which should be a dark one. Bring out the pencil, hold

it

in the left

hand with the rubber cap upward. Show or borrow a ring, drop it over the pencil and

make magnetic passes with the The ring will climb or slide down

right hand. as

you move

hand imperceptibly forward or back. Meanwhile, you can comment: "Amazing, isn't it, the way the ring is magnetized. Up

the

left

Climbing Ring

Jf$

23

now a snap of the up fingers— and jump!" Here you snap your right fingers and the ring jumps from the pencil. Then, add: "That breaks the contact, so we don't need .

.

.

down

.

.

.

.

.

.

the rubber eraser to insulate the pencil."

Draw

the rubber cap off the pencil with the right

thumb and

fingers,

thus releasing the thread.

"Here, you can examine the pencil and eraser as well as the ring."

With

that, the items are given for

examina-

tion while the thread drops unnoticed against

the coat front.

As an

alternate or follow-up trick you

may

perform:

THE RISING PENCIL A

pushed down into the fist. It rises point first and repeats this every time it is pushed down. The pencil also rises from a bottle if placed therein. At the

the effect:

finish,

the pencil

the method:

pencil

is

is

given for examination:

Identical with that of the

Climbing Ring, except that no ring is used and the trick is done in reverse. The upper end of the pencil, with thread attached, is pushed down into the fist. A forward motion of the

hand shortens the thread and the

rises (fig. 5).

24

Jf%

Close-up Tricks

pencil

presentation: At used as a sequel to the

Climbing Ring, keep the thread attached. Or, the Rising Pencil may be done as a trick of its own, being set up exactly like the Climbing Ring with the pencil in the pocket. In either case:

HAND BACK AND FORTH

FIG. 5

Push the pencil down into the right fist and cause it to "rise" or "fall" by moving the right hand while the left makes magnetic passes above it. At the finish, you state, "And now the pencil rises completely from the hand, and here it is—pencil and eraser both." Give

them

for examination, adding,

fully in the eraser.

tains

an

invisible

You

"And look

care-

will find that it con-

magnet that made the pen-

cil rise!"

worked with a bottle, the pencil is pushed down in, eraser end first, exactly as with the fist. Forward and backward motion of the bottle will cause the pencil to rise and fall in spooky fashion. Always keep the motion note:

If

Rising Pencil

A 25

as slight as possible, drawing the

rather than pushing the

adds to the

body away

hand forward. This

effect.

THE HYPNOTIZED MATCH BOX (Impromptu Version)

A

match box is held upright at the tips of the left thumb and fingers. The right hand makes hypnotic passes above the box and the drawer rises in a slow, uncanny the effect:

When

pushed down by the right hand, the drawer rises again and the match box is handed for immediate inspection. the method: The position of the left fin-

fashion.

gers

is

important.

The thumb

of the box, while the

upward

first

presses the side

three fingers slant

across the front, the third finger cov-

ering the edge of the lower end.

This forms a screen hiding the

which

is

pushed up into the box,

secretly

causing the drawer to

forward

tilt

little finger,

of the

rise

(fig. 6).

A

slight

hand helps render the

ac-

tion imperceptible.

presentation:

The

trick

should be prac-

can be performed naturally and in a slow, smooth manner. One or two repeats

ticed so that

should be

it

sufficient.

This impromptu version

makes an excellent follow-up to the mechanical method to be described. 26

A

Close-up Tricks

6

FIG.

AUDIENCE'S VIEW

REAR VIEW

THE HYPNOTIZED MATCH BOX (Mechanical Version)

the effect:

A

box of

safety

matches

is

placed upright on the outstretched fingers of the left hand, which

is

held palm up, fingers

pointing toward the spectators. Slowly, magithe drawer of the box

cally,

cover. It

and

is

rises

rises

pushed down by the

from the

left

thumb

At the taken from the box

again, as often as desired.

conclusion, the drawer

is

cover and both are freely shown.

the method:

A

to supply the "lift"

ger in the

hidden lever is required furnished by the little fin-

impromptu

version, as here all fin-

"gimmick" and narrow

gers are fully in view. This

is

made

strip of

with a paper clip

easily

Scotch tape.

Hypnotized Match Box ^i 27

INNER FLAP (LOOKING DOWN)

Start the tape about

A

l

inch from one end

and run it along the clip, over the other end, and back beneath, pressing the two gummed surfaces together, above and below, firmly imbedding the paper clip between them. Allow another Vi inch or more of tape, which is cut along the sides and narrowed like a tongue (fig. 7a). of the paper clip

between the two portions of the double side of the match-box cover. With most wooden match boxes, the This tab

inner part

is

is

inserted

loose, so the job

Insert the tab so that the

tape

is

is

gummed

1X1

side of the

outward, toward the overlapping part

of the match-box cover (fig. 7b).

28

quite simple.

Close-up Tricks

Add

a few drops of glue to

fix

the sides of

the box firmly with the tape tab between.

drawer

is

per clip

The

then placed in the box and the pa-

is

pressed against the end, the tape

and the short end of the clip projecting at the side of the match box. This should be at the bottom left, when the match box is set upright on the extended fingers of acting as a hinge

the

left

hand.

In this position, the box

is

supported by

and little finger, which are slightly raised to clamp the box between them. The forefinger is just above the clip end and, by exerting a downward pressure, the finger actuates the lever and forces the drawer upward (fig. 7c). This is completely hidden and the

forefinger

the action

is

so slight that

it is

imperceptible.

After the drawer has risen about halfway, it

down with the extended left may then be repeated as often

can be pushed

thumb. The

rise

as desired, the right

hand making hypnotic

passes above the box.

presentation: At the

start

of the trick,

show the match box in the left hand, the lever end nestled in the bend of the fingers and covered by the thumb, so that no one can glimpse the "gimmick." right it

on the

left

into position,

Then

set

the box up-

hand, using the right to

and proceed

tilt

as described.

Hypnotized Match Box

Jf$

29

At any time during the trick, the box can be shown apparently unprepared in a simple, convincing manner. Lever the drawer to

its

remove it from the cover (fig. yd). As one hand shows the drawer, the forefinger of the other maintains pressure on the clip end, while the thumb moves over and full

extent and

presses the right side of the cover.

The finger

cover is

may then be

turned so the fore-

at the top (fig. ye)

and the thumb

bottom, giving the spectators a look clear through it. By holding it slightly below at the

eye level or tilting the outer end a

trifle

down-

ward, the "gimmick" will be completely hid-

den against what

is

now the upper inside

of the

cover.

At the finish the drawer may be replaced and the box pocketed. An ordinary box should be planted in the pocket beforehand, so that it can be brought out later, instead of the

One neat plan is to "vanish" the special match box— as described in the Vanishing Match Box— and leave it in the pocket, special box.

bringing out the ordinary box instead.

In either case, once the unprepared match

box has been brought into follow-up this

is

play, the perfect

to cause the drawer to rise again,

time using the impromptu method. This

can be done while extending the 30

£f$

Close-up Tricks

left

hand

toward the spectator, the box finally being placed in his hands for examination.

VANISHING MATCH BOX the effect:

A

box of matches is held upright, projecting from the loose left fist. The right hand tamps the box down into the fist; the left hand is opened and the match box is gone. The right hand finds it in the coat pocket.

the method: At the faces directly

IS

the magician

toward the audience. In tamping

the box, the right

BOX

start,

hand

is

held palm

down

PALMED

C

FIG. 8

Vanishing Match Box

Jf$

31

and the fingers project over the top end of the box (fig. 8a). Once hidden, the box is levered toward the audience, enabling the right hand to clamp it in the finger bend (fig. 8b). The performer then turns toward the left, and the right hand either points or gestures toward the left hand, which is shown empty (figs. 8c and d). The right hand, which secretly retains the "vanished' match box, can then go to the coat pocket and "find" it there, or produce it in 7

some other way. presentation: For a quick or surprise vanish, the downward tap and swing to the left can be done in a single move. For a more deliberate vanish,

two other procedures may be

used, as follows: (1)

The

right

match box down

it

left,

actually pushes

into the left

fist

by a

the

series

hand then goes below brings up the match box and replaces

of light taps.

the

The

hand right

in its original position.

This

is

repeated one

two times, and finally the match box is palmed away. (2) The match box is originally held with the drawer open and extending upward (fig. 8a ) With one tap, the drawer is driven downor

.

With another tap, the box is driven down into the left fist, but

ward.

32

Jf$

Close-up Tricks

apparently is

actually

palmed

in the right

hand

(fig. 8c)

and van-

ished (fig. 8d).

Here, one

downward move,

resulting in the

closing of the drawer, leads into the next,

creating the illusion that the

match box,

too,

was driven down into the hand.

THE MATCHLESS MATCH PACK the effect:

A

neat,

that can be followed

effective

table trick

up with another

that pro-

duces an added climax. In the simple form,

you remove the matches from an ordinary match pack; then you bend the empty pack in concave fashion and set it upright on the table, holding

it

in that position with your fingers.

When it rolls

you release the curved match pack, over, making a complete somersault on

the table. Clever? Yes. Easy?

It

should be.

But it isn't, when other people try it. You them the match pack, show them how to ance flat

it,

but when they

on the

table

let go, it

simply

give balflips

and won't do the magic som-

ersault.

when you try it, because you know the magic word— and someBut

it

always somersaults

thing more!

the method: Along with the magic word (which means nothing) you simply take care Matchless Match Pack

A 33

match pack in an inverted position before releasing it. That is, the heavy striking to set the

surface

needed over when you let it

at the top, supplying the

is

weight to carry topple along

its

it

clear

curved

side, as fig.

9 shows.

i£-1 .THIS

.__^ffl?\

END

ON TABLE

FIG.

When

9

you give the pack to someone

him

else,

you set it upright, with the heavy end down, which is the more natutelling

to try

ral position.

it,

Not noting

the difference, your

you use a match pack that does not have printing on it, your turning it upside down will be less noticeaudience will try and

fail. If

able.

IMPROVED MATCHLESS MATCH PACK the effect: While the "somersaulting" match pack is quite effective when presented in

its

simpler form, as

trick takes

34

Jf*

on

just

described,

the

a highly baffling quality in this

Close-up Tricks

advanced version. In this case, you stand the match pack upright, striking end down, and it does its tumbling act. When other persons try it, the trick won't work.

the method: Affix two paper clips in the upper end of the match pack, fastening them firmly with a piece of

gummed

tape, taking

them completely hidden inside the pack. Thus weighted, the pack will somersault, even when set upright and released care to have

C872!C5oj. SCHOUL3

(see fig. 10).

That, however,

is

only part of the

trick.

In

you need three or four ordinary match packs as well. Begin by setting the faked pack upright and letting it somersault, a few times. Take an ordinary pack, invert it, and it somersaults, too. You hand it to a

this

case,

friend, saying, "See

You demonstrate

how it

easy

it

is!

Try

it!"

again with the weighted

pack and he naturally sets the ordinary pack upright, copying your example. Your match

PAPER CUPS

FIG.

10

Improved Matchless Match Pack

A 35

pack performs the magic flip-flop, but his won't. So you hand out more to other people, all

with the same

result.

Your pack alone

will

somersault.

Here, you really "have" them, because they

keep setting their match packs upright, like yours. At intervals, you take one of the other packs, saying, "No, no, don't push it; just let it flip over— like this!" Simply invert the ordinary pack and let it somersault so promptly that the victim hasn't time to spot the fact that

it

started upside

down.

Again demonstrate the "flip" with your own pack right side up. Later, while again showing a spectator how easily his pack can flip, you drop your prepared pack in your pocket. It's good to have a duplicate (unprepared) pack waiting there, so that you can bring it out later, give it a flip from the upside-down position and leave it with the rest.

THE RESTORED MATCH This

is

an ideal close-up

it

requires

done

literally

trick as

the simplest of objects, and

is

"under the noses" of your audience; yet it is one of the easiest of all tricks to perform. the effect: A large wooden kitchen match is

36

placed in the center of a handkerchief, jjd

Close-up Tricks

FALLS

OUT

RESTOREOI

FIG. OUPUGATE MATCH

which is

is

wrapped around

it.

IN

HEM

The handkerchief

held close to a spectator and the match

broken through the cloth,

The magician

as fig.

na

is

shows.

whispers a magic word, un-

wraps the handkerchief, and the match

on the

11

table completely restored (fig.

The handkerchief

falls

nb).

shown and shaken to prove that only one match was used. the method: Actually, there is a duplicate match, but the manner of its concealment is very neat. Use a handkerchief with a fairly wide hem. Beforehand, open a few is

freely

stitches near the corner of the handkerchief,

and push another match into the hem, as shown in fig. nc. This is the match that you intend to break. In performing the trick, lay the original

Restored Match

A 37

match

in the center of the handkerchief, fold

and

in the corners

bundle. In doing

roll

the cloth into a loose

so, grip

the duplicate match

through the cloth, so you can show

and break

its

shape

it.

After suitable

mumbo

jumbo, simply unroll

the handkerchief and let the original match

drop out "restored" and as good presentation: By

first

as ever.

folding in the corner

that contains the hidden match, you can im-

mediately fold another over

it,

and then

pro-

ceed more slowly with the remaining corners,

make

you grip the duplicate —not the original—when you come to break

so as to

sure that

the match.

Emphasize the breaking process so there will be no question later. With some persons, it is safe to let them feel the match through the cloth, and in some cases even break it themselves. Be deliberate when you spread the handkerchief and show the "restored" match, letting everyone see that

Hold

it is

empty.

and put it in your pocket; then hand the match for examit

by two

corners, shake

it,

ination.

added effect: With a really flabbergasted group of spectators you can baffle them further by putting the match back in the handker38

A

Close-up Tricks

up and breaking it again, restoring it in the same magical fashion. Again, the method is simple: Have a second extra match in another corner of the hem. Break one duplicate the first time, the other when you do your repeat. In either case, it is a good plan to have

chief, folding it

another handkerchief in your pocket, that you bring out and use in a different trick, before or after the Restored

Match

mystery.

THE "REPEAT" RESTORATION Here

is

another version of the Restored

Match that the method

anyone familiar with just described. It is also a good alternative to the usual effect, as it can be performed with a borrowed handkerchief. the effect: A wooden match is wrapped in a handkerchief and broken through the cloth. The handkerchief is spread; the match falls

fool

will

out restored and the handkerchief

is

given for examination.

the method:

Special

preparation

is

re-

quired. First, prepare a small tube of thin

enough to contain a match. The tube is sewn or glued, but one end is left open and a match is inserted therein. cloth, large

The elastic.

next item

One end

is

is

a six-inch length of cord

tied

around the match bag,

"Repeat" Restoration

Jjk

39

ELASTIC

t

TINY BAG WITH MATCH

5

GRIP BAG AND HIDE IN PALM

FIG.

12

the other end to a small safety pin (fig. 12a).

pinned to the inside of the left coat sleeve above the elbow, so that the dangling end is a few inches up the sleeve. This

is

draw the match tube down to the left hand and grip it crosswise in the palm (fig. 12b). For a firmer grip, the tube can be held by bending the fingers inward. The back of the hand is kept Before presenting the

trick,

toward the audience.

The 40

right

hand

A Close-up

takes the handkerchief

Tricks

and

drapes

over the

it

left,

which

then turned

is

palm upward. Make sure that the handkerchief covers the space between the left hand and the sleeve, so that the cord elastic is hidden.

The

right

hand

lays a

match

in the center

of the handkerchief, then folds the outer edge or corner inward over the visible 12c).

The

match

(fig.

side edges or corners are folded

and the right thumb the bag containing the

loosely over the center,

and

then grip

fingers

duplicate match, by pressing

down through

the folded cloth.

The

left

ward and

hand it

also

other end; that elastic

is

promptly turned back upgrips the match bag at the

is

is,

at the left, so that the cord

hidden beneath the down-turned

left

wrist.

Between them, the thumbs and fingers snap the duplicate match (fig. i2d). The right hand moves forward, carrying the handkerchief, letting it unfold at one corner. At the same time, the fingers release the bag, which flies up the left sleeve under cover of the handkerchief and the left wrist (fig. i2e). The original match falls on the table in its "restored" condition, while the hands spread the handkerchief and show it empty. The handkerchief,

if

borrowed,

is

then returned to

"Repeat" Restoration

Jf$

41

owner. Otherwise,

its

it

may be handed

for

examination along with the match.

THREE VANISHING KNOTS the effect: is

A

rope— or piece of string-

tied with three genuine knots.

A

simple tug

on the ends of the rope and the knots

are

gone!

the method:

by tying a

knot with the right end of the rope toward you (fig. 13a). Keeping that end still in front, tie another single knot on top. This forms what is commonly termed a square knot Start

single

Keep the two loops loose as shown. Now run the right end through the lower loop from front to back; bring it up in front and push it through the upper loop from front (fig. 1 3b)

to

back

.

(fig. 13c).

This third "knot" actually

fig.

42

A Close-up

Tricks

13

unties the other two. Pull the ends

and the

knots will disappear.

presentation: Practice the trick until you can do it smoothly and easily, but not too rapidly, as

talk

it is

deceptive in slow motion.

can run along the following

"Here me. ...

is

Your

line:

a neat knot an old sailor taught

He

one knot, then another, to make a sailor's knot. Then he tied a third knot to hold the two together. When he wanted to heave away, it was easy. ... He just pulled the ends and the knots were not knots any longer!" tied

.

.

.

.

.

.

RING OFF! Either as an alternate or as a follow-up to the Three Vanishing Knots, this

is

excellent,

combines the disappearance of the knots with the penetration of a solid ring through as

it

the rope.

A

which may be made of metal, or cut from heavy cardboard, is threaded on the center of a thin rope. Three knots are tied to hold the ring in place, but

the effect:

when

large ring,

the ends of the rope are pulled, the

and the knots are gone! the method: String the ring on the rope; then tie two knots above it, forming a square ring falls free

Ring Off!

A 43

FIG.

14

knot, with the right end toward you, exactly

with the Three Vanishing Knots.

as

Now bring the right end of the rope through the ring from right to

left.

Carry

it

to the

and push the end under itself, then through the bottom loop of the square knot, from front to back. Follow the right of the ring

diagrams in

From

fig. 14.

end out under and over

there, bring the

and thrust

it

to the right itself,

then

through the top loop of the square knot from front to back. Pull the ends

and the

trick

is

done.

presentation: Follow the same line as with

Three Vanishing Knots, but that the rope

is

stress

being tied to the

the loops loose, so the ring will easily. If

Keep drop more ring.

the rope snarls, a few shakes will free

the ring, making

44

the fact

A Close-up

it all

the more mysterious.

Tricks

THE RUBBERY PENCIL Here

both easy and deceptive, yet becomes more intriguing each time you try it. All you need is an ordinary pencil, the longer the better, which you handle in is

a trick that

is

this fashion:

Take the

by the ends and work your hands back and forth as though trying to make the pencil pliable. Then hold it by the point between the extended thumb and forefinger of one hand and start shaking it up and down with a quick, short, wiggly motion.

The

pencil

center of the pencil will immediately

begin to bend up and

down

in flexible fash-

had turned to rubber. The closer people watch, the more rubbery the pencil seems to be, and the more amazing the trick. Yet at the finish it proves to be a solid, ordinary wooden pencil. It is all an optical illusion, and a good one. Hold the pencil as described, wiggle it up ion as though

it

and down, but keep it fairly level, so that the free end covers about the same range as the end you are gripping.

The

seems to wobble, rather than the ends, which the eye tries to keep in a somewhat constant position.

The

result

is

that

the

center

observer literally baffles himself.

Rubbery Pencil

Jfk

45

3.

Easy Card Tricks

Card

tricks

come

in the close-up category, par-

can be performed when

ticularly those that

you are seated at a are called

upon

table, or

when

spectators

to shuffle or deal the cards

themselves. Such tricks, too, can be very simple to perform,

when

they are dependent upon

subtle principles rather than a display of

The

tricks

skill.

comprising this section have been

chosen for that very reason. All you need

pack of cards and you can

them immediately,

start

either

is

a

doing most of

as

part

of your

close-up repertoire or as an act of their own.

No essary.

intricate shuffles,

But here

is

no deft

an important

magic

applies to other types of

deals are nectip,

one that

as well.

The

more smoothly, the more neatly you handle the cards, the more effective your tricks will be.

When

a performer handles a pack of cards

clumsily, people take

must be

it

for granted that his

he couldn't do them. Conversely, brisk shuffles and rapid deals give the idea that skill is needed in even

tricks

the simplest of

easy; otherwise

tricks.

So you should these Easy Card 46

Jf$

cultivate

Tricks,

Easy Card Tricks

that

style

with

and when you go

on to the more advanced forms of card magic, you will find that many of the earlier effects will still be good numbers on your program. In the instructions for doing in

tricks

this

many

of the

chapter, you will be told to

square the pack. Squaring the pack simply

means

to even

pack

squared

is

up or make

it

when

it

The

neat.

adjusted so that the

it is

on top of each

cards

fall directly

down

in the dealer's hand.

other, face

THE DOUBLE DEAL This trick

is

based upon a neat but simple

mathematical stunt and becomes a zler

when presented

real puz-

which

as a card trick in

a spectator practically mystifies himself.

the effect: A person cards and is told to deal to

twenty,

turned.

is

given a pack of

any number up while the performer's back is

When

that

is

off

done, the person

is

told

heap with the same number to make sure he will not forget it.

to deal another

of cards,

The performer then

tells

him

to

deal a

third heap of ten cards, gather all the heaps

together and deal alternating left picks

up

original

them

and

right.

either pile

number

into

two separate

The

piles,

spectator then

and from

it

deals the

of cards onto the other heap.

Finally, the spectator counts the

remaining

Double Deal

jf$

47

cards he has in

hand and concentrates upon

The magician immediately tells him how many cards he holds. The entire trick is done with the magician's that number.

back to the audience.

the method: The trick hinges on the third heap of cards the person is told to deal, in this case ten. At the finish, the spectator will have just half that number, so by announcing, "Five/' the performer

sure to be

is

correct.

For example, the spectator deals off eight cards. Told to deal the same number again, he deals off eight more, making sixteen. Now the performer says, "deal ten more," and those are added, bringing the total to twenty-six.

The

cards are then dealt into

two heaps

which will contain just thirteen each. From one of these, the spectator deals his original number, eight, into the other. That leaves him exactly five cards, the number which the magician proceeds to name. presentation: Since the result

"set" be-

is

forehand, the performer should stress the fact that the spectator has free choice of any ber.

as

He

casually tells

him

num-

to "deal ten more,"

though those extra cards did not particularly

matter. In repeating the trick, that

should be changed.

If

the spectator

is

number told to

"deal six more," the final total will be three.

48

A

Easy Card Tricks

twelve more/' the total will

If told to "deal

be

six,

and so on.

COUNT-DOWN CARDS the effect: The magician hands the pack to a spectator and tells him to deal off between 10 and 20 cards while the magician's back is turned. That done, he is to add the figures in his number and deal that many cards from his packet back onto the pack, noting the final card dealt. For example, if his number is 15 he adds the digits together and deals six cards back ( 1 5 consists of 1 and 5, or 6). If the number is 19, he deals 10 cards

(19=1+9

or 10).

done with the pack face down until the turnup of the final card, which may then be buried in the pack and shuffled there. Still, the magician names the card! the method: Beforehand, the magician All

this

notes the tenth card either "plant"

it

while illustrating

be

dealt.

down

in the pack.

He

can

there, or get a glimpse of

how he wants

it

the cards to

This should be in single fashion, each

card going on the one before, reversing their order.

Suppose the spectator deals off 15 cards. Adding 1 and 5 gives him 6, which he deals from his packet onto the pack in the same

Count-Down Cards

A 49

That brings him back to the the one the magician knows or

reverse fashion.

tenth card,

has predicted.

The same applies to any number between 10 and 20. With 11, he would count back 2 (the eleventh and the tenth), while with 19, he would count back 10. So he is sure to hit

the

known

card.

you note the nineteenth card, the spectator can be told to deal a number between 20 and 30, then add its figures and deal that many from his packet, looking at variation:

If

the final card.

FOUR-HEAP DEAL the effect: A borrowed pack is thoroughly shuffled and spread face down along the table, so a spectator can remove any four cards, which are also laid face down, in a row. The magician gathers the pack and hands it to the spectator. He turns his back and tells the person to turn up the first of the four cards and note its value: 1 for Ace, 2 for Deuce, and so on, all face cards. (Jacks, Queens and Kings) simply counting 10 each.

On

that

first

card, the spectator

is

to deal

enough additional cards to total 12. Thus, on a 7, he would deal 5 cards; on a 10 or a King, 50

Jft

Easy Card Tricks

These cards are to be dealt face down,

2 cards.

slightly overlapping.

The

spectator

is

then to turn up the next

card in the row and repeat the process, continuing on with the third and fourth card.

Here

is

a sample result:

OF CLUBS

OF DIAMONDS

KING OF

2

5

SPADES

(10

(^

cards

JACK OF CLUBS (^

cards

(7 cards

cards

face

face

face

face

down)

down)

down)

down)

Finally, the person

into the pack

number.

He

is

The performer "Queen

is

told to count

down

and turn up the card at that to look at it and remember it. calls

of Hearts,"

the

and

name it

of a card, say

proves to be the

chosen card!

the method: A pack of exactly 52 cards must be used, so make sure to remove the Joker beforehand. All you have to do is glimpse the bottom card after the shuffle— in this case the Queen of Hearts— and the rest is automatic.

For example, if four Aces were turned up, the spectator would have to deal 11 cards on each, making 48 in all and leaving only 4 cards in the pack. He would then gather the

Four-Heap Deal

jf$

51

44 face-down cards, drop the 4 cards from the pack on top, and count down the total of the Aces, which would be exactly 4. With four 10s, or face cards, he would deal 2 on each, making 12 in all. That would leave 40 cards in the pack. He would gather the 8 face-down cards, drop on the bulk of the pack, and count down the value of the 10s (or face cards ) which would come to 40.

That done, the spectator

is

told to gather

the face-down heaps in any order that he wants

and to place the rest of the pack face down upon the pile. He is then to add the totals of the face-up cards and lay them aside, face down, for later verification. In this case, the cards would add up: 2 for the 2 of Clubs, 10 for the King of Spades, 5 for the 5 of Diamonds, 10 for the Jack of Clubs, for a total of 27. In most instances, as in the example

first

somewhere in between, the same in every case.

given, the total falls

but the result is presentation: beforehand to do.

down

you

will

what you want the spectator card face up, then add enough

to bring the total to 12, saying that

have him do that with several heaps.

Show him how

to gather the face-down cards

and drop the pack on them. 52

Jf$

best to illustrate

just

Deal a

face

It is usually

Easy Card Tricks

Then have the pack shuffled, spot the bottom card, and go right into the routine. If you are using this method to "force" a card, or as a "mental test,"

much

it is

best to turn

away

as

as possible.

However, if you turn the trick into a "prediction" by writing the name of the bottom card on a folded slip of paper before the spectator even draws the four cards

from the pack,

you can watch the process, even helping the gathering of the face-down

As long dealing or

in

piles.

most of the convinced that you could not

as the spectator does is

have manipulated the cards in any way, the trick

is

100 per cent

LET'S

effective.

FACE

IT!

the effect: The magician spreads a batch of cards, showing that some are red cards, others black, and that some are face up and others face down, all in haphazard fashion. To mix them further, he squares the packet, cuts it, and turns over the two top cards together. Another cut, another turnover of the two top cards. He allows other persons to continue this process, cutting the pack and turning over the two top cards, time after time. This is done behind the magician's back, so he has no way of knowing whether two cards Let's Face It

A 53

are turned face

up

or face down. In

some

one card is already face up and the other face down, complicating matters still more. cases,

Finally, the magician takes the packet be-

hind his back, stating that he will pick out each card by its color: red or black. A few moments later, he brings out the packet and spreads it, showing all the red cards face up

and the rest face down. He turns over the fan and sure enough, all the black cards are faced the other way!

the method: The matic, which makes system First,

itself is

trick it

all

is

practically auto-

the better, as the

well concealed from the start.

your packet must contain an even num-

ber of cards, half red, half black. These colors

must

alternate through the entire packet of

about twenty cards. To conceal the arrangement, cut the packet

and turn over the two top cards. Do this a few times and you are ready. Show the packet "well mixed/' and let people cut the packet and turn over the two top cards together. Repeat this as often as you want. Behind your back, deal the top card face down from your left hand to your right. Deal the next card face up. Continue thus through

the entire packet. Bring out the cards, fan

them and you

will find

the other color

all

54

A

one color face down.

Easy Card Tricks

all

face up,

.

presentation: After showing the cards to

be well mixed— as they actually appear to be —you must stress the business of cutting the packet and turning over the two top cards together, as any slip-up here will spoil the trick. Turn the top cards over together. If one has its face up and the other has its face down, turn both over so that the card which was face up is face down, and the card which was face

down

One

is

plan

face up. is

to hold the pack behind your

back and let someone cut it; then turn over the two top cards yourself. But once you have found a trustworthy helper, you can let him

go ahead with it on his own. If anyone asks why only two cards can be turned, simply say that you are keeping "mental count," even though you don't see the cards. This makes it all the more mysterious After placing the packet behind your back, you can give it a false shuffle (explained in Chapter Five), letting the spectators watch what appears to be an additional mixing. But always face your audience before you start to deal the cards from hand to hand. In the deal, the simplest way is to push off the cards with the left thumb, turning the left hand over and back as you do so. Practice this so you can do it rather rapidly and with very little

excess motion.

Let's Face It

Jf$

55

As

you can demon-

a follow-up or repeat,

strate the next trick:

FACE UP-FACE the effect:

A

DOWN

packet of red and black

shown, with colors well mixed and

cards

is

some

of the cards facing up, others facing

down. The packet

is

cut and the two top

cards are turned over. This

may be done

re-

peatedly, as in the preceding trick.

Behind

his back, the

packet into two heaps.

magician divides the

He

brings

them out

and shows that each packet contains exactly the same number of face-up cards as the other —say six in each! Furthermore, all the face-up cards in one packet are red, while all the faceups in the other group are black!

the method: Follow the exact procedure used in Let's Face It! but with one additional

"face

action.

After dealing

up— face down"

the

packet in

fashion behind your

back, count off half the cards with the right

hand and

retain the rest in the left.

20 cards, this would

Then

mean

With

10 in each hand.

turn over the entire group in the

left

hand before bringing the two batches into sight. Each heap will have the same number of face-up cards: reds in one, blacks in the other.

56

Jf%

Easy Card Tricks

presentation: This follows the pattern of Let's Face It! up to the final point. There, the best plan

to lay the heaps side

is

by

side

on

the table and spread one heap, saying, "6

Then spread the other and announce: "And the same number in this heap— 6— all red!" You have to spread one heap to find out exactly how many face-up cards it contains, face-up cards in this

heap— all

and which color they

are.

black!"

Afterward, you can

turn the heaps over and show that each has the same

number

of face-down cards, reds in

one heap, blacks in the other. note: This trick offers a good "out" if you have trouble setting up the reds and blacks in alternate fashion, or

if

someone should

give the

packet a shuffle instead of a cut. In that case, go through with

it

as usual,

but

announce: "7 face-up cards in this heap" (or whatever the count may be) and "7 face-up cards here— exactly the same number!" at the finish

In short, avoid

all

reference to reds or blacks

you see whether they show up should. That way, you can't lose!

until

as they

THE RED CARD the effect: Four cards are laid in a row, the center cards face down, the end cards face

Red Card

A 57

up.

A

and

is

spectator told to

is

given a folded slip of paper

name any number from

so the performer can count back

1

to

1 5,

and forth

along the row to reach the card thus designated.

This states:

is

done and the

"Your choice

is

slip

is

opened.

the red card."

The

It re-

maining cards are turned over and the chosen card proves to be the only red card in the row.

the method:

Use three cards from a blue-backed pack and one card from a redbacked pack, for example the 10 of Clubs, the Jack of Spades, the 8 of Hearts and the 5 of Spades. These are lined up as follows: JACK OF

OF

10 OF

SPADES

CLUBS

OF HEARTS

Face

Face

Face

Face

up

down

down

up

Red

Blue

Blue

Blue

back

back

back

back

5

8

SPADES

an odd number is called, count from left to right and back again; as "1-2-3-4"— and re " turning— "5-6-7," ending on the 5 of Spades. If an even number is called, count from right to left and back, in the same fashion. Whatever the number, you are sure to end If

on the face-up 5 of Spades 58 Jf% Easy Card Tricks

or the face-down

8 of Hearts. If you hit the 5 of Spades, turn both end cards face down, showing that you

stopped on the only card with a red back, thus fulfilling

the prediction. If you hit the 8 of

Hearts, turn the two middle cards face up,

showing that you stopped on the only red card in the row. This also verifies the folded slip.

presentation: Using a blue-backed pack, place the 10 of Clubs on top and the 8 of

Hearts just below

On

it.

the bottom, put the

Jack of Spades and then, beneath

add the 5 of Spades from a red-backed pack. Having thus "set" the cards, you are ready to begin. Deal the top two cards face down, left and

right.

Turn the pack

face

it,

up and

deal the 5

of Spades to the left of the center cards, and

Then

the Jack of Spades to the right of them. a spectator:

tell

"I 1

want you

to think of

to 15, but don't

we

will

tell

any number from

me what

count along the row from

and back—like this. Here use the right .

.

it

is!

Later,

left to right

."

forefinger to count the

from finger to little finger and back toward finger, showing what you intend to do. tips of

You .

.

.

your extended

left fingers

continue: "Until

But

first,

take this

we

fore-

fore-

reach your card.

slip, as it

predicts the

very card which will be at your number!"

Red Card

A 59

Hand the person the name his number. If it counting from your

and have him odd, you do the

slip is

left to

your

right. If even,

have him do the counting from his left to his right. Since he is on the other side of the table, the count will go the opposite way.

YOU DO This

is

a classic

AS

I

DO

among impromptu

card ef-

one that will really bewilder your audience. Yet it is easy to do, once you have learned to handle a pack of cards in a fairly fects,

convincing

style.

the effect: You take two packs of cards —those from a bridge set may be used— and choose either pack.

let a spectator

You

pro-

ceed to shuffle one pack; he shuffles the other.

To show

that

all is fair,

you then exchange

packs, so each shuffles the other's.

Finally,

you hand your pack to the spectator and say: "From now on, you do as I do— and let's see what happens!" You cut your pack in three heaps on the table, so

pack.

your friend does the same with his

You then

lift

the top card of the middle

heap and peek at its corner. He does the same, as you remind him: "I am remembering my card, so

I

want you

Now, you 60

Jf%

to

remember

yours."

gather the heaps and give your

Easy Card Tricks

pack two or three complete

cuts, the other

person does the same with his pack. Remarking that the noted cards are

now "well buried," You then say:

you exchange packs again. "I am going to look through your pack and take out the card that

I

found

in mine.

So

you look through my pack and find yours. Then we'll put them face down on the table." That is done and the packs are laid aside. Dramatically, you turn up the two cards. are identical.

By an amazing

They

coincidence, you

have each taken the same card from a

differ-

ent pack!

the method: After a few shuffles and exchanges, note the bottom card of the pack that you hand to the other person, for example, the 9 of Clubs. You take his pack and say: "Now, do as I do." Lift off about two-thirds of the pack, set

it

to the right, then

the top third and put

The

spectator does the

it

lift off

further to the right.

same with the pack you

gave him.

Peek

at the top card of the

middle heap, but

remember it. Still keep thinking of that bottom card of the other pack. Pick up the bottom heap of your pack, now the furthermost-left heap, put it on the middle heap and place both heaps on the top heap. Your friend does the same with his pack. don't bother to

You Do As

I

Do

Jf$

61

In the process, he plants the bottom card— the

9

of

Clubs that you

secretly

noted—

squarely on the card at which he peeked!

The pack may be

cut repeatedly, yet the

two cards will remain together. So after you exchange packs again, you simply look through your friend's pack for the 9 of Clubs and remove the card just below it, say the Jack of

Diamonds. That will be the card he looked at. Meanwhile, he is looking through your pack, finding the Jack of Diamonds and taking it out as you instructed. So the two cards turn out to be identical.

presentation: This

trick

must be done

in

a confident manner, with the performer shap-

ing the pattern as he proceeds. If you miss a

chance to note a bottom card, or

it

gets lost in

a chance shuffle, simply exchange the packs

again and proceed from there.

Sometimes you may "spot" the bottom card of the pack that the other person shuffling,

and

in that case

is

you don't have to

note yours. Instead of exchanging packs, you

would say: "Just put your pack on the table and cut it as I do mine." Don't worry about which pack is which after the trick has passed the preliminary stage. Just refer to a pack as "your pack" or

62

$jk

Easy Card Tricks

"my

pack/' according to convenience or the

way

circumstances develop. After you receive the other person's pack,

you can give pack

is

it

a "false shuffle" in which the

merely

not

cut,

shuffles are described in

(False

shuffled.

Chapter Five.) You

would then remark: "Fll shuffle your pack while you shuffle mine." Your friend gives your pack a real

You have now

shuffle,

but

doesn't matter.

it

reached the point where you

are each going to look for your

own

card in the

other's pack.

the other person starts to shuffle his pack

If

after looking at his card, don't give trick.

shuffle

Just

say:

now

'That's good,

up the

me

let

your pack while you shuffle mine." At

him your

the same time, hand

pack, pressing

the exchange. It generally takes a

good

shuffle to separate

the chosen card and the "key" card above so the chances are the trick

may work

despite

If it "misses," try it again, preferably

it.

the

New Do

As

I

Do, which

NEW DO Here, the effect

is

AS

I

it,

with

follows:

DO

almost identical.

Two

packs are shuffled and exchanged by the per-

former and a spectator. Each notes a card,

New Do As

I

Do

jfa

63

and

when drawn from

these,

the other per-

be the same. the method: During a shuffle, note the top card of your pack before handing it to the spectator. Then tell him: "Now do as I do."

son's pack, prove to

In this case, carry

it

lift off

two-thirds of the pack

and

Then

the

well to the right.

top third and bring

lift

off

back a short way, setting it between the other two, so that it becomes the middle heap. You do this with the spectator's pack; he it

does the same with your pack.

Now, you

say:

"Look at the top card of the middle heap and remember it." Your friend looks at the card you noted, say the 4 of Clubs, while you are peeking at a card in his pack. Again, the packs are exchanged.

He

looks

you look for your deck. You both come up with the

for his card in your deck,

card in his

4 of Clubs. presentation: This version has the advantage that the card tor, so

is

"forced" on the specta-

the trick cannot possibly miss. Further-

more, you can include a shuffle in the routine

middle heap has been noted by your friend. You simply say: "Now do as I do and shuffle the pack thoroughly." after the top card of the

Then you

The 64

follow with the final exchange.

best plan

A Easy

is

to

work the

Card Tricks

original

You

Do

As

Do

I

and save the newer version

for

a repeat. In the original trick, the spectator actually takes a

random card from deep

The newer

the deck.

trick,

while

in

artful, de-

pends upon an odd handling of the heaps, which works best when dealing with a smart spectator who is looking for something else.

COINS AND CARDS the effect: The magician runs through the faces of a pack of cards, showing that they are well mixed.

He

says that

he

will predict

the card that a spectator will select at ran-

dom.

He

folds

it

writes something

and

places face

Now,

lays

it

down on

on

a slip of paper,

beside the pack, which he

the table.

the magician

a spectator to take

tells

any coin from his own pocket and add the figures on the date. "Whatever the total," the magician says, "we will count down that many cards in the pack and use the number of spots on that card to find our predicted card/'

The date,

person looks at a coin and names the

which we

added, the figures

The

suppose

will 1,

9, 6,

1

is

1961.

When

give a total of

down

17 cards and happens to turn up the 7 of Clubs. So the magician tells him: "Go right ahead and count 17.

down

spectator counts

seven more/'

Coins and Cards

A 65

The

up the seventh card. It is the 10 of Diamonds. The magician tells him to open the slip of paper. To his astonishspectator turns

ment, the spectator finds the written message, "10 of Diamonds/' which hits the prediction

on the nose! the method:

Beforehand,

you must

ar-

range 13 cards in descending order: King, Queen, Jack, 10, and so on down to Ace. These cards can be of any suits, hence the "setup" is

quickly and easily arranged. Put this set on

top of the pack, then count any 10 cards from the bottom and put

Run

them on top

of that.

through the face-up pack, showing

it

and watch for the card just below your setup— in this case the 10 of Diamonds. That card, which is at the twenty-fourth position, is the one you must predict. The trick is sure to work every time, prowell mixed,

vided the spectator's coin later.

The

1901

or

eleventh

bringing

1910, card.

There he

for 13, so a

him

sum

the will

come from

count to the find

a King,

count of 13 more

to the twenty-fourth card.

Other dates work the

dated 1901 or

lowest possible total will

which stands will bring

is

just as well.

The

higher

of figures contained in the coin's

from continued. Thus, 1-9-6-0

date, the lower the value of the card

which the count 66

A Easy

is

Card Tricks

would end on the sixteenth card, an would cany the count on to 24.

A

1—9—5—9 wou

date of

^

8,

t°tal

which

24 and

bring the count squarely on the twenty-fourth card, so there

no need

is

to go

on

further.

Just tell the person to read the prediction;

there

it is!

presentation: pack,

and

thumb

running

In

through

the

the cards rather rapidly as you

reach the setup group, and no one will notice their numerical arrangement. After the specta-

tor has dealt the twenty-fourth card, take the rest of the

he

is

pack from him and

shuffle

it

while

reading the prediction and turning up

the card. That will really mix the setup group.

UPS

AND DOWNS

the effect: Two cards are dealt face down on the table. The Joker is placed face up beside them. The pack is then shuffled and twenty cards are counted

off.

Someone pushes the Joker the packet of twenty

(fig.

down into 15a). The maface

gician spreads the packet facing the spectators

and

lets

one person note the card above the

Joker, while another person notes the card just

below the Joker

Now, lets

(fig. 15b).

the magician squares the packet and

anyone cut

it.

He

then holds the packet

Ups and Downs

A 67

upright, face toward the audience.

He

slides

the top card up, the second card down, the third card up, the fourth card

down, and con-

tinues thus through the entire packet

(fig.

15c).

He

spreads the cards in a double fan and

asks the is

first

person to note whether his card

in the top half or the

bottom

half,

but not

mention which. The magician then "weeds" the bottom half by drawing it downward (fig. i5d), and places it on the top half, squaring the two into a single packet (fig. to

15c).

Now, he

repeats the

"up-down" process and

spreads the double fan so the second spectator can see

whether

his card

is

in the top or

bottom half. Again, the magician draws the bottom portion clear and places it on the top, squaring the entire packet.

He

then fans the packet and

remove the Joker

(fig. i5f).

lets

someone

The pack

is

cut

at that point (fig. i5g), the magician counts off

the top ten cards (fig. 15I1), placing

face

down

in front of the

first

them

spectator.

He

places the remaining ten in front of the sec-

ond

spectator.

Originally,

down. to be the face

68

fSf%

the magician dealt two cards

He 5

turns

up the

first

and

it

proves

of Clubs, so he has the

Easy Card Tricks

first

6

PACK CUT AT POINT WHERE JOKER REMOVED

ONE CHOSEN CARD

OTHER CHOSEN CARD

FIG. COUNT OFF TOP TEN CARDS

IS

IS

6

DOWN

5

DOWN

15

Ups and Downs

Jj%

69

spectator count

The

other card

second person

down

five cards in his

the 6 of Diamonds, so the

is

down

told to count

is

heap.

six cards

in his heap.

They turn up

their cards

and each proves

to

be the very card that the spectator noted. The magician has scored a double "hit" in predicting the exact

number

at

which each chosen

card would appear!

the method: The 5 and 6 are secretly placed on top of the pack beforehand, as they represent the numbers at which the chosen cards will appear without

done exactly

The

fail

if

the trick

is

as described.

may be inserted anywhere in the packet of 20 cards. The card just above it will eventually come 5 down; the card just below it will be 6 down in its group. There are two "up and down" deals or Joker

"weaves" of the cards, and in each case the portions are pulled apart intact and one

placed on the other.

The

Joker

and the pack must be cut

is

is

then removed

at that point

and

the cut completed.

In counting

off

the top ten cards, keep

exactly as they are.

That heap

chosen card at position

five;

will

them

have the

the other chosen

card will be at position six in the lower heap.

presentation: 70

A Easy

Two points must be stressed.

Card Tricks

you do not see the cards noted by

First, that

the two spectators, as the faces are facing for-

ward all the time. Second, in making the up and down weaves, insist that each person in turn must note which portion of the packet contains his card.

You do

this

because

result and, therefore,

it

has no bearing on the

is

a good "throw off."

But the up-and-down interlacing is itself essential, so you need an excuse for it, particularly as it must be done twice. You can vary the numbers at which the cards appear in their respective packets simply

by

from the upper section to

sliding a card

the lower section at the time the Joker

is re-

moved, and making the cut at that point. That will put the first chosen card at position six in the top ten, the second chosen card at position seven in the

bottom

ten.

Or

if

you

from the lower section to the upper section when the Joker is removed, you slide a card

will

put the

first

card at

10 and the second card

bottom This people

number 4 in the top at number 5 in the

10. is

useful

who have

when working seen

it

the trick for

before. In either case,

cards of the proper value should be placed

on

top of the pack beforehand.

Ups and Downs

A 71

BEHIND YOUR BACK the effect: A pack of cards is shuffled and handed to the magician behind his back.

He

brings out the pack, with

tom

its

front or bot-

card toward the audience, and asks some-

one to

call

name

the

of the card that appears

there.

Again behind fles

his back, the

magician shuf-

the pack to another card, brings out the

pack, and has the audience

Ace ways

of

the front

few more times the magician

card. After a

begins to call

name

them

himself, as "9 of

Clubs-

Hearts— 10 of Spades"— and he

is

al-

right!

the method: Behind his back, the magician counts off 6 cards and lays them face up on the pack. In showing the front card and letting someone name it, the magician notes the back card, which is turned his way, for example, the 9 of Clubs. Putting the pack behind his back again, he

moves that card to the front. When he shows the pack, he calls, "9 of Clubs," and notes the next face-up card, the Ace of Hearts. He continues thus, concluding the trick when he runs out of face-up cards.

presentation: Ask someone to shuffle the pack. Turn your back, saying, "Let me have

them now, 72 Jh Easy

so

I

can mix them

Card Tricks

still

more."

Behind your back, continue shuffling with the cards face down, letting everyone see what you do.

Turn toward the audience, bring out the pack face front and say to someone: "Name the card you see there." Put the pack behind

your back, saying, "Let's shuffle to another

Repeat the process of having someone name the front card when you show it. About the third or fourth time you do this, count off the six cards and lay them face up on the pack. Have someone name another card and this time note the back card as you show the front one. Next time, move that card (say the 9 of Clubs) to the front and state: "Don't name the next card you see. Just keep thinking of it while I concentrate on it. Maybe card."

I

can guess

it."

This time, you

name the

card (9 of Clubs)

and meanwhile note the next (Ace of Hearts) and continue in that fashion. In naming each card, you can pretend to grope for the thought, saying, for example:

"This

is

spot card, too,

—no, only they're

say

A

a black card; I'm sure of that.

9.

it's

But

thick with them:

8—9—10

hard to

whether

it's

tell

Clubs or Spades. Just a tossup, but

Clubs— the 9

I'll

of Clubs."

Behind Your Back

Jf$

73

To

continue past the sixth card, do as

fol-

lows:

In naming the

fifth card,

spot the sixth (say

the King of Hearts) and, as you put the pack

behind your back, turn

it

face

down on

the

pack. Immediately bring out the pack, saying:

"That's enough. Let's try something else."

Then, call

inquiringly,

more

You

me

you add: "You want

to

cards? All right."

are holding the pack face

everyone can

see,

that you could

making

know any

it

down,

as

seem impossible

of the cards, except

the bottom one, which you just named. But it

happens that you know the top So behind your back, you move

card, too. it

to the

more cards on top of the pack, thus picking up where you left off. At the point where you decide to continue, bottom and turn up

six

you can give the pack an overhand

shuffle of

the type that brings the top card to the bot-

tom. That will put

it

where you want

it,

so

behind your back you simply turn up the 6 top cards and you will be ready.

74

Jf$

Easy Card Tricks

4.

Tricks with

Ordinary Objects There are two advantages to doing ordinary objects.

First,

with

tricks

your appliances are

usually easy to obtain; second, they lack the

suspicious look of special or fancy apparatus.

This puts your audience

off

guard at the

because you can introduce "faked"

start,

articles or

hidden "gimmicks" without their realizing

it.

In short, some of the simple objects used in the following tricks are not as "simple" as

they seem; but the tricks themselves are simple, in fact all

the more

so,

thanks to special

some hidden device. In other instances, some secret manipulation or unsuspected "move" will enable you to create the magical effect. Even though these are comparatively simple, the method should be carefully practiced, and the effect itself rehearsed so that there will be no hesitation at preparation or

the vital point.

Some

of the tricks in this section are adapt-

able to close-up work; they

may be

regarded

as extensions of close-up tricks, so they

used

when performing

can be

that type of magic.

But

they are mostly suited to somewhat longer

Tricks with Ordinary Objects

Jjk

75

range and before an audience larger than one

two persons. These are good

or

tricks to

work

at a party or

You

need a table for some of them, so this should be "set" in advance, along with the needed articles.

before a small social group.

will

ONE OUT OF THREE This creates an excellent effect because

it

can be repeated, always with the same suc-

What

seems to be a "one out of three" chance actually becomes one out of many

cess.

more.

the effect: Three paper cups on the

table.

such as a

are inverted

The magician borrows an and asks someone

object,

to place

it

beneath one of the cups while his back

is

ring,

turned.

Then, the person is told to change the position of the other two cups, moving each to the spot where the other was. In this way, all chance of noting any exact position of the cups will be completely eliminated.

The magician

passes his

forth over the cups, finally

ing one of them.

hand back and stopping and lift-

Under that cup

is

the ring!

the method: One of the cups has a slight identifying mark, made by the performer and known to him alone. For example, the bot76

A Tricks

with Ordinary Objects

thumb. notes the exact position of this cup in

torn lip can be bent slightly with the

He

also

the row; for example, that

it is

at the left end.

After the ring has been placed beneath a

cup and the positions of the other two cups transposed, the wizard takes another look. If

the marked cup

is still

in its original position

(in this case at the left),

ring

is

under

What It's still

if

he knows that the

it.

the marked cup has been moved?

easy to find the ring.

You

eliminate

both the marked cup and the one that replaced it. The ring is under the remaining cup. If the marked cup was on the

and

is

now

left at

the start

in the center, the ring

must be

under the cup on the

The

test

may be

exactly as they are.

right.

repeated with the cups

Use the marked

cup's

present position as the start for the repeat.

Again, someone puts the ring beneath any cup

and transposes the other two while your back is turned. You find the ring just as you did before. Thus, if the marked cup begins in the center and winds up on the right, the ring is under the cup on the left. presentation:

Much

depends on neatly

stressing the exact procedure of the test.

can do

this

by casually showing what

One Out of Three

You is

to

A 77

be done and giving a

may

logical reason for

it.

You

say:

"Here are three paper cups and a ring. I want you to lift one of the cups, place the ring beneath it and then think of that cup.

.

.

."

Here you under it.

"To

lift

the cup and place the ring

aid your concentration,

I

want you to

switch the other two cups, like

You go through

this.

.

.

."

the action of transposing the

two cups. "That will doubt and my mind,

clear your

when

too,

thought impression, as

mind I

sense the

will focus

it

of any

your

at-

tention on the cup that hides the ring."

At

this point,

you

the ring and leave

the cup, bring out

raise

it

beside the cups.

Then

turn your back, as you add:

"Remember, you can place it under any cup, but keep thinking of that cup alone while you reverse the positions of the other two. Ready? Don't look at the cup that hides .

.

.

the ring. Just think of

it.

." .

.

Here, you turn about, run your hand back

you comment: "I gain the impression that the ring is under here—" Slowly dip the hand at the correct cup

and forth above the cups

and

78

lift it,

as

revealing the ring.

A Tricks

with Ordinary Objects

THE SUCTION CUP the effect: The magician takes two very ordinary items, a paper drinking cup and a table knife, and proceeds to demonstrate the impossible. He sets the cup on the flat blade of the knife and presses his free right hand on the rim of the cup; then he turns both over, takes his hand away, and the cup adheres to the knife blade! This, the magician claims,

created in the cup.

He

is

due to suction

hand hand a

brings his right

up beneath the cup, gives the left slight twist, and the cup drops from the

knife,

both items being given out for immediate

ex-

amination.

the method: does the

A

small but strong magnet

trick. Secretly

drop the magnet in the

cup beforehand. Set the cup on the knife blade, which, being steel, grips the

through the paper bottom the

palm of the

free

(fig.

magnet

16a). Place

hand on top

of the cup

and pretend to create suction as you invert knife and cup. The cup sticks to the blade in a mysterious fashion (fig. 16b) and heightens the effect as you bring your hand up beneath the cup and make the reverse twist. As you hold the rim of the inverted cup, simply releasing the magnet,

lift

the knife,

which drops unseen into Suction

Gup

Jf§

79

START THUS

*J& KNIFE BLADE

^

_i

MAGNET

IN

CUP

d

FIG.

l6 =? MAGNET SECRETLY DROPS INTO PALM

the right palm (fig. 16c). picks

The

hand then up the cup along with the knife and left

both for inspection. presentation: Test the type of cup before-

gives

hand, to make sure

it

does not have too deep

bottom flange or rim, as close contact is required between the magnet and the blade through the cup (fig. i6d). Make a great pretense of creating suction when you place your hand flat on top of the cup. Talk about compressed air and its peculiar properties and add any other scientific "hokum" that you may a

think up.

80

A Tricks

with Ordinary Objects

.

But

mention magnetism, or your audience may catch on just as fast as the blade and the hidden magnet! note: Before you perform this trick, test the magnet with the knife to be sure that the magnet will adhere strongly. don't, of all things,

THE SLIDE-ALONG KNOT A good

own

an excellent opening for a rope routine or a good preliminary to Cut and Restored Rope (

P

.

trick in its

right, this

is

also

3 8).

the effect: The magician stretches a sixfoot length of rope and shows a knot tied in the center. He takes the knot in one hand and slides it

along the rope to the end.

other sweep, he slides

it

With

an-

to the other end,

then back to the center where the knot

in-

stantly vanishes.

the method: Beforehand, three slipknots are tied in the rope. Such a knot is easily made by forming a loop in the rope (fig. 17a), then bending the upper portion beneath the loop,

and pushing

and tightening

Two

it

up through

it

(fig.

17b)

there (fig. 17c)

such knots are tied near the ends of

the rope; the third

is

tied at approximately the

The rope is held in the middle knot hanging down for the audi-

center (fig. iyd).

hands,

Slide-Along

Knot

A 81

ence to

see,

end knots hidden

in the

hands

(fig. 17c).

The magician

up the rope with one left hand and the other

picks

end knot (A) in his end knot (B) in his right. He shows the center knot (C) and grips it with his left hand, carrying the end knot (A) along. With his left thumb, he pushes out the center knot (C) and draws his hand toward the end of the rope, revealing the knot there (A). This is illustrated in the two sketches in fig. 17L Holding that end with his left hand, the magician takes its knot (A) with his right hand and pushes out the knot; then he slides his right hand along the rope to the other end, showing the knot there (B). Letting the rope dangle from his right hand, his left hand grasps the knot (B) and secretly pushes it out, then pretends to draw it to the center of the rope, letting the ends dangle.

The

right

hand grabs both ends

together,

shakes the rope, showing that the knot

and the that

it

left

hand

takes one

is

gone,

end of the rope

can be stretched to prove

so

it.

presentation: By bunching the rope on the

end knots (A and B) can be concealed beneath it. The two ends can be picked up together by the right hand, both knots (A and B) being concealed in the right fist, table, the

82

A Tricks

with Ordinary Objects

as the left forefinger points to the dangling

center knot (C) and the magician states:

"Here we have a rope with a knot in the center, a solid, well-tied knot"—he tugs at it lightly with his left hand— "as you can see/' He raises his left hand to his right, and grips the left end of the rope with its knot (A) and spreads the hands, the right retaining its hidden knot (B). "Now all we need is the magic touch/' He brings his left hand to the center of the rope, grips the knot there (C) and secretly pushes

its

loop

free.

"Then

slowly, steadily,

Slide-Along

Knot

A 83

we draw the knot along to the end of the rope" —the left hand slides along as though taking the center knot with it— "and leave

on the end of the

rope, as solid

it

here

and firm

as

ever!"

hand

knot (A) for the first time, as if it were the center knot (C), and the right hand, still hiding its knot Here, the

(B),

left

displays

the rope dangle.

lets

The

its

left

hand then

end of the rope, displaying

raises its

its

knot

(A), and the magician continues:

"So we take the knot again"— here the right hand moves over and grips the left knot (A), pushing its loop free— "and give it a long, quick slide." The right hand, all the time concealing its knot (B), runs along the rope and reveals the knot (B) as it reaches the end.

"And that brings it clear to the other end." The right hand lets the rope dangle and the

left

comes over and

grips the

knot (B)

while the magician states: "So once again grip the knot

while

we draw As he

we

and whisper the magic word it

to the exact center of the

he pushes out the knot and pretends to draw it to the center of the rope. "There— that's about it." "And now, taking both ends"—he grips them with the right hand— "so the knot can't rope."

get away,

84

we

speaks,

give the center a single slap, like

A Tricks

with Ordinary Objects

this"—the magician releases the center of the rope with his left hand, slaps it against his left

hand with

his right— "and the

knot

is

gone!"

The left hand comes

over and takes one end

while the right retains the other.

The hands

and the rope is shown between them, with no trace of a knot

are spread apart

CUT AND RESTORED ROPE This

is

a simplified version of perhaps the

most popular

trick in

soft rope

thin,

is

magic today.

A

fairly

best for this real baffler,

which has the added feature that it can be repeated immediately with the same surprising result.

the effect: The magician shows a six-foot length of rope.

his left

He

five-

or

holds the ends in

hand, brings up the center loop be-

tween the ends and uses a pair of cut the rope in half.

He

scissors to

then presses the cut

ends together, spreads his hands wide apart

and the rope be given

is

restored.

Not only

can

for examination.

the method: Hold the rope hand, gripping right

that, it

it

near one end.

hand down along the

full length.

in the left

Draw

the

rope, stretching

it

Do this a few times, then: Gut and Restored Rope

A 85

Bring the right hand up to the

left.

the rope between right

thumb and

Then double

a small loop

(fig. 18a).

with the right hand, gripping

it

the

The

left fingers

(fig.

18b).

in

Grip

fingers

upward the bend of

thumb

left

aids in retaining the loop there.

Immediately, the right hand

is

drawn

along the rope to the other end. This

clear is

an

exact copy of the original stretching process,

no one suspects that the left hand conceals a loop near the upper end of the rope. Bring the right end up and place it in the left hand so that both ends protrude. Both ends are gripped by the left thumb and fingers with the hidden loop between (fig. 18c). Now, the right hand dips down into the censo

ter loop, fingers

going through to the front,

thumb

(fig.

brings plants

stead

The

hand the big loop up into the left hand and it there, taking the little end loop in(fig. i8e). This is done in one conin

back

tinuous move.

The

up above the

left

i8d).

little

loop

is

right

then brought

hand, between the ends

(fig. i8f).

This appears to be the center loop.

It is

cut

and the magician announces that he now has two ropes with four ends (fig. i8h). Actually, he has a short bit of rope with two ends (A and B) and a with the

86

scissors (fig. i8g),

A Tricks

with Ordinary Objects

FIG.

l8

rope almost as long as the original with two

ends (C and D).

The

right

hand

lays the scissors aside

Gut and Restored Rope

and

Jf%

87

takes a long

D) and thumb in catching

end

them together

presses

halfway

it

(fiq.

The down

The rope

now shown

left

hand

along

it,

it

to be "fully" re-

the short extra piece as though

The

i8i),

(fig. i8j).

but actually the right hand

rope end.

left

and

stretching

almost at the end

it

is

down and

A

(as

back, fingers in front.

holding

stored,

a short

the rope and runs

releases

level,

end and

were the

it

hand's position

holding

is

is

identical

and the fact that it is holding a real end— which was openly shown— draws any suspicion from the right.

To

dispose of the tiny extra end:

hand approaches the

The

right

and folds the extra bit of rope there. In the same action, the rope is gathered up and wadded in the left hand, which lays it aside, the odd end going with it. Or:

The

right

left

hand

leaves the long ends in

up the center and then the rope away and leaving

the left hand, gathers

the ends, carrying

the extra bit in the

left

hand.

hand

To

dispose of

up the scissors and pockets them or lays them somewhere out of sight, dropping the odd end with

the extra piece, the

left

picks

them.

88

A Tricks

with Ordinary Objects

FOOLED-AND FOOLED AGAIN! the effect: Three cards are shown, each of a different color: red, green, and blue. They are dropped in a hat or simply covered with a handkerchief. In the latter case, the magician still

them

retains

Two and

in

one hand.

cards, the red

laid aside.

and

blue, are brought out

When people are asked to name

the remaining color, they say "Green," but

when the magician shows white one, with the word

on

the card,

FOOLED

is

a

printed

it.

By

then, smart spectators are figuring that

the card

is

green on the other side, so they

demand, "Turn

it

around!"

does, showing the card

words

still

FOOLED AGAIN

red,

The magician white, with the

in big bold letters!

the method: Three cards is

it

are used:

another blue, while the third

is

One

white,

FOOLED printed on one side and FOOLED AGAIN on the other. Also, there

with

is

a special fake, consisting of a green card cut

to about half the width of the others.

This "half card"

is

pasted to one side of

the red card, being set at a slight angle toward

one edge. that

its

It

should be shortened a

corners

trifle,

so

do not project past any edge of

the red card.

By

arranging the colored cards in a fan,

Fooled

—and

Fooled Again!

A 89

they appear to be three cards— red, green, and blue,

thanks

FOOLED

the

to

special

The

fake.

behind the others, thus hidden from view. fig. 19 shows how the "fake" card is made and how the card

is

set lengthwise

cards are held.

In bringing the cards from the hat or cloth, the blue

may be shown on both

the back of the red card

green

fake

FOOLED

hidden.

is

card

all set

is

sides,

but only

shown, so the

That

the

leaves

for the double-barreled

finish.

presentation:

With

the hat, small cards

should be used, about the size of playing

Simply show the "three" color cards and drop them in the hat. Bring out the blue first,

cards.

carelessly turning

the other hand. ing only

its

Put both

it

over as you transfer

Then

back, and place the blue with

it.

you can pick up

the hat with one hand and reach into

when you

to

bring out the red, show-

in your pocket, so

the other

it

it

with

ask the color of the re-

maining card. If you intend to use the handkerchief instead of the hat, you can make up the cards in a larger size. This is good for platform presentation since they can be seen at a distance. After covering the "three" color cards with the cloth, turn

ward the 90

them around and extend them

spectators.

A Tricks

with Ordinary Objects

to-

RED

GREEN

BLUE FINAL CARD

BLUE

RED

RED 1/ GREEN If BLUE

MOW CARDS ARE HELD

BACK VIEW

FIG. 19

This automatically brings the back of the blue card to the front, so it can be drawn

down from the cloth, shown, and laid on the table. Good comedy can be intro-

straight flat

duced by pretending to show the cloth empty after removing the red and blue cards.

You

say that the green card has vanished

and you

let

the cloth drape downward, but

the audience can see the outline of a card

behind

it.

With

your other hand, you bring

the lower half of the cloth up in front and shift the card

behind

it;

then you

let

the rear

Fooled—and Fooled Again!

Jf$

91

portion of the cloth drop. is

done the

to

know

better, as

The

clumsier this

you want the audience

that you are trying to hide the "van-

ished" card.

When

you

show the

away the cloth and front and then back, the FOOLED and FOOLED

finally take

card, first

double impact of

its

AGAIN message will be all the stronger. These cards are easily made up from colored cardboard and the words FOOLED and

FOOLED AGAIN

can be boldly marked on

a white card. It

a

is

good idea

to have

an

ordinary red card that can be switched for the fake card, either in the pocket or behind object

on the

shown

as ordinary, later.

table. All the cards

some

can then be

FARMER AND SHEEP Here

is

an intriguing

with a magical climax.

trick involving a story

The

only requirements

are a pack of ordinary playing cards hats.

A

and two

pair of paper bags, or boxes, or similar

may be used instead of the effect: The wizard places

receptacles

the hats. the hats

on the table, openings upward. Between them, he deals five spot cards, which he turns face down, saying they represent five sheep, out grazing in a pasture between two barns, represented by the hats. 92

A Tricks

with Ordinary Objects

He

two Jacks from the pack, saying that they are a pair of tramps who want a deals

He

place to sleep, so each goes into a barn.

and

places a Jack in each hat

one

lays the

pack to

side.

The tramps they

call

right,

them

decide to steal the sheep, so into the barns: First

then one on the

right— until performer

all

left,

then

one on the right, left,

The

the sheep are in the barns.

illustrates

this

by dropping the

"sheep" cards into the hats in alternating fashion.

from

Just then, the farmer's daughter looks

the house and sees that the sheep are gone. Here, the magician turns up the top card of the pack and shows

it

to be a Queen, rep-

resenting the farmer's daughter. So she goes

to

tell

her father.

down on

The Queen

is

replaced face

the pack.

Immediately, the tramps become worried

and they

let

the sheep out again— one from

one barn, one from the other, and so on.

To

indicate this, the wizard brings a face-down

card from the hat on the

the right, then

left,

left, right, left,

then one from

making

five in

all.

By

then,

daughter.

the

farmer

The magician

cards of the pack: one

is

arrives

with

his

up the two top the Queen, the other

turns

a King, representing the farmer.

The sheep

Farmer and Sheep

Jf%

93

are back, but the farmer

is

suspicious.

He

to get the sheriff, while his daughter stays

goes

and

keeps watch.

slyly

Here, the magician turns the King face

down on

Queen

the pack and places the

up under the pack, but extending ward, as though keeping watch. Right away,

face

partly out-

the tramps steal the sheep

before— right, left, right, left, The magician puts the sheep cards into

again, just as right.

the hats in that order.

Then he

turns up the

two top cards of the pack, showing the King and with it a Joker. To these he adds the Queen.

The magician daughter (Queen)

states tells

that

the

the farmer

farmer's

(King)

and the sheriff (Joker) exactly what happened. So the farmer goes into one barn— the King is dropped in the hat on the right— and the sheriff goes into the other— the Joker is dropped in the hat on the left— expecting to catch the tramps red-handed with the stolen sheep.

But

instead, the farmer finds all his sheep

together, in one barn. right, five

From

the hat on the

the wizard brings out the King and the

spot cards. In the other barn, the sheriff

finds only the

two tramps, sound

asleep. Here,

the magician brings out the Joker and the two

94

A Tricks

with Ordinary Objects

Jacks from the hat

on the

left.

He

then shows

the hats to be empty.

the method: The trick hinges on the fact that an odd number of cards (five) are used to represent the sheep and that they are put in the hats and taken out face down. This enables you to proceed as follows: First, in

placing a Jack in each hat, turn

the Jacks so their faces are toward you and

tilt

When

you come to the sheep cards— the spot cards—put them in the hats,

them

forward.

right, left, right, left, right, as described, keep-

ing their faces toward you and tilting

them

backward. In replacing the sheep on the table,

when

they are released from the barns, take out the Jack from the hat on the left and lay face down.

on the

Then

right

and

overlapping the

it

take the Jack from the hat lay

first

it

face

down,

slightly

Jack.

Next, take a spot card from the hat on the

and lay it to the right of the face-down Jacks. Take a spot card from the hat on the right and lay it to the right of the Jacks. Take a spot card from the hat on the left and lay it between the Jacks and the other two spot

left

cards.

People think that you have replaced the inal

sheep cards, or

five

orig-

spot cards, on the

Farmer and Sheep

Jf$

95

and that

table

a

tramp

card, a Jack,

is still

in

each hat. Actually, the Jacks are on the table, the hat on the left is empty, and there are two spot cards in the hat on the right.

When

the sheep are again taken into the

you begin by picking up a spot card and dropping it in the hat on the right; then a Jack into the hat on the left; a spot card into the hat on the right; a Jack into the hat on the left; finally, a spot card into the hat on the

barns,

right. If

you

laid

them down

correctly, they will

be in position for this series of pickups. By keeping the backs of the cards toward the spectators, no one will know that two of the supposed "spot" cards are really Jacks. This puts the

five

sheep in the right barn and the two

tramps in the left. presentation: Follow the routine exactly

and the presentation becomes almost automatic. Use the right hand for moving cards in and out of the hat on the right; use the left hand with the hat on the left. This enables you to handle them in a smooth, rapid fashion that is both easy and natural. as described

Rehearse the routine along with the story

no fumbling or hesitation. Then no one is apt to notice that you pick up the "sheep" beginning with the right, and lay line so that there

is

them down beginning with the left. 96 Jf$ Tricks with Ordinary Objects

Use of the Queen, King and Joker provides further byplay that diverts attention from the secret of this highly entertaining trick.

SILK

THROUGH WAND

the effect:

A

holds

spectator

a

wand

while the magician wraps a

silk

handkerchief

twice around the center and

ties

the ends in a

He

sudden tug and pulls it through the wand. Both ends of the wand may be held during this surprising demfirm knot.

gives the cloth a

onstration.

A

pencil or a ruler can be used instead of

the wand.

A pencil

is all

right with a

silk,

but

in using a handkerchief of heavier cloth, such as a

bandanna, a

particularly good.

ruler

The

is

better

and a cane

is

larger the handkerchief,

the better.

the method: Use a rather large handkerchief and twist it rope fashion. Hang the silk over the

Now der the

wand

so that the ends dangle.

wand and

over

it,

completely girded by the gling

them up unthat the wand is

grasp the ends and bring

from the same

side

so

silk,

each end dan-

where

it

hung

be-

fore (fig. 20a).

Have the

spectator place his finger

crossing above the wand, so that

Silk

on the

you can pull

Through Wand

A 97

He

the ends tighter.

holds the

hand while he does Take the ends of the

other

wand with

his

this.

and bring them back over the finger, down under the wand, and up over the top, where you tie them in a tight

knot

(fig.

Have the

silk

20b).

spectator

folds of the silk

and

draw

his finger

from the

grip both ends of the

wand. Give the knotted ends of the silk a sharp upward pull and it will come clear of the wand, apparently passing right through the

wand By

(fig. 20c).

reversing the direction of the ends

the finger

is

when

placed in position, you actually

unwind the handkerchief while apparently wrapping it more tightly. Once the finger is drawn away, a sharp tug will pull the knotted handkerchief clear of the wand.

presentation:

Although this is an easy trick, it must be done smoothly to be convincing, so it should be practiced to acquire that knack. As you bring the handkerchief back across the spectator's finger, change the ends from one hand to the other. This speeds the action and prevents the ends from crossing, which would ruin the release. It looks natural and gives the impression that you are about to tie the ends in a knot, which you actually do after carrying them around again (fig. 20b). 98

A Tricks

with Ordinary Objects

WIND ENDS BACK AROUNDTIE KNOT-DRAW OUT FINGER

SPECTATOR'S FINGER

HELD LIKE THIS

HANDKERCHIEF PULLED

THROUGH WAND

\J FIG.

Once

20

make

"show" of having persons hold the ends of the wand and play up the "pull through" at the climax. This is one trick in which a strong presentation is the knot

is

tied,

a

essential.

Silk

Through Wand

A 99

5.

Magic with Cards

Card

whole field of magic in themselves, ranging from simple puzzles to tricks represent a

difficult sleights. It

is

important to learn the

proper handling of a pack at the very outset,

may

since an easy trick, well presented,

pear to be a display of great

skill.

On

hand, any bungling with the cards

ap-

the other

may

ruin

an otherwise clever effect

CUTS the single cut: This consists of lifting a group of cards from the pack and laying them alongside the rest. Sometimes the lifted group is replaced, which puts the pack back in its original condition. But if the lower group is placed on the upper group, the cut is said to be "completed." Actually,

the completion of a single cut

does not mix the cards, though a

new

it

does bring

card to the top of the pack. But

if

cer-

tain cards are clustered together— for example, all

four

Aces— they

will still retain that for-

mation despite any number of single long as the deck is not cut where the

cuts, as

clusters

occur.

the multiple cut: Here the pack 100 Jk

Magic with Cards

is

di-

vided into three or more heaps which are then

assembled in a completely different order. Or, a batch of cards

may be

pulled from the cen-

pack and placed on the top or bottom, which has the same effect as a Multiple ter of the

Cut.

the undercut: This is a single cut in which the bottom portion of the pack is drawn from beneath the rest and placed on top to complete the cut.

The

usual

way

in the left hand,

is

down

to hold the pack face

thumb

at left side, forefinger

at far end, other fingers at right side. right

thumb and second

sides

near the inner end

finger then grip the (fig.

21a), draw

out the bottom portion and place (fig. 21b).

Another way the right scribed,

is

to pick

With

it

on top

up the pack between

thumb and second

finger as just de-

then use the right forefinger to

the top half of the pack, tilting side can

The

it

raise

so the other

be pressed against the thumb. the halves thus separated, the right

Guts

A

101

hand

drawn back quickly, carrying the lower portion between the thumb and second finger, while the forefinger releases its pressure on the upper portion, which drops to the table. The lower half is promptly placed on the upper and the pack is squared, completing a is

neat one-hand cut that looks quite

which it really to do it well.

is,

as

some

practice

is

skillful,

needed

SHUFFLES

A

shuffle

though

it

mixes the cards quite thoroughly,

may be

limited to a degree to suit

the purposes of a particular

trick.

THE DOVETAIL OR RIFFLE SHUFFLE: The pack is cut into two heaps, which are brought together end to end, the thumbs at the inner ends and the fingers at the outer ends of their respective heaps.

The thumbs bend

the ends of the packets

upward, then release them simultaneously in

downward riffle, at the same time pushing them together so that they interlace in "dove-

a

FIG.

102

Jf$

Magic with Cards

22

tail" fashion, as fig.

The

22 shows.

packets

are then squared into one.

Sometimes the packets may be

riffled at

the

inner corners instead of the ends, the fingers

being at the far

may

Also, the forefingers

sides.

down on top

aid by pressing

of the pack-

ets.

the overhand shuffle: The is

entire

pack

held in the right hand, fingers at one end,

thumb

The pack is tilted to an and the left thumb is pressed

at the other.

upright position

against the upper edge, where cards

downward,

bend of the

letting

left fingers (fig.

fig.

This

is

peels a

fall

few

into the

23a).

23

repeated, so that another small batch

of cards drops

The

them

it

upon the

first

group, and so on.

shuffle thus consists of a series of small

which each new group or packet goes on the one before (fig. 23b). There is a variation, however, known as the front and back shuffle:

cuts in

Shuffles

A

103

THE FRONT AND BACK SHUFFLE: This like

Overhand,

the

batch

of

cards

the left hand

is

tilts

but

Now,

on the

deposited

forward, throwing

against the base of the left

its

first,

cards

thumb.

down thumb

the right hand brings the pack

in back of those cards, so

when

peels off the next batch,

it falls

already shuffled

The

second

the

after

Starts

the left

behind those

off.

next batch goes in front, the next in

back, and so on, in alternating fashion, until

the shuffle

is

completed.

DEALING CARDS Dealing

another

is

common

procedure

which has

several variations. Since these var-

iations are

important in card

be described in

tricks,

they will

detail.

In most deals, the pack

is

held in the

left

hand, with the thumb slanting across to the

The

outer right corner.

left

thumb pushes

top card outward and to the right, where taken between the right

thumb and

the it is

forefinger,

which complete the deal by drawing the card farther from the pack. the group deal: This consists of pushing two, three, or right

hand

more

cards from the pack to the

(fig. 24a),

which

a group, exactly as they are.

104

A Magic

with Cards

them in The right thumb receives

24

FIG. is

above and the right fingers are beneath the

cards thus dealt, so they can be taken in threes, fours, fives, or

any number desired

This type of deal

is

(fig.

24b).

sometimes termed a

count off, because it enables a person to count off any number of cards— almost up to fifty-two in some cases— and put them back on the pack the same way they came off! Another method is to drop the cards on the table in a group, exactly as they were counted off,

and then replace them upon the pack

their original order.

This

is

in

essential in cer-

tain tricks.

In dealing two or

more heaps of hands, the

Group Deal may be used

to complete

one

heap, then the next, and so on; or cards

may

be dealt

singly, either

completing each heap,

or going from heap to heap. This

may

volve either the Reverse Deal or the

Turnup

Deal. If important to the trick,

it is

in-

generally

specified in the instructions.

the reverse deal: The Reverse Deal involves dealing off the cards one by one, each Dealing Cards

A

105

going on the card that was dealt before that their order

is

reversed. This

important in certain card

is

tricks,

it,

so

also highly

but

is

so

escapes general notice, which

simple that

it

makes

the more valuable in some cases.

it all

With

the Reverse Deal, you can have a

group of cards running in value from Ace up to 10. After dealing

them and

replacing

them

on the pack, they will run from 10 down to Ace, yet no one will realize it— except you, the magician.

the turnup deal: The Turnup Deal is a "one-by-one" deal which does not reverse the order of the cards for the simple reason that

you turn up each card as you deal it. Thus, each new card goes on the one before, but since they fall face up, they will be in their original order when you pick them up together and replace the entire group face down on the pack.

Here, a special point should be stressed: In 106

A Magic

with Cards

hand must flip them forward (fig. 25a), then upward (fig. 25b), if it takes them in the usual manner, with fingers below and thumb above. This method is good if it is done neatly. A

dealing cards face up, the right

better system, however,

still

right

thumb below

fingers above.

is

to bring the

the card and the right

In this case, the card

is

first

upward with the thumb (fig. 26a), then forward (fig. 26b), which is neat in itflipped,

self,

giving the deal a deft touch.

FALSE CUTS

AND SHUFFLES

After acquiring a natural ting

and

shuffling a pack,

duce "false" cuts and

manner

it is

of cut-

easy to intro-

which appear to mix the pack, yet enable you to keep certain cards just where you want them. One of the simplest yet most deceptive is shuffles

the following:

false single cut:

Lay the pack on the

False Guts and Shuffles

A

107

table

and

lift off

the top half with the right

hand, placing that portion closer to you. Immediately pick up the far heap with the right

hand and place it in the left hand; then pick up the near heap with the right hand and drop it on top. This apparently completes an ordinary single cut, but actually leaves the pack exactly as it was originally.

The pack

false three-heap cut:

is

on

the table. Lift off about two-thirds of the pack

and

lay this group six inches to the left. In

the same action,

group and drop

now

it

lift

off

about half of that

in the center.

The

packets

will be:

LEFT

CENTER

Top

Middle

With

RIGHT

Bottom

the right hand, pick up the heap at

and drop it on the heap at the right. Then pick up both heaps and drop them in the left hand. Pick up the remaining heap (the center one) and drop it on the rest. The pack will be as it originally was. the

left

variation: After laying out the heaps, use

hand to pick up the left heap and on the right heap; then drop both on

the right

drop

it

the center heap. This looks like a multiple cut but

108

is

actually only a single cut.

A Magic

with Cards

false triple cut:

down and thumbs front.

face

lengthwise between the hands, the

pressing the back edge, the fingers the

Thumbs and

ward and inward,

With

Hold the pack

right

fingers are pointed

down-

as fig. 27a shows.

thumb and

forefinger

draw

off

the bottom third of the pack (fig. 27b). Carry

above the pack and with the right thumb and second finger draw off the top third this

(fig. 27c).

The

left

hand

retains the

middle

third.

fig.

The

right

thumb and

27

forefinger drop their

heap on the table with a slightly forward flip, and a quick inward whisk of the hand so that the falling heap clears the other heap. The left hand immediately plants its heap on the False Guts and Shuffles

A 109

first

one.

The

right

hand then drops the

re-

maining heap on top. Despite this seemingly intricate cut, the

pack

is

in

original condition.

its

false dovetail shuffle: effective

way

This

is

a very

of keeping certain cards where

you want them, because the

shuffle

is

actually

a standard Dovetail or Riffle Shuffle, but

is

handled in a special way. Simply cut the pack and bring the ends together. Then, to keep

on the bottom of the pack, start the riffle with a few cards from the lower half, so that the bottom card drops first. To keep a card on the top of the pack, retard the

a card

riffle

of the upper half, so that the top card

falls last.

By combining

the two processes, cards can

be kept on both the top and bottom of the pack, though that is seldom necessary. More important is the fact that entire groups of cards— up to a dozen or so— can be kept intact on the bottom or top by using the False Dovetail.

In such cases,

it is

wise to cut off a larger

upper packet when keeping a group on top, or a larger lower packet when keeping a group on the bottom. This will allow for a more convincing riffle. false overhand shuffles: These are used 110

A Magic

with Cards

to retain the top or entire

groups—in

bottom cards—as well

as

position. In every case, the

false shuffle simulates the

genuine to a degree

that defies detection.

For top or bottom control of a single card, the following is one of the neatest methods: the pull away: To keep the top card in place, stand with your right side toward the audience and hold the pack lengthwise between the thumb and fingers of your right hand, which are at opposite ends. The top of the pack is toward your right palm. Now, the left hand approaches from in back and draws down a batch of cards from the bot-

tom of the pack, as with the simple Overhand Shuffle. But at the same time, the left fingers come up between the pack and the where they press the top card and draw it down along with the bottom batch. The left hand continues to draw off clumps right palm,

of cards until the shuffle

the top card

still

is

completed, with

in place. This

may be

re-

peated as often as desired.

To

keep the bottom card in position, turn

toward the audience. Pack is in right hand, but with top upward, or away from the palm, as with the usual Overhand Shuffle. The left thumb draws down a batch of

your

left side



cards from the top of the pack, while the left

False Guts and Shuffles

A

111

go up beneath and bring along the

fingers

same action. Shuffle off of the cards on top of the first batch.

bottom card the rest

in the

top to bottom: Using the Overhand Shuffle, you can shuffle the top card to the bottom of the pack by simply drawing off the top card alone, with the left thumb, then shuffling

the rest of the pack onto

bottom to

it.

done with a straight Overhand Shuffle until you come to the last few cards. Then, the left thumb simply draws them away one by one, so that the last card can be dropped on top of the pack. top:

This

is

stacked pack shuffle: When working with a pack in which the cards are "stacked," or arranged in shuffle is

is

some

special rotation, a false

needed to keep the setup

intact.

Here

one type:

overhand cut shuffle: Hold the pack for the Overhand Shuffle, but draw off about thumb. Bring the bottom half over with the right hand and drop the entire group on top. Continue this in a fairly rapid but irregular fashion, varying the size of the batches drawn off by the left thumb. The result is simply a series of single cuts which look like a shuffle half the cards with the left

112

A Magic

with Cards

but do not mix the pack at

all.

Even

better

the next one:

is

front and back cut shuffle: This retains the order of the entire pack and even keeps the top and bottom cards in their original positions.

with the

left

Draw off a small batch of cards thumb and bring the pack down

over the front with the right hand, but do not

draw

off

any

cards.

Instead, the right

hand

carries the

pack over

and leaves some cards there, as in the Front and Back Shuffle. Continue thus, never leaving any cards at the front, but dropping some at the back. This looks exactly like the regular Front and Back with the cards diminishing in number as you go on. Drop the final batch in back and the pack to the back

undisturbed.

is

on

top,

With

the final batch

you give the pack the equivalent of a

single cut.

end the

By throwing

This

is

a very convincing

to

false shuffle.

a small group of cards that

kept in rotation for some special is

way

must be

trick,

here

a shuffle you can use:

THE ALTERNATING FALSE SHUFFLE OR packet shuffle: Hold the cards in the left hand as though about to deal and slide a batch of cards from the top with the left thumb, receiving them in the right hand, False Guts and Shuffles

^ 113

THUMB PUSHES TOP CARDS INTO RIGHT HAND-

LEFT FINGERS.PUSH BOTTOM

LEFT

CARDS ON TOP OF RIGHT-HAND PACKET

LEFT THUMB PUSHES TOP CARDS UNDER CARDS OF RIGHT-HAND PACKET

which

is

FIG.

28

the same position as the left

in

(fig. 28a).

Now left

and

the

left

bring the right packet beneath the slide

some

cards from the

bottom of

packet onto the top of the right one.

done with the

This

is

right

thumb

left

fingers

(fig. 28b).

Bring the right packet above the slide

some

and the left

and

cards from the top of the left

packet to the bottom of the right one, push-

them with the left thumb and drawing them into place with the right fingers ing

(fig. 28c).

Continue in this manner and the cards will seemingly be shuffled, but actually the group being cut at different places, with the cards still in rotation. You can vary this by pushing

is

114

jf$

Magic with Cards

cards

from

right to left as well as left to right,

but as long as you follow the regular process of "top to bottom" and "bottom to top" it

makes no This

difference.

perhaps the most deceptive of

is

false shuffles,

all

but looks unnatural and awkward

when done with

the entire pack, so

it

be used only with smaller batches of

should cards.

SIMPLE CARD SLEIGHTS Any

secret

termed a

move with

a pack of cards

and some of these

"sleight,"

is

are

"slight" as well, being almost impossible to

They

detect. tricks

and

it is

many card how they are

are very useful in

important to learn

performed.

THE GLIDE This simple

move

enables you to "change"

one card into another, neatly and The pack is held face up in the

thumb

effectively. left

hand,

at the left, fingers at the right, curled

across

slightly

the

front

card of the pack

(fig. 29a).

The

left

hand turns the pack

face

down

end of the pack, where they draw out the bottom card and lay it face down on the table, the

and the

right fingers

go beneath the

Simple Card Sleights

far

A

115

FIG.

29

thumb

right

aiding in this simple maneuver

(fig. 29c).

Later, the card

is

turned up, and proves to

be entirely different from the original bottom card!

the method: As the left hand turns the pack face down, the tip of the third finger "glides" the bottom card back toward the inner end of the pack (fig. 29b). This enables the right fingers to draw out the card just above the bottom card and lay that on the table instead.

The

projecting

hidden by the

left

end of the bottom card hand. Later, the

finger "glides" the actual

to

its

116

left third

bottom card forward

original position.

A Magic

is

with Cards

variation:

difficulty

If

is

experienced in

gliding the card with the left third finger, the

move can be accomplished

in a slightly dif-

ferent way:

The

hand

left

turns the pack face

down

and the right fingers, coming beneath, press the bottom card lightly and push or glide it back toward the heel of the left hand (fig. 30a). This leaves the front end of the next card available so that the right fingers can

out in the manner described earlier

draw

it

(fig.

30b).

The

right fingers

bottom card back

Q

11

*'

to

its

can bring the

original position later.

>

**7"T r>»

•«*• 1

FIG.

30

> > + j.h4-

to*

When

performing various card tricks, it is a good plan to show certain cards on the face of the pack, then turn the pack down and

draw

off

laying

it

the required card in normal fashion, face

down

or face up.

Simple Card Sleights—Glide

A

117

when

Later,

ment

will

the Glide

is

used,

its

employ-

be natural and the "change" of one

card to another will seem amazing indeed, as

no one

will link it

with the dealing process

that took place earlier.

THE This

is

SLIP

another effective way of "changing"

a card. It also enables the magician to bring a

card from the top of pack to the middle, with-

out having anyone guess what happened.

The pack as

is

held in the

though about to

deal.

the ends of the pack,

left

hand, face down,

The right hand takes thumb at inner end,

and tilts the top half slightly though hinged at the back edge

fingers at outer,

upward, as (fig. 31a).

The

right

hand then removes the upper

por-

tion of the pack, but in that simple, natural action, the top card of the

fig.

118

A Magic

31

with Cards

upper packet

is

secretly transferred to the lower picket,

becom-

ing the top card of that portion.

the method: As the right hand tilts the top portion upward (fig. 31b), the left fingers press lightly against the top card and retain it, so that,

when

the upper half of the pack

drawn away, the card drops on the lower

To

hide

upward

this,

at the

is

half.

the lower half should be tilted

same time and the performer

toward the audience. With both halves of the pack face front at the finish, no one is the wiser. should turn his

By

left side

gesturing the left

hand toward the

right,

or pointing the left forefinger in that direction,

the whole

movement

of the Slip looks like

a simple cutting process and no sleight will be suspected.

THE SLIDE This move

is

used to bring a card from the

top of the pack to the bottom, turning

up

in the process.

Hold the pack

it

face

in dealing

position in the left hand, then lower the left

thumb beneath

the pack and

tilt

it

forward

to a face-up position against the left fingers.

The grips

it

and the

right

hand approaches the pack and

between the thumb at the near end fingers at the far end.

The

right

hand

draws the pack slightly forward and upward,

Simple Card Sleights— Slide

^ 119

FIG.

turning 3

2

it

face

down on

this

action,

the

32

left

hand

(fig.

)-

During

the left fingers press

lightly against the top card of the pack,

remains face up as the pack

is

laid

which

upon

it.

In fig. 32 the 4 of Spades is the top card which, after execution of The Slide, will now

be at the bottom of the deck, face up.

THE TURNOVER This

is

a simple

way

of reversing the

half of the pack, bringing

it

bottom

face to face with

the top half. Hold the pack in the left hand, face

down. Grip the top half with your right

fingers at the far end,

thumb

b

a

120

A Magic

at the near end.

with Cards

As the

right

hand

the upper half a few

lifts

inches (fig. 33a), the left

thumb comes

neath the lower half and

flips

forward direction.

The

over in a

hand promptly down on the face-up

right

replaces the top half face

cards

it

be-

and squares the pack

(fig. 33b).

This Turnover can be used with a single card or small packet at the

botom

of the pack.

TURNING THE PACK an easy and useful move when two portions of the pack are "faced" so that either can appear to be the top of the pack. Hold the pack in dealing position in the left hand, but bring the left thumb beneath it. Bring the right hand above the pack and at the same time "kick over" the entire pack with the left thumb, in the fashion of the This

is

Turnover, with the right hand concealing the action.

The

right

hand

either grips the pack

by the

ends or goes directly into a deal, while the left

hand

retains the pack.

of the hands, brings

them

A

slanting

downward and

motion

to the right,

into a natural dealing position.

THE GLIMPSE Glimpsing a card at the top or bottom of the pack is necessary in certain tricks, and

Simple Card Sleights

— Glimpse A

121

fig.

should be practiced so

it

34

can be done casually,

without attracting notice.

the top glimpse: Push the top card with the left thumb so the card comes over the right edge of the pack, just as though you were starting to deal it. There, pause and press the fingers inward and upward, squaring the card with the pack, but raising

its

edge

slightly (fig. 34a).

Now,

look right

top card. will

the pack end upward and you can

tilt

down

at the index corner of the

A little extra pressure from the fingers

bend the card

slightly,

giving a better

sometimes termed. Once the index has been noted, relax the

"peek," as this glimpse pressure of the fingers

is

and square the card on

the pack.

the bottom glimpse: The bottom card of the pack can often be noted while handling the pack in a casual way, such as transferring

from hand to hand, or while pulling up one sleeve and then the other. Such mannerisms should be cultivated for that very purpose. it

122

A Magic

with Cards

.

The best Bottom Glimpse can be made when least expected; that is, when the pack is held in the

thumb

left

hand, ready for the deal, with

at the left side, forefinger at the far

end, and other fingers at the right side. Tilt the left

and you

will note that it

to "spot" the

glimpse

hand

hand forward and downward

bottom

almost impossible

is

which

card,

why

is

this

so effective. Just squeeze the left

is

slightly

and the

fingers will slide the

pack

inward, past the base of the left thumb, bringing the lower index into sight (fig. 34b)

The hand

is

immediately

the

tilted to

left,

so that only the backs of the cards can be seen, as in the usual dealing position.

THE DOUBLE LIFT the effect: The magician takes the top card from the pack and shows it to be the

He

6 of Spades, for example.

down on table.

replaces

turned up,

it

face

on the has changed to an

the pack and later deals

When

it

it

entirely different card, such as the Jack of Dia-

monds. the method: The pack position in the left hand.

is

held in dealing

The

right

hand

ap-

proaches as though to square the pack at the ends. This

Palming

move

is

similar to the

one used

in

(see below).

Simple Card Sleights—Double

Lift

A

123

Meanwhile, the left thumb pushes the top card and the second card very slightly to the right, where the right hand covers the two cards and squares them as one (fig. 35a). The left thumb, pressing the left side of the cards, and the left forefinger, pressing the right side, assist in this operation,

holding the cards

thumb comes beneath the end and the right fingers press down

while the right inner

from above

(fig. 35b).

This enables the right hand to turn over the

two cards

as one, so the spectators see the

face of the lower card fig. 35c).

The

the card face 124

A Magic

right

(the 6 of Spades in

hand immediately

down on

turns

the pack. Later, the

with Cards

drawn off and proves to be the Jack of Diamonds. Of course, any cards can be top card

is

used in this

trick.

variation:

Some

performers prefer to

lift

the two cards between the tips of the right

thumb and slightly to fig.

forefinger,

bending

the

cards

hold them neatly together, as in

35&

PALMING A CARD the effect: By palming a card, the magician can secretly remove it from the pack, later producing it from his pocket, or leaving it

there

if

he wants to dispose of

it,

as in the

case of an extra or duplicate card.

the method: The move

itself is

quite sim-

VIEW FROM BELOW (AUDIENCE, OF COURSE. DOES NOT SEE THl$)

FIG.

36

BACK OF HAND WITH CARD PALMED

Simple Card Sleights

—Palming

a Card

A

125

Hold the pack in the left hand as if to deal. The right hand comes above the pack

pie.

from the

right, as

if

by end

to square the cards

them with the fingers at the far and the thumb at the near end (fig. 36a). The left thumb pushes the top card to the right so that it comes beneath the right hand, and the second finger of the left hand presses the card up into the right palm and the bend pressing

the

of

right

fingers,

which

curve

inward

slightly to retain it (fig. 36b).

Two

palmed in this manner, the left hand pushing them slightly to the right, one by one, with the right hand squaring them as it covers them. When the or three cards can be

cards are in position, the left second finger presses

them up

into the right

palm

in a group.

SINGLE-CUT FORCE the effect: A person cuts a pack of cards and notes the bottom card of the upper packet. Later, the magician reveals the

name

of the

card.

the method:

Glimpse the bottom card

of the pack or shuffle a card to that position.

Tell the spectator to cut off any

number of upon them.

and place the rest crosswise While you turn your back, he is to glance cards

the card above the break. 126

A Magic

with Cards

at

That, of course,

is

the original bottom card,

which you already know. presentation: Done boldly, this is very effective, as you emphasize that the pack can be cut "anywhere/' and the business of laying one

packet crosswise, plus the slight delay

when

you turn your back, makes people think that the card came from the middle. As a "prediction," you can write the name of the bottom card on a slip of paper, then tell someone to cut the pack so you can put the prediction in between its halves.

When name

the paper

is

opened,

it

bears the

which you can show by turning up the heap, making a very of the card just above

convincing

it,

effect.

THE FAN FORCE This

is

the best way of forcing a card from

an ordinary or borrowed pack, since it cannot fail, yet is done in a most nonchalant and natural fashion. Furthermore, the "force" can be accomplished even if the subject changes his mind as to the card he wants, something quite impossible with the

more standardized

force.

the effect: The card to be forced is on the bottom of the pack. The magician begins by spreading the pack between his hands to form a wide fan. The pack actually rests on Simple Card Sleights

—Fan

Force

A

127

the fingers of the

left

hand, so that the

can push the cards to the in the spreading

right,

thumb

which helps

process— thumb above, fingers

below.

A

spectator

asked to touch any card dur-

is

ing this fanning process, so that the pack

may

be cut at that spot. This is done, and the performer lifts the upper portion, showing the card so designated, which is naturally at the

bottom or face of the upper packet. That card, however, is actually the bottom card of the pack, the one to be forced! Here is the reason why: the method: During the spreading process, the fingers of the left hand secretly slide the bottom card of the pack a small distance to the right. There, the fingers of the right

hand draw

it

a

farther

little

beneath the

spreading fan.

When the left

a spectator touches a card in the fan,

thumb pushes

so that the right

it

slightly to the right,

hand can

away that card above it. But in doing lift

with

all

this,

the right fingers secretly bring along the

the rest that are

bottom card of the pack, hidden beneath the part that represents the upper portion.

The

left

hand

tilts

its

packet slightly

in-

ward, so that the performer can "square" the

upper packet by tapping 128

A Magic

its left

with Cards

edge against

He

the lower half.

then

raises

the upper packet

to give the spectator a full front view of

its

bot-

tom, or facing card, without the performer seeing

it.

Actually, the magician doesn't have to see

He knows

it.

he

is

who

it

already, for this

upon

forcing

is

the card that

his unsuspecting victim,

be the card at the exact spot where the cut was made. The spectator can change his mind, even going back along the fan if he wants to, because in cutting the pack, the bottom card is always drawn to the desired spot. takes

it

to

THE DRAW SHUFFLE Known Shuffle,

as

the Running Cut, the

and by various other names,

Hindu

this

is

a

very useful device for magical purposes. Like

the simple Overhand Shuffle, cutting off

little

before.

ever, the

made

With

pack

consists of

groups of cards from the top

of the pack and dropping

went

it

is

the

held

them on those

Draw

flat

Shuffle,

and the

that

how-

cuts are

endwise.

Rest the pack face

thumb

down

in the left hand,

against the left side, fingers at the right

side,

with the forefinger at the

right

thumb and

far end.

The

fingers take a pincer grip at

the sides of the pack near the inner end; the

Simple Card Sleights—-Draw Shuffle

A

129

fig.

a

right

37

hand then draws the bulk of the pack

inward

group of cards to drop from the top of the pack into the left hand.

The

(fig. 37a), allowing a small

right

hand comes forward, drops

its

packet on top of the cards remaining in the left

hand, and repeats the action, the

hand which

left

again retaining a group of top cards,

on those below. This is continued until the entire pack has been shuffled off, the right hand dropping the last small group on top fall

(fig. 37b).

Though the

by the right hand, the slight opening and closing motion of the left thumb and fingers makes it look as though they, rather than the right hand, were drawing

action

off

is

chiefly

the cards. This creates the

illusion that the right

hand

is

pulling

its

cards

from the center of the pack, whereas they really

come from the bottom,

so the

bottom

card remains the same until after the final cut. 130

A Magic

with Cards

The magician

uses this to his advantage

with the Bottom Glimpse:

the bottom glimpse: This enables the performer to sight and note the bottom card during the letting a

first

stage of the

few clumps

the magician

tilts

fall

Draw Shuffle.

After

into the left hand,

the bulk of the pack up-

ward and inward, so

tamp the inner end and square them into

as to

of the left-hand cards a neat packet (fig. 38).

fig.

38

This simple, natural action gives the magician a glimpse of the

bottom card

as

he

ex-

tends his hands straight toward the specta-

Knowing the bottom card, the wizard can then employ the Flash Force, which follows: the flash force: While making the tors.

Draw

Shuffle, the

magician says to a specta-

Simple Card Sleights

—Draw

Shuffle

^Si

131

me when you want me

tor,

"Tell

The

spectator gives the

to stop."

word and the magician raises the right-hand heap so the person can see its bottom card.

The magician

states,

"Remember

the card

you see there." He turns his head away at the same time and drops the right-hand cards on the pack, which he gives to the spectator to shuffle his

own

way.

The magician already knows the noted card, since it came from the bottom. The spectator, however, thinking it came from somewhere in the middle of the pack, supposes that he had a free choice of a random card, which, of course, he did not.

draw-shuffle location: The magician spreads the pack so a person can take a card. Or he riffles the outer end, allowing the spectator to insert a finger among the cards and remove one. The magician then squares the pack and goes into the Draw Shuffle, using the Glimpse to learn the bottom card, if he does not already know it. Shuffling slowly, he invites the chooser to drop his card anywhere in the pack. As the person does this, the magician simply drops the remainder of the pack on top with the right hand (fig. 39). This puts the bottom card directly above the chosen one, so 132

Jf%

Magic with Cards

SPECTATOR LOOKS AT TOP CARD OF THIS HEAP

AND REPLACES

IT

MAGICIAN KNOWS

BOTTOM CARD OF THIS HEAP (ORIGINAL BOTTOM CARD OF PACKJ

fig.

the magician can find the

known

later

it

39

by looking

for

card.

you can follow with another Draw Shuffle, but in this case let the center portion of the pack fall in one After the card

is

replaced,

big clump, rather than run the risk of separating the chosen card from

its

locator.

draw-shuffle control: This

way

effective

a neat

and

of bringing a chosen card to the

top during the course of the is

is

Draw

Shuffle. It

not necessary to note the bottom card in this

and pause wherever a person wants you to, so he can look at a card by lifting it from the lower packet and re-

case.

Simply

placing

it.

From but in

start the shuffle

Draw fashion: The

there, the

this

Shuffle right

is

continued,

hand

places

its

packet on top but keeps a "break" at the inner end, the

thumb and second

few cards

The

just

right

fingers gripping a

below that space

hand then

is

(fig. 40a).

drawn back,

se-

A

133

Simple Card Sleights—Draw Shuffle

RIGHT HAND KEEPS "BREAK" BETWEEN UPPER & LOWER PACKETS..

AND DRAWS OFF SMALL PACKET! FROM TOP OF LOWER PACKET (CHOSEN CARD IS ON TOP

8

-_„

FIG.

..

.

_

4O

cretly bringing

.

OF THIS SMALL PACKET)

away a

chosen card on top

(fig.

little

packet with the

40b) The right hand .

Draw Shuffle until it reaches Then it drops the little group on

continues the

the break.

top, putting the chosen card

on top of the

pack.

note: In using

this shuffle prior to a trick,

good plan to tilt the pack edge upward and actually draw clumps of cards from the middle, and put them on top, letting people see this as you do it slowly. They will then think that your later and more rapid horizontal shuffle is done in the same haphazard way, eliminating any suspicion regarding the bottom card. it is

a

134

A Magic

with Cards

Finding

6.

a Chosen Card There

are three basic

ways whereby you can

find or learn the identity of a card selected at

random from an ordinary pack. Those three ways

are:

(1)

By glimpsing

the course of pack,

so

its

removal from or return to the

that you can

through the pack (2)

or spotting the card in

By

find

it

later.

locating the card through

tion in the pack, or

by

its

its

posi-

nearness to other

cards or groups of cards that identify

by looking

may

help to

it.

(3) By controlling the card through some skill or subtle device so that it may be pro-

duced when required, even though identity may still be unknown.

its

exact

All of these simply lead to the great climax,

which is the "discovery" of the chosen card, wherein the performer, by some apparently magical means, reveals or discloses the card itself.

One

of the simplest, yet

learning a chosen card

is

most

by the

ways of Glimpse:

clever

Riffle

Finding a Chosen Card

Jf$

135

THE RIFFLE GLIMPSE the effect: The pack is gripped by the left hand at the lower end, so that the cards can be held upright, facing the spectator. right fingers press the lower

the right releasing

end of the pack;

thumb bends back it

The

the upper end,

card by card as the left

hand

tilts

the pack forward (fig. 41a).

During this "riffle/' the person is asked to note and remember a card that he sees. That is done, and later a card is named or produced by the magician. It proves to be the very card that was mentally selected by the spectator! the method: During the riffle, hesitate slightly on one card. That will be the card that the spectator remembers and, since you are watching the cards, you can note it too. That is the card that you produce later. The riffle should be neither too fast nor too

FIG. SIDE VIEW OF a

SHOWING HOW RIGHT HAND RIFFLES THE PACK

136

A Finding

a Chosen Card

41

slow.

A sudden

be seen,

stop, allowing only

too obvious. Conversely,

is

show too many reasonable amount of take to

one card to

cards too long. practice,

a mis-

it is

you

With

a

will find

the right in-between speed.

Gradually slowing the

good policy, as the later impressions are more apt to be remembered. Also, the card that you particularly note is the one that the spectator is most apt to pick. riffle is

THE WRIST GLIMPSE the effect: magician

riffles

A

card

selected

is

and the

the pack slowly, allowing

it

be replaced anywhere that the chooser wants. Slowly, deliberately, the magician to

someone to By then, the wizard knows the chosen

squares the pack and gives shuffle.

it

to

card!

the method: Hold the top portion of the pack in the right hand, the end, the

hand

thumb

fingers at the outer

at the inner end.

slightly as the card

is

Advance the

replaced, so in

lowering the upper packet, the tip of the right

thumb (fig.

To

presses

down on

the

chosen

card

42a). square the pack, the upper portion

is

brought inward, causing the chosen card to

Wrist Glimpse

A

137

a CHOSEN CARD REPLACED

ON LOWER HALF

THUMB PUSHES CARD BACK

RIGHT HAND PRESSES

CARD

project in that

hand

right

The

aiP PACK FORWARD AND OVER WITH FOREFINGER

IN

42

FIG.

LEFT HAND TURNS OVER GLIMPSE CARD AT WRIST

same

EXTEND PACK FACE DOWN FOR SHUFFLE

direction (fig. 42b).

The

serves to hide this.

hand

immediately turned back upward. This enables the magician to glimpse left

is

the chosen card and note the base of the

left

its

thumb

index, just

below

(fig. 42c). This,

hidden from the spectators. The right hand promptly comes up from below, thumb projecting upward behind the pack, fingers extended in front of the pack. The right thumb presses the chosen card fortoo,

is

138

Jf%

Finding a Chosen Card

ward into the pack, which is gripped between the right thumb at the back and the right fingers at the front (fig. 42d).

The

left

now

right

doubled beneath the pack, which shown face up and is extended toward

forefinger is

hand moves away and the

is

a spectator (fig. 42c). Slowly, the right fore-

whole pack forward, almost into the spectator's hands (fig.

finger levers the

flipping

it

42f). In this easy, natural procedure, you have

learned the chosen card while asking someone to shuffle

it

into the pack.

Coming now to card locations, we have a basic method with various applications known as the Divided Pack.

THE DIVIDED PACK the effect: The pack heaps, each of which

is

is

divided into two

separately shuffled.

A

drawn from one heap, placed in the other and shuffled there. Looking through

card

is

that heap, the magician finds the chosen card.

the method: Beforehand, secretly divide the pack into two distinctive groups. The Joker can be placed as a "divider" between these, so that by looking through the pack and removing the Joker, you can automatically separate the cards at the right place.

Divided Pack

A

139

When

a card

taken from one half and

is

you find it by simply looking through the group and picking out the "odd" card that does not belong there.

shuffled into the other,

The

simplest of such setups

is

Reds and

Blacks.

reds and blacks: Put the red cards in one half,

the black cards in the other.

this quickly, often

with a borrowed pack, some-

times while looking through cards that you

You can do

want

Finding a card

it

certain

for

for another trick.

is

quick, too, since a red

shows up conspicuously among the blacks, and

But that

vice versa.

You

is

this trick's weakness.

can't risk letting a spectator handle a

packet or even see the faces of the cards, or he will

note the arrangement. Therefore

ter to use a

bet-

Two-Suit Setup.

two-suit setup: This takes a to arrange

it is

and you

little

longer

can't find the chosen card,

or cards, quite as quickly, but

it is

much

safer

than Reds and Blacks. Use a red and black suit in

each division, for example, Spades and

Diamonds

in

one half of the pack, Clubs and

Hearts in the other. Each pair of suits shuffled together beforehand, so there

is

is little

chance of the ruse being detected. However, if the cards are shown face up too often, the absence of certain suits in one group 140

A Finding

a Chosen Card

may be noted by an

observant spectator. This

can be counteracted by dividing the pack into odds and evens.

odds and evens: (1),

3, 5, 7, 9,

The "odd"

The and Queen

Jack (11), and King (13).

Deuce (2), 4, 6, 8, 10, This makes an unequal division, but

"evens'* are

(12).

Ace

cards are

that can be remedied by classing the "one-

eyed" Jacks (Jack of Spades and Jack of Hearts) as "odd" and switching the other pair (Jack of Clubs

and Jack of Diamonds)

to the

"even" group. This also equalizes the face cards

and the setup

stand the closest

will

scrutiny.

handling the pack: This presents another problem, because the constant insertion of a card from one group into the other

unnatural and suspicious.

One way

is

both

of over-

coming this is to keep the pack intact, but with one group— say the "odds"— on top, and the other group— the "evens"— on the bottom.

The pack

is

spread for the selection of a

card. If the spectator takes half, the

for

its

it

from the upper

magician simply fans the lower half

return, or vice versa.

Thus the card goes

into the other group, where

it

can be located.

In this case, a false shuffle will have to be used.

Divided Pack

A

141

A

more

subtle location technique

Pack and

as the Pointer

is

is

known

described below.

THE POINTER PACK the effect: The pack is divided and a card is taken from one shuffled group and put into the other, or replaced in

group which can again be

shuffled.

its

own

The magi-

cian finds the chosen card.

the method: One group

is

composed of

"pointer" cards consisting of:

A* A*

2* 5A

c* c A

6* 6*

A
3
5
6
7o

7* 7* 1*

8* 8*

9* 9^

8
9


Joker

These are termed "pointers" because each card has a majority of its spots pointing in one direction, as a study of the cards will show.

They

are arranged so they all point upward,

the 7 having its odd point at the top and the Joker being upright.

With some packs, be classed the

K*

top; the

certain face cards can also

as pointers, the

commonest being

with a central ornament shaded at the

Q*

with a belt of tiny Spades point-

ing to the right, which can be regarded as up-

ward; the

J

A

with

its

belt of Spades pointing

upward. 142

A Finding

a Chosen Card

Also, the tral

K*

sometimes has a shaded cen-

ornament; the

the right; the top.

K^

KO

has one high and to

has a wider belt band at the

These can be used

when

pointers

as

available.

The performer spreads

the pointer packet so

a card can be selected, then squares the packet, turns

it

around, and spreads

card's return.

The

it

packet can then be shuffled.

In looking through

it,

the magician promptly

finds the chosen card because

the opposite way. its

again for the

it

By turning the

original position the packet

is

is

pointing

card back to

made

ready

for a repeat. If

too

many

pointers get

turned— this may

happen from a "wrong" shuffle— the other portion of the pack can be brought into action: A card taken from the pointer group and placed

among

the "ordinaries" can be easily

located.

With

the pointer packet as the top half of

the pack, a card taken from that portion

be replaced anywhere

after the

pack

is

may

turned

about. If the card goes into the top half,

it

be pointed the wrong way; if it goes into the lower half, it will be among cards of the nonpointer type. Thus, it can be easily located

will

in either case.

Pointer Pack

A

143

BOTTOM-CARD LOCATION the effect: The pack is shuffled and cut into two heaps. A spectator notes the card at the cut, places it on the other heap and completes the cut. The pack is given several more cuts.

The magician

looks through the pack

and finds the chosen card. the method: After the shuffle, glimpse the bottom card, say the 8^. When a person cuts the pack, takes a card from the center and places it on the top, the mere act of completing the cut puts the bottom card (8^) directly above the card he noted.

The pack can be cuts,

given any

number

of single

without separating the two cards. Simply

spread the faces of the cards toward you, find the original bottom card, and the card just before

it

will

be the chosen one.

variation: Note the bottom card, spread the pack and allow a card to be drawn. Square

the pack, undercut about half the cards and

extend the top half of the pack, telling the chooser to place his card there. Complete the cut by dropping the lower packet on the upper.

The chosen

card will be just below the bottom

card that you noted.

144

A Finding

a Chosen Card

COUNT-DOWN LOCATION A

pack is shuffled and a spectator draws a card from any place he wants,

the effect:

notes the card (say the

down on

10*) and

lays it face

the table, at the performer's instruc-

tion.

The

spectator

is

then told to deal additional

cards onto his, stopping after he has dealt the

number

exact

card

indicated by the value of the

(in this case,

itself

10).

while the magician's back finish,

he

is

is

He

does this

At the pack on the

turned.

to drop the entire

pile just dealt, square the pack, cut it

anywhere

and complete the cut. In fact, the pack can be given

few more

a

cuts to confuse the performer completely; yet

when he

looks through the pack, he finds the

chosen card!

the method: Note the bottom card the let

K^

)

after the shuffle.

(say

Spread the pack and

the person take a card from anywhere, or

hand him the pack and

tell

him

to

draw out

a card himself.

When

down, deals its own number on it and drops the pack on top, he puts just that many cards between your locator (K^ ) and his own card (10* ). Single cuts will not change this, so all you have to he

lays this card face

Count-down Location

A

145

do

find your

is

known

the card just below

and

it

card

(K^) and

call

"zero/' then start count-

on

you reach 13. When you reach his card, you will score a direct "hit" with your number; that is, in this case, your count of 10 will come exactly on the 10 of Clubs, which you can produce later as the chosen card. There is just one hitch. Sometimes other ing:

i,

cards

2,

so

accidentally

position.

might

3

fall

until

into exact numerical

For instance, on your count of

strike the

3

of

Diamonds and,

you

3

after

reaching 10 and finding the 10 of Clubs, you

might go on to 12 and

hit the

Queen

of

Spades.

be the 3O, 10*, or Q*, you would announce, "Your card is a black one." The reply being, "Yes," you would add, "and a Spade." Getting a "No," your comment would be, "That makes us even. Concentrate completely on your card and you won't go wrong again." Knowing now that the card must be the 10*, you proceed to

Knowing the chosen card

reveal

to

it.

In instructing the person at the sure to

tell

Jack, 11, a

146

him

Queen,

A Finding

to count an 12,

and

Ace

a King, 13.

a Chosen Card

start,

as

1,

be a

CARD CONTROLS Getting a chosen card to the top in a single

hidden action requires some form of ckrd control. The most direct way is by a sleight called the Pass, or Shift, whereby halves are transposed as in an ordinary cut, only secretly.

Actually, the Pass

is

unnecessary, as the

pack to transfer a single very cumbersome. Since the

shifting of half a

card to the top Pass

is

is

usually followed

by a

shuffle of the

pack, the whole operation can be simplified into the Shuffle Pass.

the

THE -SHUFFLE PASS effect: A card drawn

from the

is

pack, noted

and

replaced.

The

who

magician,

holds the pack spread for the card's return,

immediately closes the pack and gives

Overhand

Shuffle

which

an

it

secretly brings

the

card to the top of the pack.

the method: The pack is spread with the fingers of both hands below and thumbs above. In closing the pack, insert the left just

little

finger

above the chosen card, holding a "break"

there.

Only the

tip of the finger

is

required

(fig. 43a).

The

right

hand

squares the pack,

thumb

Card Controls

Jf%

at

147

HOLDS BREAK ABOVE CHOSEN CARD

LTTTLE FINGER

AUDIENCE FACES

BACK OF CARDS

fig.

43

inner end, fingers at outer end, where they can

Turn your right side toward the audience; in the same move the right hand begins a shuffle, lifting the front or top portion of the pack and carrying it

give the pack a quick

riffle.

over and behind the back or bottom section,

which

is

promptly

tilted

forward on the

left

fingers (fig. 43b).

That

is,

the right hand

above the break, and the

left

lifts

all

the cards

thumb then

peels

cards from the

tinuing this

bottom of that packet, conbona fide Overhand Shuffle until

the right-hand cards are exhausted (fig. 43c).

The hands can be extended toward

the audi-

no longer being used, the chosen card now being on top of the ence, as the "break"

148

A Finding

is

a Chosen Card

pack. It can be kept there by a series of false shuffles

and

cuts, as desired.

THE TURNED-UP JOKER the effect: A card is selected, replaced in the pack, and the magician spreads the cards face down, to find the Joker turned face up in the pack. He removes the Joker and promptly discovers the chosen card.

the method:

The

Joker

ruse

secretly

aids in bringing the chosen card to the top of

the pack. Beforehand, find the Joker and slide it

to the

bottom of the pack, placing

it

there

face up.

Spread the pack, have a card selected and square the pack.

Draw out

the bottom half

with an Undercut and extend the upper half to

Bottom-Card Location. Drop the upper half on the lower, so the Joker comes on top of the chosen card. Give the pack a few cuts, spread it again, and when you come to the face-up Joker, remark, "Somebody must have put the Joker in the pack— anyway, we don't need it." With that, lift away the lower half of the pack with the left hand and thumb the Joker so it falls on the table. Openly place the lower half on the upper half and the chosen card will be on

receive the card, as in the

top.

Turned-Up Joker

A

149

THE PUSH-AWAY PASS A

the effect:

selected

card

is

replaced

on the lower half of the pack. The magician happens to show the bottom card of the upper half, so he puts that half beneath, rather than have

next to the chosen card.

it

He

then

buries the chosen card in the middle of the

pack and proceeds to find

the method: (say the

4*)

is

When

when needed.

it

chosen

the

card

replaced on the lower half,

the upper half upward, edgeways, flashing

tilt

bottom card, for example, the 10 0. Noticing this, you comment: "I wouldn't want to put this 10 of Diamonds right on your card, because then we'd know where it was." With that, you draw away the upper heap, at the same time executing the Slip, which its

secretly brings the top card of the

the chosen card (4*), which

bottom

is

pack onto

on top of the

half.

You then

add: "We'll put this whole heap

underneath." Here, you put the top packet

under the bottom packet. "And we'll push your card into the very center of the pack."

the off

While

hand holds the pack, the right draws the top card and pushes it face down in the left

center.

The Clubs 150

spectator thinks that his chosen 4 of is

being buried in this convincing fash-

A Finding

a Chosen Card

but actually it is the unknown card that you "slipped" from the original top of the pack. The chosen card is now actually on top, ion,

where you can control

the

it

until needed.

THE DELAYED CUT effect: A card is selected

turned to the pack.

and

re-

A second card is then taken

by another person, who retains it so that it can be used in a later trick. By then, the magician has obtained the first card and can produce it as needed. the method: This is a neat way of delaying a special cut that controls the

chosen.

and two

The

first

card

is

first

card

10*, you draw the

selected, say the

removes it sections of the pack apart, sliding the upper or right-hand portion beneath the lower as the spectator

packet in the

This

is

left

hand.

simply an excuse for a later action.

Spread the pack and have the card (10*) returned. Close and square the pack, keeping the tip of the left finger

Now

above the chosen card.

turn to a second person, spread the pack

again and ask

him

As he draws

to take a card.

separate the pack as rally slide

JO), you again you did before and natu-

his card (say the

the upper portion under the lower.

But instead of separating the halves Delayed Cut

at the

jf%

151

spot where the second card was, you draw the

pack apart at the break that you are holding with your little finger. In placing the lower packet on the upper, you automatically put the

first

chosen card (10*

)

on top of the pack.

AUTOMATIC REVERSE This card

is

a combination of card control

complete

a

discovery,

trick

in

and

itself,

wherein the act of locating a chosen card

re-

sults in its revealing itself.

A

the effect:

card

is

selected

and pushed

into the very center of the squared pack. Be-

hind

his back, the

and turns

it

performer finds the card

face up,

where

when

at the spectator

it is

seen staring

the magician spreads

the pack along the table.

the method: Beforehand, slide a card from the top of the pack to the bottom, turning it face up beneath (fig. 44a). Spread the pack, allowing the free selection of a card

44b). Turn slightly to your*

(fig.

the chooser

is

left

while

looking at his card, square the

pack, and give

it

a complete turnover (fig.

44c).

Hold the pack squared where

it

appears to be face down, but

ally face up,

the top.

152

in the left hand,

with a single card face

Have the

A Finding

is

actu-

down on

spectator push his card

a Chosen Card

PACK SPREADBOTTOM CARD
PACK FACE DOWNBOTTOM CARD FACE UP

fig.

face

down

44

into the center of the pack (fig.

he has trouble, take the card from him and push it into the pack yourself. Square the pack, showing that it is impossible to tell just where the chosen card went, but add that you can find it magically— and

44(d). If

behind your back! Put the pack behind you,

Automatic Reverse

A

153

.

turn the top card face up, and then turn the entire pack face

down

(fig. 44c).

Bring out the pack, spread

it

along the

and the chosen card will appear triumphantly face up in the center (fig. 44f).

table,

DOUBLE REVERSE the effect: Two cards are selected by different members of the audience. Each is returned to the pack, which is given a magic causing both the chosen cards to turn

riffle,

up in different parts of the pack! the method: Here, the Delayed Cut and the Automatic Reverse are worked together to produce a double-barreled climax. Have two face

cards selected, bringing the

first

(say

J*)

to

the top of the pack while the second person is

looking at his card (say 3 ^

You do

this

)

by the Delayed Cut and turn

away to your left, telling the second person not to let you see his card. Now you go into the Automatic Reverse, sliding the top card to the bottom—where it comes face up— and giving the pack a turnover so only the top card is face down.

But

in this case, that card

happens to be

the card already selected by the

first

spectator.

So when you push the second person's card 154

A Finding

a Chosen Card

into the pack,

up

you have two chosen cards face

instead of only one.

It is

not necessary here to put the pack be-

hind your back. As the right hand covers the pack, the left gives

it

and the

a full turnover

about a dozen cards from the actual top of the pack and puts them underneath, right lifts

with a simple, sideward cut.

The

left

hand can

then make an undercut near the middle of the pack, which

The

is

handled openly and

right fingers

riffle

casually.

the pack and

it

is

spread along the table, showing both chosen

Sometimes it takes a little while them, which makes the trick all the

cards face up. to find better!

Double Reverse

A

155

Revealing

7.

a Chosen Card In most card revelations, the card

is

first

brought to the top of the pack, then revealed

you already know the card, or can locate it, all you have to do is look through the faces of the pack and cut just above the chosen card, thus bringing it to in

some

surprising way. If

the top. If

you have controlled the card

after its re-

turn to the pack, that very process

may have

you can proceed directly to the discovery. There are cases, however, where the chosen card does not have to be brought to the top of the pack. These will be discussed individually. brought

One

it

to the top, so

of the simplest of card revelations

is

the following:

ANY NUMBER

DOWN

the effect: The performer asks a spectator at what number he would like his card to appear.

The

spectator says, "Five."

The magi-

cian counts to the fifth card in the pack, but it is

156

not the chosen card.

A Revealing

a Chosen Card

That's

when

the magician remembers that

he forgot to snap the pack five times. He does it now and counts down to the fifth card, once again. This time it is the right card. the method: First bring the chosen card to the top of the pack.

number—in

required

Then count down

the

this case five—by revers-

them

ing the order of the cards as you draw

from the pack. Show the fifth card. It is the chosen card. But when you replace cards on the pack, you automatically put original top card— the chosen one— at fifth sition. Repeat the count and hit it.

not the the po-

QUICK-COUNT TRICK the effect: Any number 1

to 15.

The

is

named, from

performer counts to

it

quickly

and turns up the chosen card. the method: This is similar to Any Number Down, but is done in a bolder, faster style that makes the repeat count unnecessary. Start with the chosen card on top of the pack, then count

off

their order as

At the

the cards quickly, reversing

you take them in the right hand.

person's

number— say, 8—simply

over the whole batch and slap

the

pack,

announcing:

"And

it

turn

up on

face

there's

your

card!"

Since the chosen card

is

showing face up,

Quick-Count Trick

Jf$

157

everyone takes

for granted that

it

it

is

the

do not realize that the count was reversed. But you settle that by immediately turning the whole batch face down. eighth, as they

Then

the card

is

at the eighth position,

if

any one wants to know. In fact, you can hand the pack to the chooser and let him verify your count.

THE CARD TURNS UP the effect: Here is a card discovery that literally lives up to its title. The magician squares the pack and drops it on the tafcle. A chosen card instantly appears face up on top of the pack.

the method: The chosen card is first located and brought to the top of the pack. In squaring the pack,

the left

thumb

secretly

pushes the top card over to the right as dealing

it.

This

is

if

covered by the right hand

which moves along with the card, the thumb pressing the inner end of the pack, the fingers

end (see fig. 45). The right hand drops the pack flat on the table and the air catches the projecting card and flips it face up. The exact amount of projection and proper distance for the drop can be

at the outer

determined by practice. 158

A Revealing

a Chosen Card

fig.

45

the card jumps clear of the pack, the

If

effect

is

just as good. Its

appearance comes as

a surprise, too quick for the eye to follow.

THE KNOCKOUT the effect: Here

effective discovery of a

case extend the pack it

so

downward

chosen card. In

and ask someone to

to the table.

and knocks

er's

another quick and

is

all

The

this

strike

spectator does

the cards from the perform-

hand, with the exception of one, which

proves to be the chosen card.

the method:

The chosen

card

is

first

brought to the bottom of the pack. If the pack is gripped firmly between the thumb and fingers,

thumb

stroke will

above, fingers below, a sharp

knock out

all

but the bottom card.

Knockout

ifr

159

The

grip

is

the pack and,

away

all

confined to an inner corner of if

the spectator

the cards, he

is

fails

knock

to

told to "hit the rest"

same fashion. Or the magician himself can knock the cards away. With a chosen card on top of the pack, the Knockout can be delivered while the in the

pack

is

held face up.

The

card

then at the

is

bottom of the reversed pack and is revealed stantly when the others are knocked away.

in-

DOUBLE CHOICE In certain

tricks,

a chosen card

may be

learned through a process of elimination, un-

may be

casionally, the performer

to

Or

only one of two choices remains.

til

which one of two cards was

oc-

uncertain as

When

selected.

confronted with such a situation, a "two-way" discovery

is

the answer.

The magician

places

one card on top of the pack, the other on the bottom.

He

then says to the chooser:

"Name

your card." If

the spectator names the top card, the ma-

gician gives the pack a snap, turns

card and says: "There

it

is!"

named, the wizard

If

up the top

the bottom

pack as though driving the card to the bottom, then turns the pack face up and shows the card. Another procedure is to use the Knock-

card

160

is

A Revealing

slaps the

a Chosen Card

out, described previously, leaving either the

top or bottom card, according to is

how

the pack

held.

The Turnup

discovery can be used

if

the

names the top card as the chosen one, while the Knockout is reserved in case the bottom card is named. spectator

SPELL IT

OUT

the effect: After a chosen card has been shuffled into the pack, the performer asks the

chooser to

name

it.

Suppose the person

says,

"9 of Spades." Rapidly, the magician counts cards from the

top of the pack, spelling

S-P-A-D-E-S" turns

up

"N-I-N-E O-F

(a card for each letter),

and

that very card!

the method: Have the chosen card on top. Simply deal off cards reverse fashion, as with Any Number Down, but in this case you spell the

ber.

name

When

instead of counting to a

num-

the wrong card turns up, replace

the packet, snap the pack and spell again, this

time arriving on the card. Or, do a quick spell as with the Quick-Count Trick, showing the 9 of Spades

the dealt packet

when you

turn

on the face of it

over

all to-

gether.

variation: Spell the person's

name

Spell It

Out

instead

A

161

of the

name

of the card. It works out the same,

but apparently you don't know what the card is

until

it

finally turns up.

YOU CANT GET

IT

the effect: The magician places a pack of cards against his forehead and tries to concentrate on a chosen card. He finally says, "I just can't seem to get it. What was it?" As the spectator says, "3 of Diamonds," the magician

draws

'Tunny,

And

it

I

pack

the

away,

repeating:

just can't get it." is

funny, because the chosen 3 of sticking to the performer's fore-

Diamonds is head. Somehow, he did manage to "get" it! the method: This comedy climax is easily maneuvered. Bring the chosen card to the top, then turn the pack face toward the audience

and

press the pack against your forehead with

your right hand.

At the

finish, tilt

the head back and draw

the pack slowly downward, so the top card will

adhere to the forehead. Pause long enough to push the top edge of the pack against the card,

which

162

will help

make

A Revealing

it stick.

a Chosen Card

THE MAGNETIZED CARD the effect: The magician holds the pack upright in his left hand, the bottom card facing the audience.

He

rests his right forefinger

on the upper edge of the pack, then raises the right hand slowly. The chosen card rises from the pack as though magnetized. the method: The chosen card is on top of the pack.

The

right forefinger

is

pointed

toward the spectators when it is placed on the upper edge of the pack. This enables the performer to extend his right little finger straight

and

unseen against the top or rear card of the pack, namely, the chosen one. Raise the right hand slowly and the card press

it

will rise automatically as

though drawn by

the forefinger, thanks to the constant pressure of the will

little finger.

From

a

little

distance,

it

appear to be rising from the center of

the pack rather than the back, which makes it.

more

deceptive.

For a

finish, either

lower the right hand

go back in place, or extend the right thumb and second finger, one on each side of the chosen card, so they can slowly, letting the card

grip the card quickly

and hand

it

to the spec-

tator.

Magnetized Card

Jjk

163

FIG.

46

AUDIENCE'S VIEW

MAGICIAN'S VIEW

A HAIR RAISER the effect: The magician holds the pack pack toward the audipretends to take a hair from his head

in his left hand, front of

ence.

He

and attach

He

to a card

it

somewhere

in the pack.

pulls the imaginary hair with his right

hand and pack

a chosen card swings

up out of the

(fig. 46).

the method: Hold the pack with

its

long

side toward the floor, with fingers in front,

thumb

in

through

its

back.

As the

right

pretense, the left

presses the top card (which

and

pivots

fect

is

164

A Revealing

it

upward.

is

From

hand goes

thumb simply

the chosen one) in front, the ef-

very surprising.

a Chosen Card

TURN the effect:

A

placed in the pack.

OVER

IT card

is

and

chosen

The magician

re-

starts deal-

ing cards from the top of the pack, turning

on the card before, as he warns the chooser: "Don't tell me your card— just let me find it!" Soon, the chosen card— say the King of Clubs—turns up, but the performer keeps on dealing, insisting, "Don't tell me your card, Fll soon get to it" Finally he slows the deal and stops, saying: "The next card I turn over will be your card!"

each card face up and dropping

When

it

the spectator smiles or shakes his

head, the magician reaches

among

the cards

and turns the chosen King of Clubs face down. He has turned over the chosen card as he said he would! the method: Force or glimpse the card, so you know it beforehand, or have it next to already dealt

a locator.

No

need to look for

it,

just let it

turn up in the deal. Keep on past gradually slacken the dealing speed

it,

then

and study

the backs of the cards before you turn them up, as though that it.

Then

had something

to

do with

pull the "turnover" surprise as de-

scribed.

Turn

it

Over

Jf%

165

JUST SAY "STOP" the effect:

A

card

is

chosen and

re-

turned to the pack, which the performer turns face

downward

in his left hand.

He

shows the

bottom card, draws it off with his right fingers and flips it face up on the table. He continues this with a few more cards, then speeds the deal a trifle as he tells a spectator: "Just say 'stop' whenever you want/' Soon, the person says, "Stop!" and the wizard stops.

He

drops the next card face

down, the persons turns it up and finds it to be the chosen card! the method: Find the card, preferably by a locator method, and place it fifth from the bottom of the pack. Draw off the bottom card, tilting the pack slightly upward as you do, and deal the card face up on the table. Do the same with the second card, but don't tilt the pack as you deal the third card. That's when you announce: "Just say 'stop' whenever you want." Draw off the fourth card and then draw back the fifth card (the chosen one) by means of the Glide (page 49). From then on, you keep drawing out cards just above the chosen one. When the person says, "Stop!" draw off the chosen card next, and that's it. note: 166

Jjk

If a

quick spectator

says,

"Stop!" as

Revealing a Chosen Card

you that card back and

you are about to deal out the fourth are

still all

right. Just glide

card,

pull out the chosen card instead!

THREE HEAPS-THREE CARDS the effect: A selected card— say the Ace Hearts—is returned to the pack, which is cut into three heaps. The magician shows the bottom cards of the heaps—for example, the 9 of Clubs, King of Diamonds, 5 of Diamonds of

—and deals them in a face-down row. The spectator then designates one cardsay the King of Diamonds— and the other two (9 of Clubs and 5 of Diamonds) are turned face up, the performer asking in each case, "Is that your card?"

To which

the spectator

final

"No." The magician gestures to the card and says, "Then that must be it-

turn

it

replies,

up."

Again, the person

is

saying

"No" when he

up the supposed King of Diamonds, only to find that it is his card— the chosen Ace of Hearts! the method: Using a locator system, look through the pack and put the chosen

turns

card (Ace of Hearts) second from the bottom.

we

assume that the bottom card is the King of Diamonds. Lay the pack face down and cut off a small

In this case,

will

Three Heaps

—Three

Cards

A

167

group—about one-third—to the

and a similar group to the left. Show the bottom card of each group in turn and apparently deal it face down on the table. But with the center group use the Glide to draw back the bottom card (King of Diamonds) so that you draw out the chosen card (Ace of Hearts) face down instead. Now tell the spectator to place his hand on any card. Usually, he takes the center one, so you turn up the others and he finds that he has his right

chosen card.

he takes an end card, tell him to away and take another. If it's the other

note: slide it

If

end card, have him slide that away, too, which leaves him the center card. But if his second choice is the center card, you immediately turn up the third card and

When

he says, "No," you turn up the first card, and ask, "Is this yours?" Again, a "No." So you tell him: "Then you must have it, yourself." And he say,

"Is that yours?"

has!

THE SEVENTEEN CARDS the effect: A spectator is given a batch of cards and told to shuffle them and deal them into two heaps. If there is an odd card left over, he is to look at it, then place one 168

A Revealing

a Chosen Card

heap on top of the other with the odd card in between. There happens to be such a card, which we will suppose to be the 9 of Clubs, which the person remembers. The magician takes the packet and deals several rows

of five cards each, giving the

The

spectator the choice of any such row. five

cards are dealt so the spectator has a

choice of three, and the three cards. It

he takes one of proves to be the chosen 9 finally,

of Clubs.

the method: You use 17 cards but do not mention the exact number. Since the spectator deals them into two heaps and puts the odd card between them— after looking at it —the chosen 9 of Clubs becomes the ninth card in the packet.

You to

proceed to deal the cards face

down

form the following layout: 2

1

7

4

5

6

8

9

10

12

13

14

16

15

You then across,

3

11

17

"Take a row of 5 cards— up and down, or diagonally." Actually, say,

Seventeen Cards

A

169

there are only 4 such rows, consisting of the following arrangements: 1, 4, 9, 14,

17; 2, 5, 9, 13, 16; 3, 6, 9, 12, 15;

7,8,9, 10, 11.

Whichever row

is

taken, the ninth card

(the chosen 9 of Clubs)

is

sure to be in the

But by rushing the choice, you can gather up the chosen row before the average center.

person realizes that

fact.

5 cards:

Then

lay out your

^ * 9

*

*

Again, the cards are face

down and when

you say, 'Take either row of 3 cards," the 9 of Clubs will again be the middle card. Deal

them

in a row: *

g

*

Then, proceed to "force" the center card, exactly as described with Three HeapsThree Cards. When the person turns up the final card, it will be his chosen 9 of Clubs. note: You can use this as a regular discovery of a card taken from the entire pack by simply counting off 17 cards and making sure that the chosen card is among them. Or you can work it as a prediction by writing the name of a card on a slip of paper and letting someone hold it, while you lay out 17 170

A Revealing

a Chosen Card

cards

as

described.

The

predicted

card

is

placed in the center and, after the rest have

been eliminated, the paper is opened and found to contain the name of the card that was finally turned up.

CARD FROM A HAT effect: A card chosen, the

the is pack is dropped into a hat, the magician snaps his finger from beneath, and the chosen card sails out (fig. 47a).

the method: Bring the chosen card

to

the top. In placing the pack in the hat, drop the pack in one section and slide off the top card so

A

it

goes in the other section (fig. 47b).

well-delivered

flip

beneath the side con-

taining the single card will send

through the

it

scaling

air.

fig.

47

CHOSEN CARD

FUP HERE

Card from a Hat

jfa

171

CARD ON THE WALL the effect: The magician throws a pack of cards against the wall. All the cards

the

floor,

card,

to

fall

with the exception of the chosen

which

on the

stays

wall.

This

is

a very

startling climax.

the method: Have a dab of gum or soap handy on a coat button. Bring the chosen card to the top of the pack and, as you turn away, press the gum or other sticky substance on the back of the chosen card.

Throw the pack the wall, back

squarely and cleanly against

first; its

weight will cause the

chosen card to stick there, while the

rest fall.

THE CARD THAT FINDS ITSELF A

the effect:

dozen red cards and a

dozen black cards are shuffled in alternating fashion,

the reds face up, the blacks face

down. The performer cuts the packet and turns over the two top cards together. He repeats this a few times, showing how it mixes the cards still further. He hands the packet to a spectator and

lets

him continue

the process. turns his back and

The performer

tells

the

spectator to cut the pack again, adding: "If

the top card

remember 172

it;

down, turn it up and then cut the pack once more. If is

face

A Revealing

a Chosen Card

happens to be face up, simply remember it and turn it face down; anyway, cut the pack." That done, the spectator can resume his former procedure, turning over two cards together, cutting the pack and turning over a new top pair. Finally, he hands it to the performer, who runs through the cards behind it

his

own

back.

Bringing spreads

it

out the packet, face

up on the

the

performer

Reds and are face up

table.

blacks are well mixed, but

all

with the exception of one card.

The

face-

down card is removed from the packet and, when turned up, it proves to be the- chosen card!

the method:

Arrange

nately face up-face

down

the

cards

alter-

at the start. Colors

do not matter, but you put them in red, black, red, black rotation to draw attention from the real secret. Whenever you turn over two cards as one, you change the color sequence, but the face up-face except

when

down

setup

is

not disturbed,

the spectator turns over his single

card.

Receive the pack behind your back with the

left

hand and proceed

thus:

With

the left

thumb, push the top card into the right hand. Turn over the packet with the left hand and push the next card into the right. Go back to

Card That Finds

Itself

A

173

hand and

the original position with the left

another card. Turn the packet over and push off another card. Continue thus

push

off

throughout.

This will bring the cards face

up— with

all

face

down—or

the exception of the single card

that the spectator noted

and turned over him-

self.

presentation: At the

start,

the red packet

can be turned face up and actually shuffled into the black packet, dovetail fashion. If you

miss on one or two cards, simply go through

the double packet and arrange nately face

up and

face

them

down, but

alter-

referring to

"reds" and "blacks;'

Or you can simply

set

them

that

way

to be-

gin with, as long as you stress the reds and

you intend to mix them. In turning over pairs, you can show how sometimes a red and black card are turned over together, or two reds, or two blacks. Make sure that you impress upon the spectator exactly what he is to do* when he continues your procedure, and later stress the blacks

and the

fact that

turning of the single card.

Then

the trick

sure to work.

174

A

Revealing a Chosen Card

is

DOUBLED THOUGHTS the effect: The magician shuffles a pack of cards and spreads it face down, clear across the table, so that two persons, seated or standing opposite, can each take a card.

done while the magician's back is turned and he tells each person to hand his card to the other, so that each will know both This

is

The cards The magician

cards.

are then replaced in the pack.

up the pack and glances through it while the two persons concentrate on their cards. Thanks to their

turns to the table, gathers

"doubled thoughts" the wizard finds

both cards and brings them from the pack. the method: This involves a very clever use of the Divided-Pack principle. At the outset, the magician has the pack separated into

two groups (say reds and blacks) and he keeps them that way with a special shuffle. When he spreads the pack across the table, all the red cards are at one end and all the black cards at the other. So each person naturally

draws a card of an opposite color.

they exchange cards and put red card automatically goes

them back, the

among

and the black goes among the performer easily finds both

When

reds.

the blacks

Thus the

when he

runs

through the faces of the pack. presentation: In spreading the pack, make

Doubled Thoughts

^St

175

sure that the cards near the middle lap,

still

over-

although those near the ends can be

widely spaced.

You

simply state:

"111 spread the pack across the table so

can take a card from your

end"— this

you

to the

person on the left— "and you can take one

from your end"— this is to the person on the right. "But I want you both to wait until my back is turned." Once you have turned away, you say: "You each have a card? All right, look at your card,

remember the table.

it,

it

to your friend across

You each have

Good. Look in

and hand

the other's card?

remember your own end of the pack and at the card,

it,

place

it

straighten

where you put the ones you chose. Then let me know." When the word is given, you turn around, the cards so

I

can't tell

gather the cards together and look through

the pack as though concentrating deeply,

fi-

nally drawing out the chosen cards.

note: Instead of reds and blacks, the two groups may consist of odds and evens,

and non-pointers, or whatever combinations you prefer. pointers

FOUR-ACE DEAL Although

one

tricks, this is really

worth including 176

in

A Revealing

of

the

simplest

of

card

a surprising effect and well

any routine. a Chosen Card

the effect: The magician shuffles a pack of cards and asks someone to cut it into four equal heaps. As the heaps are not exactly equal in size, he has the spectator move cards from one heap to another until they are equalized.

The

top cards of the heaps are then turned

up and they prove to be the four Aces! the method: The four Aces are on top of the pack at the start. They are kept there during a simple

though

riffle shuffle,

false shuffles

and cuts may be added. After the pack

is

cut

in four heaps, the magician follows a set routine in telling the spectator to transfer cards

from heap to heap. As a result, the magician keeps track of the Aces so that at the finish, there is one on top of each heap.

presentation: Here

is

a suitable routine

which may be varied as required. Get the four Aces to the top of the pack and use the Riffle Shuffle, letting the top cards fall last. False

and cuts may then Aces on top. Then:

shuffles

follow, keeping the

Have

a person cut the pack in half, then

into quarters.

wants, but

we

He may will

in a square, with

set the

heaps as he

assume that he forms them

"A" the Ace heap:

A B C D Four- Ace Deal £k 177

Have him move

C

to

from

C

of

a few cards from the top

D, and then from D to B; then one to A; and a few from D to B or D to

C, whichever seems to balance best. Next, you decide that

D

needs a few more

you have him move three from A to D, one at a time. This puts two Aces on top of D. The other two are still on A. Now move cards one by one from B to C, cards, so

or vice versa, until they just about balance.

You then decide that C needs one more card, so have him move a card from A to C. Now, B looks a bit short, so you tell him to move a card from All

is

D to B.

ready for the climax. Tell

him

to turn

up the top cards of the various heaps and he will be surprised to find that he has dealt himself

four Aces!

What makes is

this

simple trick so effective

the fact that no one expects what

to happen.

They

are thinking in

is

going

terms of

heaps, not Aces. For that reason, never

show

the trick after another Ace Trick. It

trick

makes a good preliminary, however, to a such as The Assembled Aces, which

follows.

178

A Revealing

a Chosen Card

THE ASSEMBLED ACES the effect: The magician deals the 4 Aces in a row, face down. On each Ace he deals 3 more face-down cards. The heaps are gathered and replaced on the pack, which is genuinely shuffled and cut. The magician then deals cards face up until he comes to the Joker, which isn't needed,. so he discards it and proceeds to deal 4 heaps of 4 cards each.

A

person

is

given a choice of a

heap.

That heap

is

turned up and

is

found to con-

tain the 4 Aces!

the method: Simplicity is again the keynote. Have the Joker on the bottom of the pack. Deal 4 Aces with 3 odd cards on each, put the heaps on the pack and cut the pack. This brings the Joker just above that group. You can now shuffle the pack, overhand

about halfway down and simply throw the balance, or bottom half, onto the top. Dealing cards face up soon brings you to the Joker. There you deal 4 heaps of cards, one by one, with 4 cards in each, so that they form a square: style,

B

C

A D Assembled Aces

Jf$

179

Assuming that you dealt them B-C-D-A, the Aces will be in heap A. Now, ask some one to call any number, 1, 2, 3 or 4, so you can count to that heap. If his

"One." saying

from

number If

1,

he takes

C

to

D

you count Always,

tap

2,

"One— two."

If his

4, start at

A

choice

is

and

say,

B

to A,

3,

count

"One— two— three."

B, going to C, D, A,

"One— two—three— four."

off,

Heap

Heap

count from

to A, saying

In the case of as

is

A

is

there are the Aces,

the one turned up and

all

magically assembledl

presentation: At the outset,

you are dealing four separate piles with an Ace in each. After the gathering, the shuffling, and so on, announce that you will again deal four cards, just as you did the Aces, and then deal three more on each— one by one around the square— as you did before. The Aces arriving in a heap together will then be a surprise, although the action is automatic. In undercutting the pack just before the shuffle, draw more than half the cards and put them on the top. The original heaps, with their Aces, only run

so the

down

more you put on

have for your

stress that

to the twelfth card, top, the

more you

shuffle.

After the brief but genuine shuffle, you can follow with a false shuffle and a couple of

180

A Revealing

a Chosen Card

genuine cuts— each about half the pack in

depth—which it

will

keep the pack almost

as

was.

Instead of the Joker, you can use any bot-

tom

card as your "key" and simply stop deal-

ing face-up cards

Joker

is

usually

good reason

when you come more

effective

to

it.

and

But the gives

a

for the halt.

Assembled Aces

A

181

Magic with Coins

8.

Tricks with coins run from close-up effects to

made

in

which coins are

and appear

at the finger tips in

manipulations

showier

to vanish

very surprising style.

Similarly,

the sleights

used in this type of magic range from those

which are simple and comparatively easy to some of the most expert of all manipulative work.

become acquainted on which some of the

In this section, you will

with the basic sleights

simpler yet very baffling tricks depend. Here, skill is

needed, as you will see

when the

tricks

themselves are studied. At the same time, the

methods and routines have been kept as simple as possible, so that you can devote yourself chiefly to effect and presentation.

What makes as

much

a

good coin

as dexterity.

You

trick

is

facility,

can't just try a coin

few times and expect to impress audiences with it, because it is apt to seem slow trick a

and laborious when done that way. Just picking up a coin can be a clumsy action, as you may have found out when trying to make change in a hurry. So the first step in coin magic is to learn to handle coins with a light, easy touch: spin them, flip them, jingle them, toss them from 182

Jft

Magic with Coins

hand

to hand, until

you have a thorough feel of them. That gained, you will find that the simplest coin tricks can be made impressive.

HOW TO

PALM A COIN

Here are three basic ways of "palming" or concealing a coin in the hand,

and manipulations. The

various coin tricks easiest

useful in

all

and most quickly acquired

the

is

fol-

lowing:

the finger bend: As the name the coin into the

is

implies,

either placed or allowed to slide

bend of the

which are closed there (figs. 49a and

fingers,

sufficiently to retain it

b).

The

position of the

hand

holding the coins in the forefinger

is

is

natural

and by

last three fingers

free to point at the other

the

hand or

otherwise direct attention elsewhere.

The several

Finger Bend coins

is

particularly useful as

may be palmed

b FIG.

How

to

one time

at

c

49

Palm

a Coin

A

183

FIG.

through this method.

50 It

has the added advan-

tage that the inside of the

hand can be

shown in casual fashion the thumb palm: In

tially

method, the coin

is

in the fork of the

(fig. 49c).

this

excellent

concealed by gripping

thumb

enables the magician to

hand with

(fig.

it

50a), which

show the back

of his

fingers partly open, in a natural

that seems to

par-

make concealment

way

impossible

(fig. 50b).

There are two ways of attaining this position. One is to place the coin on the tips of the first two fingers (fig. 50c) and bend them 184

A Magic

with Coins

inward, pressing the coin into the root of the

thumb over

The thumb then

5od).

(fig.

and clamps the coin

into the

swings

palm

posi-

tion (fig. 50a).

The

other

way

is

between the

first

two

that

manner

to clip the coin edgeways fingers, exhibiting it in

5oe).

(fig.

The

fingers

then

bend inward, running the edge of the coin along the thumb (fig. 5of), which is then brought upward and inward to clamp the coin in the

thumb fork

Note that

(fig. 50a).

in this final action, the

gives the coin a turnover. is

"heads up"

gers, it will

in the

be

thumb

That

is, if

thumb

the coin

when

clipped between the

"tails

up" when

finally

This half turn

fork.

is

fin-

palmed

essential

to the palming action.

the

standard

the coin

is

palm:

So-called

because

actually gripped in the

palm of

fig. 51

How

to

Palm

o

a Coin

A

185

the hand

one of the oldest and at the same time one of the best of palming methods, well worth the practice necessary to acquire

itself, this is

it.

To make is

the

Standard Palm,

coin

the

placed on the tips of the two middle fingers

The hand

51a).

(fig.

upward

is

then turned back

51b) and the fingers are simul-

(fig.

taneously bent inward so that they bring the

balanced coin up into the palm of the hand (fig. 51c)

The

and

coin

press

it

there.

retained in that position

is

by

palm so that the coin is pressed between the base of the thumb and the opposite portion of the hand (fig. 5 id). The back of the hand may then be shown with thumb and fingers extended in a natural

contracting

fashion

(fig.

stretched

which

is

in

5ie), but they should not be

an awkward

spread,

"starfish"

apt to be a giveaway.

Though

may

the

easy to follow, the Standard

prove very

difficult for

some people

master and long, assiduous practice sary before the

hand

finally gains

muscular knack. Others find

Palm

it

is

to

neces-

the proper

quite natural,

but in either case, it is surprising how much the process can be improved by constant repetition.

As the 186

A

ultimate, the coin can be

Magic with Coins

all

but

thrown into the palm by one smooth, easy, action of the fingers. is

While the

required

still

being attained, the beginner can rely on

the palming methods previously described.

COIN VANISHES Vanishes are frequently used in coin routines and require proper timing and good misdirection as

simplest are

much as digital skill. Some among the best.

of the

SIMPLE VANISH the effect: A coin is shown in the right hand and is apparently placed in the left. When the left hand is opened, the coin has vanished.

The method: Stand facing the audience, but turn the body toward the left as the right

fig.

52

Coin Vanishes

Jf%

187

hand approaches the left. On the way, the right hand palms the coin and the left hand though receiving it. With the Finger Bend, the coin

closes as

the right fingers at the outset, so

lying

is

it is

on

simply

downward toward the left palm (fig. 52a) and drawing the right hand away as the left hand a matter of turning the right fingers

closes.

With is

Thumb

Palm, more of a sweep necessary, the right hand palming the coin the

while on

way

its

to the

fingers of the right

left.

The

first

hand should be pointing

almost directly away from the audience they are laid on the

two

left

hand, which

is

when held

palm upward.

The

left fingers close

hand

over the right fingers

from a horizontal to a vertical position, apparently drawing the coin upward from the right finger tips

and the

left

is

raised

(fig. 52b).

With

the Standard Palm, the coin

in the right is

hand

as

it

moves

palmed

to the left, but

naturally hidden in the action. So the right

hand

pauses, or

moves inward toward the body

as its finger tips graze the left left

as

is

hand

closes

its

fingers

palm, while the

and moves away

though receiving the coin (fig. 52c). note: All these moves should first be

188

A Magic

with Coins

tested

by actually placing the coin

hand, so that

when

the vanish

is

in the left

performed,

the process can be imitated exactly. sionally, a coin

may be put

in the left

and shown there, then taken by the which proceeds with the "vanish."

Occa-

hand right,

THE THROW VANISH

fig. 53

the effect: forth from the finally retains

A

coin

right

it.

hand

With

and which

tossed back

is

to the left,

a rubbing motion, the

hand causes the coin to vanish. the method: Face the audience and toss the coin from the fingers of the right hand to those of the left (fig. 53a) and back again. Continue this a few times and finally turn the body toward the left, retaining the coin in the finger bend of the right hand while the left fist

left

closes as

In this

The

though receiving it (fig. 53b). case, the hands never come together.

repeated tossing of the coin creates the

illusion that

it

was given a

Coin Vanishes

final

—Throw

throw from

Vanish

Jf%

189

the right hand to the

The

neat part of

can be done either way. body can be turned to the right, with the

this vanish

The

left.

is

that

it

hand making the pretense of a final toss and the right hand closing as though it has left

received the coin.

THE FRENCH DROP

the effect: Here, a coin is held in one hand and apparently taken away in the other, from which it immediately vanishes. Known also as

the Tourniquet, this

is

oldest of vanishing sleights, but

one of the still

very ef-

fective.

the method: Hold the coin at the tips of the left thumb and first two fingers, which are pointed upward, the coin being in a flat

or horizontal position (fig. 54a).

The 190

Jf$

right

hand approaches the

Magic with Coins

left,

back

.

upward, and the right thumb

is

inserted in

the space beneath the coin, the right fingers closing over the coin in a forward motion, as

away (fig. 54b) At that moment, the left thumb slightly and the left hand is given though taking

it

lifted

is

down-

a

ward, inward turn toward the body, with the result that the coin actually falls into the

bend

of the left fingers (fig. 54c) while the right

hand apparently

takes

it

finger points to the right

coin

is

along.

The

left fore-

hand from which the

vanished.

note:

It is

not necessary to keep the backs

of the left fingers toward the audience

when

beginning the French Drop, although this a

is

common

mistake.

thumb should be pointed

the

Instead, directly

right

toward the

spectators, so that the right fingers cover the fall

of the coin into the

bend of the

left

hand.

THE FALSE DROP This

is

a very effective vanish that starts

out like the French Drop and ends with a real surprise.

This involves a brief sequence of

simple but effective moves.

the effect: The right hand takes a coin from the left and immediately opens, showing that the coin has vanished. The left hand is then shown empty and both hands are disGoin Vanishes

—False

Drop

A

191

and back, with no

played, front

sign of the

vanished coin.

the method: This starts like the French Drop, but the left hand is held with the backs of its fingers toward the audience. As a result, the right thumb moves beneath the coin from right to left (fig. 55a).

At

this point, the left

do not

release the coin,

so that

it is

perfectly concealed close as the coin

The

right

but

tilt it

fingers

backward,

clipped at the back of the fork

thumb

of the right

thumb and

(fig. 55b).

by the

right fingers,

is

which

secretly taken away.

is

hand

This move

is

now swung upward and

over to the right, while the left side of the

body

turned toward the audience

is

the left

hand pointing

closed in a loose

the right

fist.

(fig. 55c),

to the right,

In following

which its

is

curve,

hand constantly keeps the coin from

sight.

The

right

hand

is

now opened and shown

empty, the coin being concealed behind the

thumb

The

hand is then turned toward the audience and is spread wide to show that the coin is not fork of the

(fig. 55c!).

left

there.

As a final touch, the fingers of the left hand brush the right palm lightly and the left hand is turned about so that the left thumb 192

Jfk

Magic with Coins

•>

d (AUDIENCE'S VIEW OF c)

fig.

rests idly against

gers extending

back of

The

below the

it (fig.

right

the right palm, the right

55

left fin-

hand and up

in

55e).

thumb

is

then

lifted slightly, re-

from the back grip. The coin drops down into the bend of the left fingers

leasing the coin

Coin Vanishes

—False

Drop

A

193

and is retained there. The back of the right hand is promptly turned toward the audience and the left forefinger points to the right hand (fig. 55g). (fig. 55f)

During the dropping of the coin (fig. 55f) a slight upward motion of the hands, accompanied by a backward tilt of the note:

right, will

right

help cover the secret action.

thumb should be

lifted, in

relaxed, rather

The than

order to release the hidden coin.

MULTIPLE COIN VANISH the effect: Several coins are transferred from the left hand to the right, or vice versa. The hand which takes the coins is opened and the coins have vanished. the method: This is merely an adaptation of a single coin vanish applied to several

coins at once. Either of the following

two

methods may be used: with the French drop: Instead of a single coin, use a stack, but hold them loosely spaced between the left thumb and finger tips (fig. 56), and not as a solid stack.

When the right hand apparently takes away the coins in French-Drop fashion, they

fall

with a pronounced jingle into the bend of the left fingers,

as

the sound being exactly the same

they were clinked together in the right

if

hand. 194

A Magic

with Coins

fig.

57

WITH THE SIMPLE FINGER-PALM VANISH: The left hand lays the coins in overlapping fashion on the right palm, toward the heel of

the right hand, or the right hand

itself shifts

the coins into that position (fig. 57a).

The

hand then apparently dumps or

right

pours the coins into the

left.

Actually, they

bend of the right fingers, the back of the right hand being turned toward the spectators, while the left hand is cupped as though receiving them (fig. 57b). At this point, the right fingers are slanted downward, with the left fingers curled up in fall

into the

Coin Vanishes

—Multiple

Coin Vanish

A 195

front of them. Again, the jingle creates the

impression that the coins have been trans-

from one hand to the other. The left fist closes and moves away (fig. 57c), as though containing the coins, while the right retains them palmed in the bend of ferred

the fingers.

THE SLEEVE VANISH the effect: A coin is laid flat on the left hand, which may be held palm up or back up as preferred.

The

right fingers take the coin

with a plucking sweep and the coin later vanishes

from the right hand.

the method:

Actually,

the

two middle

hand provide a short but quick snap that skims the coin up the right

fingers of the right

sleeve (fig. 58).

This

may be

difficult to

but once the knack

becomes not only

is

perform at

first,

acquired, the sleight

natural,

but almost auto-

matic.

Snap the coin cleanly, rather than too hard, and keep the wrist about level. If the shirt sleeve impedes the coin, roll it up inside the coat sleeve.

Since skeptical spectators usually claim that a vanished object

went "up your

sleeve,"

it is

not good policy to indulge in "sleeve work" 196

Jf$

Magic with Coins

regularly. ever, in its

The

Sleeve Vanish

is

connection with certain tricks

occasional use

THE

howwhere

valuable,

is justified.

SPIN VANISH

the effect: Start a coin spinning on the table by snapping it upright between the thumb and second finger. While the coin spins, the hand swoops down and grabs it, taking it away in the fist. The coin then vanishes from the clutched hand. the method: This is another form of the Sleeve Vanish, but the fingers sweep the coin

fig.

Coin Vanishes

59

—Spin

Vanish

Jf%

197

while sleeve.

coin

it is

spinning, thus

Oddly, this

flat,

is

skimming

easier

it

up the

than sweeping the

as the clutching action supplies the

necessary impetus

and the spin helps the coin

to skim (fig. 59).

However,

it

can only be performed

when

and the hand must be given a slight lift as it makes the clutch to allow sufficient space between the wrist and the sleeve. Again, the knack must be acquired

seated at the table

with practice.

SIMPLE COIN PRODUCTIONS The

production of a coin at the finger tips

an excellent effect and is easily accomplished from any of the "palm" positions. from the finger bend: Simply push the coin up with the thumb until it comes above the second knuckle of the forefinger, which should be almost directly toward the audience.

is

By moving process

the hand upward during the

and bringing

it

to a sudden standstill

be

at the finish, the coin's appearance will

was plucked from the air. Several palmed coins can be produced in succession by this method, but sudden, giving the effect that

it

in that case, the start of the push-up should

be slow, to avoid any clicking of the

from the thumb palm: 198

A Magic

with Coins

Bend

coins.

in

the

second finger and lever the coin up against the thumb, which moves the coin slightly inward. This enables the forefinger to press

down

and the fingers are extended with the coin clipped between

on the upper

side of the coin,

them.

By moving

the hand forward and describing

a small spiral during this action of the fingers, their

motion

seem

will

pression that the coin

the im-

slight, giving

is

caught at the finger

tips.

from the standard palm:

hand forward and let the coin drop from the palm to the tips of the second and third fingers, where the thumb presses the coin and momentarily steadies All in the

Tilt the

it.

same

action, the

hand

is

raised

so that the fingers point slightly upward, while

the

thumb pushes

tips of

the

first

two

the coin to the extreme fingers.

other effective productions: Starting from any palm position, a coin may be produced in a variety of ways. Assuming that it is palmed in the right hand, it may be found at the left elbow and drawn into sight from there.

To

accomplish

this,

the right fingers should

be dipped below the left elbow and brought up behind it, while the coin is being worked Simple Coin Productions

Jjk

199

to the right finger tips. are brought slowly

Then

the right fingers

downward, drawing the

coin into sight.

Another effective production is the apparent drawing of a coin through the left sleeve. The coin is originally palmed in the right hand, which moves up behind the left fore-

arm and works the coin behind the

The

to the finger tips

sleeve.

right

thumb then

presses the sleeve

from in front, so the cloth can be drawn taut between the thumb and fingers, which also retain

the

coin

firmly, the right

downward,

in

position.

thumb and

apparently

Still

pressing

fingers are

drawn

the

coin

tugging

through the cloth.

A

be made at the knee, the right hand dipping behind the right knee and letting the coin drop from palm position to the finger tips, where the thumb presses through the double thickness of the trousers cloth from in front, while the fingers slide the coin into sight from in back. Again, the coin seems to emerge from the cloth. similar production can

FROM HAND TO HAND one of the best of close-up coin tricks, easily learned and quite baffling if presented briskly. It may be performed with This

200

is

A Magic

with Coins

any coins, provided they are

all

alike,

but

quarters or half dollars are preferable.

the effect: The magician shows six coins and takes three in each hand. A coin passes from one hand to the other, making two and Again, a coin travels in that magical

four.

fashion, leaving

then joins the

one and

rest,

so

The

final coin

are in

one hand.

five.

all six

the method: The trick starts with the coins in two stacks of three coins each. The right hand apparently puts three coins in the left, but secretly retains one coin and promptly picks up the other stack of three. Thus a coin can be "passed" from the left hand to the right. The left hand is opened, dropping its two coins, while the right hand opens and drops four. This operation is twice repeated, until the right hand holds all the coins.

presentation: Begin with the statement: "Here are six coins, three for the left hand:

one— two— three— ." With each

count, pick up

a coin with the right hand and drop left.

Let the

apart,

ward

first

two

fall

in the

about a half inch

then give the third coin a fling so it strikes

it

downmaking

slight

both the others,

a sharp clink.

Then

on the table, hand pick up the other

slap the left-hand coins

and with the

right

From Hand

to

Hand

A 201

stack of three, saying:

"And

three for the right

hand." After that, slap the right-hand coins

on the

table.

Now,

the right hand again picks up a coin

and drops it in the left hand, as the magician says, "One." But on the count of "Two," the right hand palms a coin instead of dropping it. At the same time, the left hand is cupped slightly, as if receiving the coin. At the count of "Three," the right hand slaps the third coin into the there.

left,

striking the coin already

This causes a repetition of the clink

that was heard before.

The

hand then scoops up the other stack of three coins, adding them to the one it has already palmed. The left hand makes right

a magic pass toward the right.

The magician

comments: "There goes one coin," and the hands are opened, the left hand dropping its two coins. The magician continues, "leaving two here," the right hand dropping its coins, "and four over here." The right hand moves to the left, picks up a coin and drops it on the left hand, the magician counting, "One." It picks up the second coin and palms it, on the count of "Two," and the left hand closes as before. The right hand then gathers its four coins along with the one it holds palmed. Again a coin 202

A Magic

with Coins

is

passed invisibly from the

right,

left

hand

and they are slapped on the

to the

table as be-

fore.

The

right

and palms

hand then

it

up the

picks

last

while pretending to place

coin it

in

the left hand, which closes over the imaginary

The

hand picks up the remaining five and the left hand passes a final coin to the right hand, which spills the coins on the coin.

right

table as the performer states:

have

all six

"And

here

we

coins!"

The Finger Bend this trick, the

is

the easiest "palm" for

placement of the coins in the

hand being similar to the move in the Multiple Coin Vanish. However, with the left

final coin, a

neat switch can be introduced, as

follows: Start tossing the last coin

back and forth

between the hands, with the comment: "It doesn't matter which hand takes the coin. Suppose we leave it in the right"—here the Throw Vanish is executed and the coin apparently goes into the right hand, but is retained in the left— "and take the five coins in the left hand." The left hand picks up the five coins and shakes them with the one it holds palmed, while

the

right,

with

a

throwing motion,

causes the last coin to pass into the

From Hand

to

left.

Hand

Jf$

203

MARCH OF DIMES This

is

impromptu coin production proves the saying, "The closer

a neat,

which literally you watch, the

less

you

the proper conditions,

the effect:

Two

held at the tip of

see/' Presented

it is

under

a real barrier.

dimes are shown, each

thumb and

forefinger,

one

palms toward the spectators, proving that the hands contain nothing else. The hands are brought together, one dime is rubbed against the other, and from between them the magician produces a half dollar! in each hand,

the method: The half dollar is originally concealed in the bend of the right fingers, with the back of the hand toward the audience. The left hand places one dime upright between the tips of the right thumb and forefinger,

while the right

thumb

secretly raises

the half dollar to an edgewise position behind

the dime.

The left hand adjusts the two coins so that when the dime is shown "full front" to the audience, the half dollar projects straight be-

and cannot be seen in the curve of the right thumb and forefinger. Meanwhile, the left hand takes the second dime and holds it in a similar position, this free handling diverting any suspicion from the right hand's dime. Both hands are shown hind

204

it

A Magic

with Coins

briefly,

come

and the

left is

turned so

in front of the right.

The

its

fingers

half dollar

is

then turned broadside toward the audience and "produced" by spreading the hands slowly apart.

When

worked with a spectator directly in front, the closer the right-hand dime is shown, the better, as its concealment of the half dollar is perfect. With persons seated at an angle, a longer range is needed. A slight rotary motion of the hand will make it difficult for anyone to glimpse the hidden coin. As a final safeguard, the second and third fingers may be lowered beside the half dollar and the hand turned slightly leftward as it comes to a pause, thus completely concealing the coin from any angle. With the action, the tip of the right forefinger also turns the

of the dime, keeping

it full

edge

front as the hands

are brought together for the climax.

COIN FROM

WAND

the effect: Here is the real magic touch! You show your left hand empty, touch it front and back with a wand that you hold in your right hand. The left hand is closed, then opened. From it, you drop a half dollar, magically produced!

Coin

From Wand

A 205

the method: from the wand.

The First,

coin

make

comes

actually

a

wand

of tightly

rolled paper, preferably a glossy type,

can be ornamented with

wand should be

silver

at least half

paper

which

tips.

an inch

The

thick.

A

narrow slot is cut near one end, just wide enough to receive a half dollar, edgeways. Pick up the wand from the table, where it is lying with the half dollar away from the audience. With a little practice you will find that you can keep the coin completely hidden,

while holding the

wand

in the right

hand

at

the lower end.

Show

hand empty and tap your open palm with the upper end of the wand, the

left

which contains the coin. Close the left fingers over the wand, which should be turned slightly so the left

hand

takes the coin away. All in

wand from the left hand over, so you can

the same move, draw the fist

and turn the

left

back with the wand. Now, open the left hand and show the half dollar, mysteriously arrived from nowhere— tap

its

certainly

not

from the innocent-appearing

wand!

206

A Magic

with Coins

DOUBLE COIN PRODUCTION the effect: A tap of the wand on your empty left hand and a coin appears from nowhere. Another tap with the same wand and a second coin puts in a mysterious appearance!

the method: This is similar from Wand, but the wand has two at each

end.

one

Two

Coin slots, one to

coins are placed in the

upper end, another at the lower. The right hand holds the lower end of slots,

at the

the wand.

The upper

produced in the left hand, as in Coin from Wand. It is dropped on the table and again the left palm is tapped with the upper end of the wand. But this time, you coin

is

open left palm straight down the wand, and in back of it, closing the left casually slide the

hand

as

it

reaches the lower end.

hand takes the wand coin and all. The left hand is

Tightening, the

from the

right,

left

turned over, frontward, with the

wand

project-

The right hand takes the extended end and draws the wand clear, leaving the coin ing from

it.

in the left hand.

In the same natural manner, the right hand

end of the opened and the half

taps the back of the left with the

wand. The dollar

is

left

hand

is

displayed.

Double Coin Production

A 207

9.

Thimble Tricks

Thimble Tricks form an

excellent branch of

magic, suited as well to the beginner as to the

advanced performer. The appliances— consisting chiefly of the thimbles themselves— are in-

showy when displayed upon the finger tips. The tricks can be worked either at close-up range or on a platform or stage. In the latter case, larger thimbles may be expensive, yet

used, either brightly painted or studded with

imitation gems, giving

The methods

fect.

same,

them

a sparkling ef-

used are essentially the

whether performing before a

small

group or a large audience.

From

the standpoint of "effect," this type

good because the thimbles are made to appear upon the tips of the fingers, where they would ordinarily be worn. When drawn away in the other hand, they vanish, only to reappear back where they belong. of manipulation

is

Multiplication of thimbles adds to the surprise,

sible

and by using colored thimbles it is posto change from one color to another.

Yet the method field

of

sleight

is

the simplest in the entire

of hand,

as

thimbles lend

themselves to manipulation more readily per-

haps than any other objects.

208

A Thimble

Tricks

magic who practices and rehearses a simple but effective thimble routine will find that it is still one of his best numbers, after he has become an advanced and highly experienced performer.

The beginner

in

THE THUMB PALM The most effective way of palming a thimble is

to grip

it

thumb, with the

in the fork of the

opening of the thimble inward. To attain this position, start with the thimble on the tip of the forefinger, as in fig. 6oa.

Then double

the finger inward, guiding the

thimble along the inner edge of the extended

thumb (fig. 6ob). thumb by bringing

Finally, it

straighten

the

to a normal position

alongside the hand, clamping the thimble in

the fork (fig. 6oc).

When

the back of the hand

the audience, the thimble

fig.

is

is

held toward

perfectly con-

60

Thumb Palm

A 209

hand may be shown

cealed and the extended

6od). This should be practiced until the

(fig.

position

acquired easily and almost automat-

without stiffening the thumb or bend-

ically,

ing

is

toe far inward.

it

The thimble can be "thumb palmed" as effectively

by

quite

starting with the thimble

on

the tip of the second Snger instead of the forefinger. It

can also be palmed from the tip

of the third finger, but this

and

is

more

difficult

used only in a few special manipula-

is

tions.

TO PRODUCE A THIMBLE The production tip

of a thimble

on the

finger

accomplished by reversing the palming

is

show clearly that the finger has no thimble on its tip (fig. 6ia). Then bend

process. First,

the finger inward, insert

it

in the thimble

hidden at the base of the thumb) and extend the finger to display the thimble (which

6ib).

(fig. If

is

the thimble

is

slightly larger, or slippery,

the finger can be extended by running the thumb, so that the

thumb can

thimble tightly on the finger tip as

it

along

press the it

passes

(fig. 6ic).

To 210

hide the action of the finger, the hand

A Thimble

Tricks

FIG. 6l

should

start

with a slight rotary motion, back

in toward the body, during

which the

fingers

Then, with a "reach," or outward thrust, the fingers are extended and the thimble makes its sudden appearance (fig. are bent inward.

6id).

PRODUCTION AT KNEE OR ELBOW Here,

sary—in

little

fact,

motion of the hand the

less

the better.

is

neces-

With

thimble palmed and the back of the hand

the to-

ward the spectators, the hand is brought slightly behind the elbow, just enough to hide the thumb and forefinger.

The thimble ger tip

is

quickly brought to the

and the hand

is

fin-

drawn downward,

Production at Knee or Elbow

A 211

with the finger extended as though bringing the thimble from the point of the elbow. similar process is used to produce a thimble

A

from behind the knee.

SIMPLE THIMBLE VANISH the effect:

A

thimble

tip of a right finger. It

the

is

shown on the

apparently placed in

hand, from which

left

is

appears on the right finger

it

vanishes. It re-

tip.

the method: The thimble is thumb palmed in the right hand as it approaches the left, which closes around the tip of the right forefinger and pretends to draw away the thimble (which

The the

is

really

no longer there).

right forefinger stays in sight, pointing to left

hand, which helps the

illusion.

presentation: There are two ways of covering the palming action. One is to stand with the right side toward the audience and bring the right hand toward the

with their backs in view

left,

both hands

(fig. 62a).

hand covers the right, the thimble is thumb palmed in the right hand (fig. 62b). Only a partial coverage is necessary to hide this action, with both hands moving upward in the process. The left hand continues upward when the right pauses, as though As the

left

drawing the thimble from the right 212

A Thimble

Tricks

finger.

FIG.

62 (REAR VIEW) LEFT HAND HIDES

RIGHTS PALMING ACTION

The

way

other

is

to start facing the audi-

ence, then pivot to the

with the right

left,

hand pointing directly toward the open left palm as it pretends to place the thimble there. The right hand palms the thimble during this sweeping action, so that the forefinger closes

is

out of sight

around

it

and

tip of the right

when

acts as

the left

hand

though taking the

thimble.

SWALLOW VANISH the effect: In

this bit of byplay, the per-

former apparently places a thimble in his mouth and swallows it, only to have it reappear on the tip of his finger.

the method: This is a variation of the Simple Thimble Vanish, where the performer faces the audience, showing a thimble on the top of his right forefinger.

Bring the hand upward with a rapid sweep,

Swallow Vanish

A 213

thumb palming same time

the thimble on the way, at the

the hand slightly inward, so

tilting

that the tip of the forefinger

den

as

practically hid-

reaches the mouth.

it

The

is

lips close

over the tip of the forefinger,

and the hand is lowered slightly so that the finger can be withdrawn slowly and visibly from the mouth, as though leaving the thimble there.

A

sudden gulp, a blink of the eyes, and a shake of the head add a comedy touch to the pretended swallowing of the imaginary thimble.

Reach

behind your elbow, and bring the thimble back on the tip of the forein the air, or

finger.

THE FINGER SWITCH This

is

a neat, deceptive

move

that can be

used with either the Simple Thimble Vanish or the Swallow Vanish, adding to the effect

and eliminating the need of an immediate

thumb palm. the effect:

A

thimble

tip of the right forefinger. It

is

is

shown on the removed by the

hand and displayed to the spectators, then replaced on the right finger tip. From there, the thimble is placed in the left hand or the

left

mouth, from which 214

A Thimble

it

disappears.

Tricks

the method: Stand facing the audience and hold the right hand loosely fisted, except for the forefinger which is pointing straight up. The thumb side of the hand should be toward the body.

While the left hand ble, bend in the right

is

forefinger

the second finger instead. of the hand,

no one

Thus the thimble

is

Due

and extend

to the position

note the difference.

will

actually replaced

second

tip of the right

displaying the thim-

finger,

on the

not the fore-

finger (fig. 63a).

Immediately swing the right hand, placing the tip of the forefinger in the

mouth, finger

at the

inward

left

hand or the

same time bending the second (fig.

covers the action

move forefinger may

63b). This sweeping

and the

right

be drawn into full sight, apparently having the thimble elsewhere.

fig.

63

BEND SECOND FINGER IN

THIMBLE STILL ON

EXTEND FOREFINGER

SECOND FINGER

Finger Switch

left

jf$

215

The

vanish follows;

the time the thimble

all

on the tip of the right second finger, safe and unsuspected (fig. 63c). It can be thumb palmed while the left hand is being shown empty, and then reproduced on the is

actually

right

forefinger.

The

of

forefinger,

course,

should be emphasized throughout.

THE TAKE-AWAY VANISH one of the cleanest and most deceptive vanishes in the entire realm of manipulative magic, yet it is so easy that it must be This

is

be appreciated. the effect: A thimble

tried to

tip of the right forefinger,

the

shown on the

which

is

placed in

hand (fig. 64a). The left finclosed and the thimble is removed in

the open gers are

is

left

left fist,

from which

it

immediately van-

ishes.

the method: Stand with right side toward your audience. Close the left fist loosely around the thimble and draw the right hand straight

downward

(fig.

64b),

six

inches or

more, doubling the right forefinger inward,

thimble and

all,

as

it

leaves the left

hand

(fig. 64c).

The

left

hand

is

raised slightly

and turned

back toward the audience, while the right hand thumb palms the thimble and then 216

Jf$

Thimble Tricks

FIG.

comes upward, the

left

empty

its

PALMED

forefinger pointing toward

hand, which

(fig.

note:

THIMBLE

64

is

64d).

The thimble

is

the right finger moves left

hand

opened and shown

(fig. 64c),

actually in view

when

downward from the

but so momentarily that

the spectators do not have time to glimpse

Normally,

it

it.

can be taken away quite deliber-

but at close range or with bad angles a downward snap of the finger will speed the

ately,

take-away and render

it

unnoticed.

Take- A way Vanish

A 217

The

hand draws attention in its direction by its well-timed lift and turnover. By opening the left fingers with a rubbing moleft

tion, the effect

is

conveyed that the thimble

was rubbed away to nothingness. The Take-Away can be worked by having the thimble on the second finger at the

The thimble down swing in

instead of the forefinger.

start,

thumb palmed on the manner already described. However,

can be the

this case it

ble at

is

in

not necessary to palm the thim-

all.

Instead, the right second finger

is

simply

doubled inward and retained that way, while the forefinger points to the left hand. Later, the thimble

may be thumb palmed

or repro-

duced on the tip of the second finger, ably from behind the knee or elbow.

prefer-

TWIST-AWAY VANISH Here

is

and convincing vanish with it on the tip of the

a very neat

of a thimble, starting

right second finger. This tive

is

during a routine where

particularly effecit

is

the middle

thimble of three already produced and on the finger tips.

the effect: Standing with

his right side

toward the audience, the magician spreads his left hand palm front. He shows a thimble on 218

A Thimble

Tricks

RIGHT HAND TWISTED 'PALM AWAY*

-LEFT HAND TWISTED UPWARD

FIG.

65

the tip of his right second finger and brings the right hand, palm front, up in back of the left,

so that the second finger can dip

into the left palm,

down

displaying the thimble

there (fig. 65a).

The

left fingers close

around the thimble

and both hands are rotated in deliberate fashion, the left hand twisting upward, while the inward toward the body. The left hand literally seems to "twist away" the thimright turns

The

ble from the right finger (fig. 65b).

left

hand makes a squeezing motion, then opens, and the thimble is gone! the method: The thimble never leaves the right second finger.

The

"twist" leaves

it

left

thumb

Twist-Away Vanish

A 219

doubled into the right hand, the

being kept loose enough for the tip of the right second finger to pass by. While the left

hand

vanishing the thimble, the right hand either points with its forefinger, or thumb is

palms the thimble so that all the right can be extended (fig. 65c).

fingers

EIGHT THIMBLE PRODUCTION This

is

the most spectacular of thimble

routines, a complete act in

itself. It

panded

introducing

as

desired

by

can be ex-

changes, penetrations, or other effects.

color

It is de-

tailed here in its basic form.

the effect: The magician reaches into the air and produces a thimble on the tip of his right forefinger. left

The thimble

hand, from which

appear at the

left

it

is

placed in the

vanishes, only to re-

elbow. After a few more

vanishes and reappearances, the thimble

is re-

placed on the right forefinger and another

thimble suddenly appears on the second

fin-

ger.

In the course of more manipulations, additional thimbles appear fingers,

on the

third

giving the magician a

and fourth

"full

hand."

Then, in rapid succession, thimbles appear one by one on the tips of the left fingers, so that the magician is showing eight in all. 220

A Thimble

Tricks

the method:

Beforehand,

are placed as follows:

One

four

change

in the right

pocket of your jacket, or wherever

else

it

may

for

immediate production; one at

left side of

the shirt collar, tucked out of

be obtained the

thimbles

sight beside the neck, the opening of the thim-

ble upward; one, similarly placed, at the right

one hidden in the left trousers cuff, which can be "tucked" from the inside with a small safety pin, to form a compact pocket from which the thimble can be easily drawn by inserting the finger. Four other thimbles are tucked up beneath the performer's belt on the left side of the body. These thimbles are arranged in a row, with their openings down. Instead of this, a special thimble holder may be used and placed in a convenient position under the coat. side of the shirt collar;

In making the "one-to-eight" production,

the magician secretly obtains the

first

thimble

from the change pocket and catches it on his right forefinger. During a series of vanishes and reproductions, he brings out the next three thimbles as though each was the original making

its

reappearance.

Finally,

when

the right hand

is

flashing four

thimbles, the left fingers obtain the second set of four from the belt or holder.

sequence for

all

these

moves

is

A

suggested

given in the

presentation that follows.

Eight Thimble Production

A 221

presentation: In pocketing some object, secretly obtain the first thimble and thumb

palm

it

With your

in the right hand.

right

side toward the audience, reach in the air

produce the thimble on the

and

tip of the right

forefinger.

Vanish the thimble by apparently placing it in your left hand, but palming it in the right, the Take-Away Vanish being the most effective method. Reproduce the thimble on your right forefinger under cover of your left elbow. Vanish it again and produce it from beneath the right knee. Face the audience and vanish the thimble by pretending to swallow it, actually palming it

in your right hand.

body your

slightly

Turn the

left side of

the

toward your audience, and dip

left forefinger into its side of

the shirt

and bring out the thimble hidden there, as though it were the original thimble. Turn your left side more toward the audience and extend the right hand, keeping its back toward the spectators. Pretend to "push" collar

the left-hand thimble into the right elbow, actually palming

it.

Show

the left forefinger

bare and simultaneously produce the right-

hand thimble on the tip of your right forefinger, as if it had traveled invisibly along the right arm.

222

A Thimble

Tricks

Pivot your body so that the right side

is

toward the audience, swinging both arms clear across in

pendulum

fashion.

You

are

now

set

to repeat the "along-the-arm" deception, only this

time the right forefinger "pushes"

its

elbow and the left hand reproduces its thimble on the tip of the left forefinger. The backs of the hands are always toward the audience. The left thumb and second finger remove the thimble from the left forefinger. They place it openly on the right forefinger. The right hand then reaches into the air and catches a "new" thimble (actually the original) on the tip of the second finger, so that the right hand now has two thimbles. The thimble from the right forefinger is now placed in the left hand, from which it thimble into the

left

disappears, actually being retained in the right

hand by the Take-Away. The

right forefinger

goes to the right side of the shirt collar and brings out the thimble.

Now

the right hand displays two thimbles,

and a third is thumb palmed. A reach in the air and the palmed thimble is produced on the tip of the right third finger, making three in all. (If you prefer, you can begin by moving the thimble from the right forefinger to the third finger with the left hand.

Then produce

Eight Thimble Production

A

223

the palmed thimble on the tip of the right forefinger.)

Again, the right hand apparently places a

thimble in the

The thimble and the sers

is

left,

actually palming

vanished from the

it itself.

left

hand,

right dips a finger into the left trou-

cuff,

bringing out the thimble that

is

waiting there.

The

left

hand now moves

the right forefinger to the right

This

from

a thimble

little finger.

frees the right forefinger for the produc-

tion of the fourth thimble. In catching this

thimble, the right

final

hand should

either

reach high, or dip toward the left ankle, while

the right side

is

turned directly toward the

audience.

In either case, this somewhat exaggerated

move

attracts

while the

attention to the right hand,

left brings its fingers

up beneath the

and obtains the four thimbles that are waiting there, one on each finger tip. With that, the body is pivoted so the left side is toward the audience. The right hand is turned palm front, its fingers extended wide apart, each with a thimble on its tip. The left hand then swings upward, its back toward the belt

audience, fingers doubled inward, out of sight in the hand.

Then, one by one, the

left fin-

gers are extended in front of the right hand,

showing a thimble on each 224

A Thimble

Tricks

left finger tip.

This

should be done rather rapidly, adding an

ele-

ment of surprise to the production. As each finger is extended, the left thumb can move to the tip of the next finger, pressing its

thimble firmly in place as the finger

is

ex-

tended.

thimble holders: The placement of the various thimbles is purely arbitrary, some performers preferring to place

them

in the out-

watch pocket of the or even better, beneath the coat la-

side breast pocket, the trousers, pels.

A

simple holder for a single thimble can

be arranged with a small safety pin and a large paper clip, the thimble being placed on the short end of the clip, where it will slide free when the finger is inserted. This may be fastened beneath the coat lapel.

»J ==S=** PAPER CUP SHIRT

FRONT

INSERT FINGER AND PUSH INWARD

FIG.

V

66

Eight Thimble Production

A 225

Another neat production

is

from behind a

necktie, a paper clip being attached to the shirt front, finger,

thimble and

the thimble

is

By

all.

easily

ing the clip in place. This

is

inserting the

pushed

free, leav-

shown

in fig. 66.

For the production of the four additional thimbles in the left hand, many magicians prefer a special holder because it is safer and easier to handle than drawing thimbles from beneath the

A strip

belt.

good holder can be made by covering a of cardboard with cloth on both sides,

then sewing four upright paper

clips to

it,

so

that they form a row, sufficiently spaced to

on each clip. The thimbles are set mouth downward, so that when the fingers are inserted a slight upward slide will free them from the clips, fig. 67 shows a place a thimble

thimble holder of this type.

The

holder

is

attached inside the coat with

safety pins at the corners

quired.

One

left edge,

and

suitable position

which enables the

as otherwise reis

left

at the lower

hand

to drop

away from the audience, while the right hand is catching its fourth thimble. The left hand obtains its thimbles at naturally at the side

that time.

Another plan

is

to set the holder edgeways,

so that the thimbles are in a vertical row, just

226

A Thimble

Tricks

V-

PM SEW SLIDE THIMBLE DOWN OVER SMALLER LOOP Of CUP

PUSHUP

FIG.

67

below the inside pocket. While the right hand is

catching the fourth thimble, the left

hand

and makes the

steal.

slides

inside the coat

Whether

the thimbles are tucked beneath

the belt or kept in a holder,

row of

to have a

Then

there will be

it is

a

five instead of

no fumbling

if

good plan only four. the fingers

meet the rims of the thimbles instead of the openings. either

A

shift

way and you

your finger

of a fraction of an inch will

have four thimbles at

tips.

COLOR-CHANGING THIMBLE the effect: the

left

fist,

A

red thimble

where

it

thimble. Again, the left

is

placed in

changes into a blue fist is

closed

Color-Changing Thimble

and the

A 227

.

blue thimble

is

pushed into

it.

When

the left

hand is opened, the thimble is red again. the method: Show a red thimble on the right second finger. A blue thimble is on the right forefinger, which is doubled into the hand so that it is hidden as you stand with your right side toward the audience

With places

(fig.

a sweeping motion, the right

its

forefinger in the left

second finger being doubled. this switch

is

fist,

68a)

hand

the right

Done

rapidly,

never noticed (fig. 68b and c).

By pointing the fingers toward the right hand itself helps hide Both hands are

the left hand, the maneuver.

raised to the vertical; the

drawn downward and the left fist is opened, the left hand displaying the blue thimble between thumb and fingers

right forefinger

(fig.

is

68d).

a

t>

FIG.

228

A Thimble

68

Tricks

Now ble

the left hand replaces the blue thim-

on the

right forefinger.

The

left

Color-Changing Thimble

hand

is

A 229

turned forward and downward to show

back

and during the

(fig. 68e),

right second finger

its

action, the

extended into the left hand, which secretly draws away the red thimble (fig. 68f). into a

fist,

The

is

left

hand promptly

closes

containing the red thimble.

The opening

of the left

fist

is

turned

di-

toward the audience and the right hand shows the blue thimble (fig. 68g), then thumb palms it in approaching the left (fig. rectly

68h). In the same move, the right forefinger is

poked into the

left fist,

apparently pushing

the blue thimble there (fig. 68i).

This time, when the

left fist is

opened, the

red thimble has replaced the blue (fig. 68j). At this final stage, all fingers of the right hand

can be shown. The right hand takes the red thimble and pockets it, dropping the blue thimble along with

230

A Thimble

it.

Tricks

Mental Mysteries

10. This

perhaps the most "modern" type of

is

magic, although feats of mental wizardry have art.

This

should be quite apparent to you, because

many

long been part of the magician's

of the tricks described in earlier sections, particularly

some with

cards,

have been mental in

effect.

The

effects to follow are

more

strictly

of

the mental type, the chief difference being that mental mysteries are presented liberately

and with

greater stress

more deon detail

than other branches of magic.

The whole tempo

changes. Quickness, dex-

comedy, and even the ordinary element of surprise are generally eliminated. Rather than a "trick/' you are presenting a "problem" which should astound the mind, not just terity,

deceive the eye. Naturally, there

is

no reason to take

this

too seriously, although some performers do.

It

depends chiefly on whether you are using mental mysteries as part of a magical program, or as a presentation of their own. If you are

doing them as magic, work them

fairly rapidly,

you would another trick. If you prefer to do a mental act, adopt a more serious style. as

Mental Mysteries

A 231

TAP THE NUMBERS the effect: Seven square cards are shown, each bearing a different number between 1 and 20. A person notes a number and the cards are laid face down in a circle. The magician taps the cards in random fashion, while the chooser spells his

by

number

mentally, letter

letter.

Thus, for instance, he

V-E," and on the

The cardboard

final letter,

square

amazing coincidence

is

"T-W-E-L-

spells

he

says,

"Stop!"

turned up and by an the one that bears

it is

the mentally chosen number, in this case, 12!

Each number is spelled with a different number of letters, so that the count works automatically. The numbers are as follows: 2 (T-W-O); 5 (F-I-V-E); 7 the method:

(S-E-V-E-N); 11 (E-L-E-V-E-N); 16 (S-I-X-T-E-E-N); 13 (T-H-I-R-T-E-EN); 17 (S-E-V-E-N-T-E-E-N). In forming the

circle,

the cards are

ar-

ranged as follows: 2

Make on the 232

the

first

7

*3

16

11

*7

5

two taps on any

third hit the 2, so

A Mental

Mysteries

if

cards,

but

the chooser

is

spelling

"T-W-O"

completes his card.

he will say "Stop" as he spelling and you will turn up his

clockwise fashion,

more

jump two cards in hitting 5. Then jump two

For the next

tap,

on around the circle, so you automatically turn up the right number on the word "Stop." to 7

and

so

showing the cards, speak of numbers only, with no mention of spelling. Just say, "Here are some cards with numbers from 1 to 20"—here you run through them, numbers up— "and I want you to take presentation:

In

remember it and mix it with the rest, numbers down." You hand him the cards, numbers down, so he can do this, while you turn away, then one, look at

it,

reach for the cards, saying: "Let cards so

I

number and no your thought.

.

other. .

.

.

.

.

.

.

.

just that

Fll try to catch

Now, I have it!"

don't have

circle in

have the

can go through them while you

keep thinking of your number

You

me

it,

but you have

the correct order.

You

set

your

continue: "As

want you to spell your number mentally, like 'O-N-E' for l-or T-E-N' for '10'—and on the last letter, say "Stop/" Tap slowly, as though concentrating deeply. I

tap the cards,

I

This allows time for the

jumping two

cards,

spelling. Instead of

you can move diagonally

Tap

the

Numbers

Jf%

233

though describing a sevenThis amounts to the same as

across the circle, as

pointed

star.

jumping but appears more

like a

random

proc-

ess.

PAIRED THOUGHTS This

is

an excellent follow-up to Tap the

Numbers because

it

utilizes

the same cards,

but with an entirely different result. Again, its climax is a surprising mental "coincidence."

the effect: Six cards, each bearing a number between 1 and 20, are mixed and dealt in a circle, with the numbered sides downward. A spectator is given the choice of any card, which he takes without showing its number. Behind his back, the magician draws two cards from the remaining group, then another pair. He hands the odd card to the spectator. When the two pairs are turned up, their numbers both add to the same total, exactly 18. The spectator looks at his two cards and they, too, add up to 18, completing the trio of paired thoughts.

the method: The cards used bear the numbers 2, 5, 7, 11, 13, 16. (This means eliminating the 17-card used in the

Tap

the

Numbers routine.) They are gathered face down in the following order, from the top down: 234

2, 7, 13, 11, 5, 16.

A Mental

Mysteries

They are then

dealt in

two heaps,

left-right-

each card going on the

left-right-left-right,

one dealt before, all with the numbered side down. The left heap is then placed upon the right heap.

Now

deal the cards in three pairs.

The

second pair of cards should be more widely separated than the pair should

and appear

be

first pair,

closer together

than the second,

same distance apart

at about the

as the cards in the

while the third

first

pair.

The diagram

below indicates the proper position for each pair of cards.

A A

5

B

B

13 16

2

C C

11

7

(A-A, B-B, C-C) actually add to 18 each. When someone takes a card, you pick up the other pairs together and drop the odd card on top. For example, someone takes a "B" card. You pick up A-A, putting one on the other, then C-C, finally drop the odd B on top. Put them behind your back, bring out the two bottom cards (A-A) and lay them face up, showing that they total 18. Bring out the next pair (C-C) and turn them up; again they total 18. Hand the odd card face down to the spec-

The face-down

pairs

Paired Thoughts

A 235

tator

pair

and let him match (B-B) also totals

it

with his own. His

completing the

18,

"coincidence."

presentation:

Tap

sequel to

When

using this trick as a

the Numbers, gather the cards

Put number 2 down on 7 and place them both on 13, then put 11 down on 5 and put them both on 16. Remove 17 before you start, or push it aside, since it is not as follows:

needed.

The

cards are then set for the deal as

described.

When

working Paired Thoughts as an individual item, you can lay the cards in two rows, as follows:

2

13 16

7

11

5

sum

of

different:

2

Call attention to the fact that the

each pair (top and bottom)

and 11 equal equal 29.

equal 12; 13 and 16 gather them by placing 7 on

13; 7

Now

is

and

5

"Seven and two are nine/' Put 13 saying, "Thirteen and seven are twenty."

2, saying,

on

7,

Then put

on 5, saying, "Five and eleven are sixteen." Each pair is added in the same way so that at the finish you can say: "Put any pair together and they add up to a dif11

ferent total."

That

Now

is

the case, as you have just shown.

turn the cards face down, deal

two heaps and gather them 236

A Mental

Mysteries

them

in

as described, pro-

ceeding through to the

adds up to the same

finish,

where each pair

total.

FACE-CARD FANTASY This intriguing effect can be presented either as a test in psychology or as a mind-

The result, however, is same: You name a card which a person

reading experiment.

the

has mentally selected from a group of four;

what is more, you can do it without fail! the effect: The magician spreads a fan of four face cards and asks someone to concentrate upon one card alone. The magician puts the cards in his pocket, then brings out three of them, one by one, keeping their backs

toward the audience.

As he reaches into

his pocket for the fourth

card, the magician asks the spectator to

name

the card he chose. Whatever the card, say the Jack of Clubs,

magician

now

it

is

the very card that the

brings from his pocket;

and he

immediately shows the faces of the other three cards to prove that

all

are different, with

duplicate of the chosen card

no

among them.

the method: The four cards originally shown are, preferably, Jack of Spades, King of Hearts, Jack of Clubs and King of Diamonds, the similarity of the faces of Jacks and Kings being helpful.

Face-Card Fantasy

A 237

In his pocket, the magician has three other face cards, King of Clubs, Jack of Hearts

and

King of Spades, which he has placed there be-

He

forehand.

brings out these three "extras/'

and when the person names the mentally lected card, the magician simply counts to

and draws

it

from

presentation:

seit

his pocket.

Show

the original four cards

you comment: "Here are four face cards, taken at random from the pack. I would like someone to think of one of these cards and concentrate upon it"—here you turn the fan toward one person— "and keep it firmly in mind. Do you have a card?"

as

At

this point, start shifting the cards in a

shuffling

fashion,

turning the faces toward

yourself as though trying to guess the chosen card.

This enables you to put them in a fixed

Diamonds, Clubs, Hearts, Spades. Then, with a nod, you add: "I have it. But keep concentrating, while I put the cards in order; say,

my

pocket." Placing the cards in your pocket

you continue: "This .

.

.

nor this one.

.

isn't it .

."

.

.

.

nor this one

Bring out the extra

cards one at a time, but keep their faces to-

ward you

as

you transfer each card to the

other hand.

You then so

tell

238

"That leaves only one card, everybody what it is, so they can see

Jf$

say:

Mental Mysteries

for themselves

whether

As the person names in the pocket

it is

the card

his choice,

I

kept."

count down

(Diamonds—Clubs)

or

upward

(Spades— Hearts) to obtain the correct card, saying: "I hope this is it"— here you draw out the card slowly, but without hesitation— "in fact it should be your card"— here turn the three "extras" face toward the audience— "because your card isn't one of these; so this must be it!" Turn the card toward the spectators to prove

it.

alternate routine: Use a fifth card, the Jack of Diamonds, but place it in front of the others so it is the most conspicuous card of the

Have them

five.

in their final order, Jack

Diamonds, Jack of Spades, King of Hearts, Jack of Clubs, King of Diamonds. Instead of of

shuffling the cards, simply close the fan after

the person makes his choice.

Then

some other you comment: "Ex-

turn to your right, letting

persons see the cards, as

cards— and

one has been selected mentally." You can spread the fan slightly, but

actly five

just

in the opposite direction, so that the only card

which

with these people

"registers"

is

the

Jack of Diamonds.

Put the

five cards in

your pocket (above

the extras) but retain the Jack of

and bring

it

Diamonds

out immediately, saying to the

Face-Card Fantasy

A 239

.

"Don't tell me the name of your card— yet. Just answer one question: Did you

chooser:

Diamonds?" If he says, "Yes," you show it and the trick is done. If he says, "No," you turn to the right and say: "Then someone over here must have thought of it." Since they saw only the Jack of Diamonds, someone is sure to nod

take the Jack of

You then

the original chooser: "Forget

tell

the Jack of Diamonds. We'll eliminate it—

along with three more cards— until just

one card

name

left in

we have

the pocket—your card— so

it!"

While

speaking, you proceed with the usual

routine of removing the three extras and bring-

ing the is

named

called.

card from the pocket after

This version gives you a more logical

reason for asking the

name

of the selected

card; also, with five cards there

of

it

someone

is

less

realizing that the cards

chance

shown

the conclusion of the trick are actually

at

differ-

ent from the originals.

Whichever way the trick is presented, at the finish you can place the four (or five) cards in your pocket and continue with some other trick. Then, remembering that the cards belong in the pack, you bring them from the pocket and replace them there. With them, you bring along the extras and add the entire batch to the pack, leaving your pocket empty. 240

A Mental

Mysteries

THE TEN PAIRS the effect: Twenty small objects are laid on the table, so they form 10 pairs, for example: a key and a cigar; a penny and a match pack; a watch and a pencil; a ring and a cigarette pack; and so on. Similar articles can be used, such as coins of different value, cigarettes of different brands, keys of different

shape, provided there

enough variance so

is

that each can be recognized individually.

While the

magician's back

is

turned, differ-

ent people pick different pairs and remember

them.

With

10 people,

all

10 pairs would thus

be noted; with fewer people, some pairs would be left out, which does not matter. That done, the performer separates the pairs, placing the objects

form

more or

four

less

cross-rows

at

random,

with

five

until they

objects

in

each.

Now, the performer asks one person which rows his pairs are in. The moment the person replies, "The first and third," the performer picks out the 2 objects.

He

person with the same query. be:

"Both

turns to another

The

reply

might

in the fourth row." Again, the per-

former picks out the chosen

pair.

He continues

he has identified each pair of objects. the method: The pairs, although they appear to be placed at random, are actually until

Ten Pairs

Jf$

241

Looking at the center you imagine that you see four

set in a special order.

of the table,

words spelled in big

letters:

T

A

R

O

E

N

D

E

I

O

N

I

T R C

S

C

A

D

S

Place the

first

on each imand A, R and R,

pair of objects

aginary T, then a pair

on

A

O

and O, and so on, right down the line. These words: tarot, ender, ionic, scads, contain ten pairs of letters, all forming different

combinations, as far as the four rows are concerned.

Thus, when you ask someone which rows

he

and third," you pick out the pair represented by the letter "O ." If he says, "Both in the fourth row," you pick up an object from each letter "S." Use the same procedure with all the remaining pairs. contain his objects,

presentation: ter

It

says,

"First

does not particularly mat-

whether you work

memory

if

this as a

mind-reading

both puzzling and entertaining, in either case. Simply make sure that each person understands that he is to pick a pair of objects, but leave them where feat or a

they

is

are.

You then 242

stunt. It

Jfk

start placing

Mental Mysteries

the pairs yourself,

saying, "I'll place these here

and

there, so

they will be mixed in random fashion." But all

the while you are setting

them according

to your formula.

For a repeat,

it is

pairs differently.

always good to lay out the

One way

is

to change the

order of the words, which varies the procedure

somewhat. mulas in

It is still better to

for-

you can switch to them two such arrangements:

reserve, so

Here

instead.

have other

are

MOTOR H E E R N I N T H S

M

I

L L S or

S

A L A D

z

I

P P S

T

I

T L E

O O

Z E

Originally, this trick

D

was done with playing

cards instead of different objects; effective

when performed

it

is

still

that way. Simply

pack and deal 10 pairs of cards, face down, letting a different person glance at each

shuffle a

pair

and remember

The

pairs are

it.

then gathered face down in

any order and you proceed to deal them face

Ten Pairs

A 243

up from the packet, placing them according

to

your word-formula. People then indicate the rows in which they see their cards and you pick out the pairs in the usual fashion.

CUP, DISH Here

is

objects seen

AND SAUCER

mental mystery with ordinary

a

on every

table,

lent dinner-party stunt.

and

making

The

it

an

excel-

items used are a

two dozen lumps of sugar that can be poured from a bowl onto a plate, or simply dumped on the table. the effect: You ask three people to assist you with this telepathic demonstration. For cup, dish

we

convenience,

Andy,

the

Charles.

saucer, plus

will

second

You

call

person

the

Ben,

begin by giving

of sugar; you give

person

first

the

Andy

a

third

lump

Ben two lumps, and Charles

three.

Now room,

I

you state: "While I am in the next want one of you to take the cup, an-

other to take the dish, the third to take the

saucer— an absolutely free choice among the three of you. Understand?" After they nod agreement, you add:

"Whoever takes the cup must take the same number of lumps that I have already given him and hide those lumps under the cup. Whoever takes the dish must take twice as 244 Mental Mysteries

A

many lumps in the is

same

as

he already has and hide them

Whoever takes the saucer times as many lumps and hide

fashion.

to take four

them/'

you warn: "Don't touch any of the remaining lumps or you may give me a false mental impression. When you are ready, call Also,

me back." On your

you pass your hand back and forth over the cup, dish and saucer, telling each person to keep concentrating on the item which he chose. Then, in dramatic style, you point from the cup to one person, say Ben, as you announce: "You took the cup!" Next, you point from the dish to another person, say Charles, and declare: "You took the dish!" Turning to the final person-in this case Andy—you conclude: "That means you return,

took the saucer!"

You are right on

every count!

the method: Actually

it

is

a matter of

counting, not X-ray vision, that enables you to look through items of solid tableware.

What

you count are the left-over lumps of sugar, those that you told people not to touch. But first, you must memorize a list of words, or better still, write them out in the form of a column, with certain letters underlined. These words are: cadets, dickens, custody, DRASTIC, SCORED, SARDONIC.

Cup, Dish and Saucer

Jfk

245

When listed they appear thus:

CaDetS DiCkenS CuStoD y DraStiC SCoreD SarDoniC

1.

2 3 5-

6.

7

Note

that there

Here

is

no No. 4 on the list. Also note that the large letters, C, D, S, appear in each word but in different order. Those letters stand for Cup, Dish and Saucer, respectively. is

how you

use the

list

to

work the

trick:

Suppose Andy, the first person, should take the saucer. You have already given him 1 lump

Whoever chooses the saucer is to 4 times the number of lumps you gave

of sugar.

take

him.

So Andy takes 4 lumps and hides them. Suppose Ben, the second person, takes the cup. You have given him 2 lumps of sugar. Whoever takes the cup is to take the same number of lumps that you originally gave him. So Ben takes 2 lumps and hides them. Suppose Charles, the third person, takes the dish.

You

takes the dish as

is

to take twice as

you gave him.

246

Whoever many lumps

gave him three lumps.

A Mental

Mysteries

So Charles takes 6 lumps and hides them. You gave out 6 lumps to start with. The three persons have taken 12 more. That makes a total of 18. So there will be 6 lumps left, lying over to one side as though they didn't matter. But they matter a great deal! No. 6 on your list is the word scored. Its "key" letters appear in the order S, C, D. That means the first person, Andy, took the saucer; the second person, Ben, took the cup;

the third person, Charles, took the dish.

them

tell

that,

making

it

You

sound very mysteri-

and you are right! If they had picked the objects order, your key word would be

ous,

just as

lumps.

accurate,

Two

in

some other

different,

but

according to the left-over

lumps, for example, would spell

dickens, meaning that

Ben the

Andy had chosen

the

and Charles the saucer. You can use more than 24 lumps of sugar, but make sure you know how many more, so you can ignore them. That is, if you use 28 lumps, mentally substract 4 from the left-overs dish,

cup,

before counting through your

list.

Other objects can be used, say a coin, a dollar,

and

and a

saucer, since they also

initials

of

a spoon, instead of a cup, a dish,

C, D,

lumps of

S.

conform to the Matches can be used instead

sugar.

Gup, Dish and Saucer

Jfa

247

THE WORD-CARDS This intriguing mental mystery requires a

pack of cards bearing various letters of the alphabet; also, some cards on which specific words are printed. Alphabet cards can be obtained with certain card games, but if none are handy, it is easy enough to make up a set, using blank cards the size of calling cards. Similarly, the required word-cards can be

on

hand-lettered in colored pencil

cardboard cut to a convenient

whole

outfit

is

easily

pieces of

size,

so the

The word-

prepared.

cards can be the size of playing cards or larger,

with the words printed lengthwise.

the effect: The performer runs through a packet of twenty-five cards showing that each bears a different word. five

face-down heaps and

He

deals these into

lets five

people select

from each heap. The remaining cards are collected, still face down, and laid aside, so that only the choosers know the words they have taken. cards at random, one

Now, cards.

the performer picks out several letter

He

word he

asks the selected.

The performer

lays

first

person to

Suppose he

down

name

the

says, "Least."

his letter cards,

one

by one, and they spell least. This 248

Jf$

is

repeated with the other persons. In

Mental Mysteries

word

every case the magician spells out the correctly.

the method: The words on the cards

are:

SLATE

STEAL

LEAST

STALE

TALES

SPEAR

PEARS

REAPS

PARSE

SPARE

SMITE

TIMES

ITEMS

EMITS

MITES

CANTER

NECTAR

TRANCE

RECANT

CRETAN

GRANDEE

ENRAGED

GRENADE ANGERED

DERANGE

one column of cards upon another, you form a packet of 25 that you can run through, calling off "slate, spear, smite"— and so on. But when the cards are dealt in 5 heaps, one by one, each cross-row becomes an individual heap, each composed of words formed by the same letters. For the first person, you pick the letters a-e-l-t-s from the alphabet cards and keep them toward you. When he calls the word on his card, you simply spell it letter by letter,

By

setting

showing them as you do. This holds for words

in

the group:

all

5

slate— steal—least-

stale—tales.

With the second person, a-e-p-r-s will spell any chosen word. The third, fourth and fifth words can be handled in the same way by simply picking out the letters that spell any

word

in that group.

presentation: Start by running through the

Word-Cards

A 249

emphasizing that: "Here are twenty-

cards,

words—" calling them off rapidly as you show them. Turn the packet face down, deal the five heaps and hand each to a different person, saying: "Mix them all you want, then draw one card and lay the rest aside without looking at them. Just concentrate on that one card and the word that you find on it." That done, you pick out the proper letter cards, but act as though you were spelling the spectator's word mentally. Tell him: "Keep spelling the word to yourself—letter by letter— now I've got it. Call the word and see five different

how close I came."

When

word is "Least," show the letters one by one as you pick them in that order. Continue with the other persons, acting as though you were spelling out each word through sheer concentration. he

states that the

WITHIN THE CIRCLE the effect: The performer takes a square sheet of paper and folds it into quarters. He then unfolds it and draws a circle in the very center.

He

tells

a spectator to write anything

he wants within the magic

name

such as the

of a friend, a place, a telephone

or an address.

250

circle,

The

A Mental

spectator

Mysteries

is

number

then told to

SECRETLY RETAIN THIS PIECE

FIG.

69

TEAR

TEAR

AND PUT AWAY REST

fold the paper

and hand

it

OPEN CENTER, SUP AND LEARN NAME

back to the per-

former.

Upon

receiving the folded paper, the per-

former deliberately tears

it

in half, then places

the pieces one upon the other and tears into quarters.

He

them

either thrusts the torn frag-

ments into his pocket or lays them in an ash tray and sets fire to them. In either case, he keeps telling the spectator to concentrate on what he wrote. Finally, the performer gives the name, initials, date, or whatever was written, and the amazed spectator admits that

it is

absolutely correct.

the method: The information is written and the paper is folded and torn into quarters exactly as described. But trickery begins when the fragments are pocketed or burned.

Within the Circle

A 251

During the tearing

process,

you keep track

of the center portion of the paper (fig. 69).

When

the right hand takes the torn pieces

and pockets them, or places them the

tray,

and

left

retains that center piece

bend of the left fingers. when you secretly open the center

presses

Later,

thumb

in the ash

it

into the

piece,

you

circle

that holds the written message.

will find that

it

contains the entire

three-quarters that are pocketed or

The

burned are

unnecessary, but they serve a useful purpose:

when you show them

in your right hand, peo-

ple suppose that you are disposing of the entire

message.

presentation: This

is

extremely important,

you must find some subterfuge whereby you can open and read the center portion that you tore from the "destroyed" message. If you are seated at a table, you can let your left hand as

rest in

the

opens the center of giving you a chance to read the mes-

your lap while

slip,

it

sage there.

Another way, whether seated or standing, is to take a pad in the left hand and begin to write "thought impressions" with your right hand, crossing them out, tearing away a sheet from the pad, and beginning over again. This action enables you to open the torn center between the left thumb and forefinger, which are on your side of the pad. The right 252 Jf$ Mental Mysteries

hand can help

you read the message and writing the

which answer it by

in this operation, during

name

or

finally

number on the

pad.

You

can then tear the sheet from the pad and

hand

it

to the spectator, saying

it

is

your

thought impression. In pocketing the pad, you get rid of the center

slip.

you burn the torn portions in an ash tray, you can walk away and bring back a pad from a table in the corner of the room. On the way, you simply open the torn segment and If

read

it.

It is best

not to use too large a piece of

paper for this

trick, since

the center portion

must be small enough not to be noticed while you are opening and reading it. Experiment with different sizes until you find one large enough to make the trick seem natural and yet not so large that the action becomes difficult.

that you retain

PREDICTED THOUGHTS the effect: A spectator is asked to think of any number between 1 and 1000 and to keep it in mind without naming it. The performer writes something on a small slip of paper, which he rolls into a ball. He turns a small glass upside down and places this prediction on the bottom of the upturned glass. Predicted Thoughts jfa 253

Now,

number

the spectator writes his

the center of a square of paper. This

is

in

folded

and given to the magician, who tears it into pieces, which he burns. The magician picks up the glass, drops the prediction into it and hands the glass to another spectainto quarters

tor.

The

first

person names the number he has

mind, say 281. The second person unrolls

in

the

little

ball

and reads the prediction.

He

finds that the magician has written that very

number— 281— on

the

little

that he in-

slip

scribed beforehand!

The

the method:

little

slip

exactly

is

one-quarter the size of the larger square of paper.

You merely

on

unless you

it,

want

to take a

may be

chance that you rolled

pretend to write a number

This

right.

the larger square and folds

paper and tear

You

set fire to the rest.

burning, you secretly

Call the

roll

is

number on

you take the

Within the CirWhile they are

the center portion

dummy

that

glass.

dummy "A"

A Mental

it,

exactly like the

little ball

on the inverted

254

slip

into quarters, secretly retain-

it

ing the center portion, as in

is

1000

"dummy."

After the spectator writes his

into a

in

up and placed on the bottom of the

inverted glass as a

cle.

1

Mysteries

and the duplicate

"B." Hold "B" pressed between the tips of

your

thumb and second

left

"A" with the

finger.

Pick up

thumb and

tips of the left

fore-

while the right hand turns the glass

finger,

mouth up. The left hand seemingly drops "A" into the glass, but actually presses it between the tips of thumb and forefinger, dropping "B" instead.

With

your right hand, pass the glass to a

and have him open the

spectator

read your "prediction/' It

because what he reads that the

the

sure to

be

right

number

the actual

spectator wrote in the center of

first

the larger square.

know

is

is

and

slip

number

You

don't even have to

for your "prediction" to

be

right!

presentation: trick

is

Worked

as

described, the

almost automatic. Emphasize that you

have written your "prediction" or "thought impression" before the spectator wrote his.

Be

deliberate but neat in "switching" the

tle pellets

and the

trick will

prove

itself

lit-

a real

barrier.

THE NINE the effect: nine a

slips, all

name on

a hat.

Now

a

A

SLIPS

sheet of paper

the same

size.

is

torn into

A spectator writes

and drops it into other names on the re-

slip, folds it,

he writes

Nine Slips

A 255

1 I

e 6

1

C

B

j

!

v

j

D

1

f

»AH

j

H

BQ

I

RND SUP WITH ALL ROUGH EDGES SUPS DROPPED

G

IN

HAT

FIG.

70

maining slips, folds them the same way and mixes them in the hat. While the spectator concentrates on the original name, the performer goes through the slips one by one and finally gives the name that the person has in mind! the method: Use a sheet of paper with smooth edges; if necessary, cut any rough edges with a pair of scissors. Fold the paper into thirds—both ways— so it can be torn into nine equal pieces (fig. 70a).

Do

this neatly, so

the

slips

look

alike,

but

one, the original center of the sheet, will be

256

Jf%

Mental Mysteries

have four rough edges, whereas every other slip will have at least one smooth edge (fig. 70b). Hand the slip with the four rough edges to the person first, or put it on top of the others so that he uses it to write the name he has in mind. More names are written on the remainslightly different. It will

but you can always pick out the right one by its four rough edges.

ing

slips,

presentation: Stress the fact that you are trying to catch

the

that

slips

one thought out of nine and are

merely

through them one by one, then

start over

That makes

it

incidental.

Go

name by name;

and stop on the chosen one. look like real

mind

reading.

MYSTIC BOOK TEST the effect: The performer hands a book to a spectator and tells him to open it to any page. He is to note the number of that page, add its component figures and count to the word at that position. For example, with page 105, the figures 1, o, and 5 total 6, so the person would note the sixth word. While that is being done, the performer turns his back.

When

the spectator concen-

on his word, the performer writes something on a sheet of paper of his own. The two trates

Mystic Book Test

A 257

unfolded: the magician's word

slips are tical

is

iden-

with the word written by the spectator!

the method: This

requires

trick

erable preparation, but the result

is

consid-

worth

it.

Take a suitable book— a paperback novel will do—and go through it, page by page, listing

may be

the words that

chosen, as:

1.

give

121. grim

181. the

2.

letter

122. arrived

182. heard

3-

way

12 3

183. than

4- of 5-

one

.

a

124. in

184. got

125. out

185.

it

These are simply excerpts from a complete list. Thus "grim" was the fourth word on page 121

of a specific book;

"arrived"

the

fifth

word on page 122; "got" the thirteenth word on page 184. Such a list, while long, can be typed on a single page of a large pad, or on a page of a smaller pad, is

if

finely printed

with a pencil. It

placed beneath the top flap of the writing

pad and that

it

is

gummed

will turn over

The magician

along the upper edge, so

with the

uses the

pad

flap.

to obtain a sheet

of paper so the spectator can write his chosen

word. Thus the wizard

when he the

258

list

£fk

is still

holding the pad

turns away, enabling

and

find the correct

Mental Mysteries

him

to consult

word according

named. This is the word that the magician writes on another sheet of paper, as though he read the spectator's mind. presentation: Though simple and direct, this should be well rehearsed to be effective. You have the book lying on the pad and as you hand the book to the spectator, you run through it, mentioning that it has some 200 pages or more. Then you say: "I want you to think of any number within that range, then turn to that page. Then add the figures in the page number and count that many words, beginning with the first word on the page. You have a number in mind? All to the page the spectator

right,

name

it

.

.

.

167? All right, turn to

that page and add the figures; that

would be

fourteen, wouldn't it?"

Here, you open the pad, the

along with the

and hand

it

flap.

You

list

sheet going

tear off the next sheet

to the spectator.

Then

continue:

"When

you find the word, write it on this sheet of paper. Fold the paper and hold it. Incidentally, do you want to change the page number? If so, you can name another one. You're satisfied? Very well, turn to your page and count to the fourteenth word while my back is turned." You turn your back, closing the pad as you

Mystic Book Test

A 259

and bend you can spot the "key word"

do, but immediately raise the flap

back alone, so for page 167, which, we will assume, is "another." Fold the list sheet back with the flap, so when you again face the audience you are holding the pad with a blank sheet showing. Study the spectator as he holds his folded slip and tell him: it

"Keep concentrating on the word that you have written

.

.

your mind. ...

.

Say

it

think

I

over a few times in I

have

it."

Here you

word on the pad, tear off your sheet and fold it. "Here is the impression I received, so let someone open both slips and compare write the

them."

That is done, the words prove to be the same, and the book may be checked by members of the audience to

make

sure you selected

the right word. Meanwhile, you keep the pad,

which apparently had nothing to do with the test.

THE REPEAT BOOK TEST While the Mystic Book Test may be repeated, it has "one weakness: the somewhat arbitrary adding of the figures in the page

number

to count

down

natural enough the

first

to the word. This

time, but might

meet

with an objection or suspicion on a second

260

jf$

Mental Mysteries

is

try.

That's

when

alternate

this

comes

trick

in

handy.

the effect: A spectator is given a book and told to call the number of any page, say from 1 to 250, while another spectator calls the number of a word on that page, say from 1

to 50, to keep the counting simple.

The page and word

are looked

ten on a sheet of paper, which

up and

writ-

folded.

The

is

magician leaves the room or goes to an obscure corner while this

is

taking place.

When

he

re-

he writes a word on a slip of paper; it compared with the chosen word and both

turns, is

are the same.

the method: This is bold, but deceptive. In your pocket you have a duplicate copy of the book.

Upon

leaving the

room

or going to

an obscure corner, bring out the book, turn to the stated page and count down to the number given for the word.

In short, you simply duplicate the same operation as the spectators, finding the same

word while they are hunting for it. You then put the book away and return, going through the "concentration" process as though reading their minds.

presentation: This should follow the pattern of the Mystic Book Test quite closely, the one difference being that you must retire

Repeat Book Test

A 261

to sufficient seclusion to consult the duplicate

volume.

The

smaller the book, the better; a

pocket dictionary

is

very good.

With

a large

book, the duplicate should be in another room.

While a good effect in its own right, this test is recommended as a "repeat" because the Mystic Book Test does not require you to from sight and it is obvious that only one book is used. Also, there may be a slight suspicion that you were close enough to note

step

or overhear something.

All this builds to a perfect excuse to go out

of the room.

At the same

time,

it

diverts

suspicion from the simple secret of the extra

book.

A SENSE OF TASTE the effect: The magician hands around some rolls of candy drops: lemon, lime, orange, grape, cherry, or any other flavors. All are exactly alike in size

and general appear-

ance except for their distinctive

While the tors select

wizard's back

is

labels.

turned, specta-

one of the packages and drop

it

in

They hide the rest so the magician cannot see them when he turns to face his audience. Yet within brief moments the magician names the flavor in the package which his hand.

he holds. 262

A Mental

Mysteries

If desired

the trick

one of the other

may be

repeated with

rolls.

the method: The

look

but they are neatly prepared beforehand in an unsuspected way. Use a type of candy package which has a loose label that may be slipped

on and

off,

rolls

alike,

the candy drops being wrapped

within an inner lining of tin

foil.

and break some of the packages, so they may be identified as follows: lemon—broken near one end lime—broken near both ends orange—broken at center grape—broken at center and one end cherry— not broken Slide off the labels

Thus

prepared, the packages are given to

When

you receive one behind your back, slide off the label and find the break, or breaks. Slide the label on again and you can name the flavor and hand the candy roll back to your mystified audience. presentation: This is helped by stating that experimenters have learned that there is a close association between telepathy or extrasensory perception, and the sense of taste. Having proven this to your own satisfaction, you are now prepared to demonstrate it publicly. So you say, and so you proceed to do. If you repeat the trick, do not hesitate with the spectators.

A

Sense of Taste

A 263

Work

it.

briskly,

it

and put the packages

your pocket, except for the

final one.

in

Open

that one

and pass the candy around, disposing of the package and the evidence it represents.

By having

duplicate (unprepared) packs in

your pocket, you can later lay them on the table as though they were the originals, just in case

anyone decides to examine them.

THE Cards,

TWO ROWS

coins,

matches,

checkers— almost

any small and handy items may be utilized in this impromptu mental mystery. For simplicity,

we

will

assume that the

trick

is

done

with playing cards.

the effect:

A

two rows of cards, each with the same number, so that he will have it firmly fixed in mind, this being essential with all mental tests. Any number may be used, from three or four to twenty; that is entirely up to the person. While he is arranging the rows, the maperson

is

told to deal

gician turns his back, or can even go into

another room, as long as he

When tells

him

the person

is

is

within earshot.

ready, the magician

away cards from how many cards he

to take

but to state from which row, top or bottom.

either row, takes,

and

That done, the person can take more cards 264

Jf$

Mental Mysteries

from either row; or he may add cards; or he is allowed to transfer them from one row to the other, as long as he tells how many cards were moved and states which row— or rowshappened to be involved. At one juncture, the magician suggests a number for the person to take away; but at no time does the spectator state how many cards either row contains. Then, suddenly, the magician says, "Stop!" With that, he names

number of cards that remain! the method: The number of cards in each

the exact

#

row does not matter, as long as they are equal at the start. For example, assume that the person puts seven cards in each row, thus: rn/\«

n*

BOTTOM

You do a

*r

in

*r

*c

*t*

+n

not see these cards, but you take

own— say 20—and

high number of your

imagine or visualize the rows as containing that

many

cards each.

You then

ask the per-

move

son to take away cards, add them, or

them

he chooses, but to tell you what he does. Thus: He moves 3 cards from the bottom row to the top, and says so. That leaves the rows as

like this: rTI/A'p

«

T*

*¥*

T*

^P

BOTTOM:

*

*

*

*

*«*

*f*

T*

T*

^F*

Two Rows

*•

jfi

265

Working from your "key" number of 20, you mentally move 3 from bottom to top, saying to yourself: "Twenty-three in the top

row; 17 in the bottom row."

Now, suppose

the person takes away two

from the bottom row,

stating that fact.

He

has: »

^p

nr

BOTTOM:

*

*

np/^TO

You

*r

^r

^r

nr

"Two from

say to yourself:

15 in the bottom row, with 23

The person then

v

nr

*n

^r

17 leaves

in the top."

still

decides to add one card

He

announces that fact and performs the action, so that the rows stand: to each row.

rr /™\TTj ,

^r



BOTTOM:

^r

^r

*r

^r

^h

^h

^r

^r

*f

*fi

* * *

Mentally, you add one to each of your rows, giving you 24 in the top,

bottom.

You

Now

tell

comes the important

number in his

part:

the person to count the

of cards in the

many from

16 in the

bottom row and

the top row.

He

number

to take that

takes

3

(the

bottom row) from the 11 cards top row, which gives him: in his

rp^yp .

BOTTOM: Meanwhile, you

* * *

are doing the

same with

your imaginary rows, subtracting 16 (bottom)

from 24 (top) so you have 8 cards 266

Jf$

Mental Mysteries

in your

top row.

You then

tell

the person to take

away his bottom row entirely. That leaves him with a single row:

********

You, too, eliminate your imaginary bottom row and that gives you a single row with just 8 cards, identical with the row

now on

the

table!

From then

on, you can let the person add

or subtract cards as he wants, providing he states the exact number in each case. You go

him, for you are both working with the same number. right along with

Assume

He

that

he simply takes away 4

cards.

then has: * * * *

You do total:

the same and announce your final

"Four!"

presentation: Your aim should be to keep

and

same time reasonably simple, in order to avoid any false steps. That is why it has been described in exact detail. In presenting it, remember these this test intriguing

at the

points: First, tell

the person to deal a row of cards;

then another with the same number, so he will have it fixed in mind. As he does so, you add,

be a small number or a large one, anything from two up to twenty, but be sure you "It can

Two Rows

A 267

same number twice—and don't change

deal the

it— at

least

not yet!"

Here, you convey the impression that you are already beginning to grasp his numerical

thought.

"Now

You then

say:

take away or add cards to either row,

me how many

move and what you do with them. You can simply move them from one row to the other if you want."

but

tell

cards you

Then, with that done, you continue. "Now move a few more and tell me again. From these partial thoughts, full

am

I

trying to gain a

impression."

After a few such moves scribed) Just to

you

make

say,

"Stop!

sure our

I

(as

already de-

think

I

have

minds are tuned,

I

it.

want

you to count the cards in the smaller row, without telling me. Take that row entirely away. You've done it? Good. Now, take the same number from the other row, so as to fix it firmly in mind. Add a few more, or take some away if you prefer, but this time, tell me how many. That's enough. I have it!"

NAME THE NUMBER Similar to the

Two

Rows,

this

makes a

good alternate or follow-up to that "test" because there is enough difference between them to throw observers off the trail. 268 Jfk Mental Mysteries

the effect: A person is told to take an odd number of cards or other items (as matches or coins) and lay them in two rows, equal except for the extra card, which can go in either

row he

prefers.

turned while this

is

The rows might #

The

magician's back

is

being done.

prove to be:

#

# s{t

s£c

The

sk

#

#

# jie

jic

# jjc

name a small number, less than the number of cards in either row. Suppose he says, "Five." The magician tells him to take 5 cards from the long row and lay them aside. The rows will then stand: person

then asked to

is

#

#

Next, the person

#

# is

#

#

told to count the cards

what is now the short row and to take that many from the other row, without stating the number (which in this case happens to be 2). That leaves: in

* * * * # *

Reverting to the

row the magician tells away entirely, then to

first

the person to take

it

concentrate upon the

number

of cards in the

one remaining row, namely: #

*

*

*

After due concentration and proper recepName the Number jf$ 269

tion of transmitted "brain waves," the

ma-

names the number: "Four." the method: Follow the routine as given and the trick will work itself, your "key" number for the climax being one less than the random number which the person named at

gician

your request!

and that meant there would be 4 at the finish. If he had taken 3, there would have been 2 left, and so on. In referring to the rows, you can term them In this case, he picked

5,

"long" or "short" as described; or simply

call

them "top" and "bottom," but in that case specify that the long row be at the top to start.

presentation

make

:

A

few

rehearsals

the trick quite clear. Such rehearsals

work

are necessary in order to

and

should

effectively.

every stage.

it

smoothly

Play up the "mental" angle at

When

the person adds the "odd"

card to one row, act as though you were divining the

number

of cards even then.

Have the person choose

number, then go through the next steps with the same prehis

tense of concentration. In telling

move

the

first

him

row, you can say: "Your

to re-

mind

seems to be going from one row to another. Let's take away the first row entirely. You've done that? I thought so. Now, count the .

270 Jk Mental Mysteries

.

.

cards in the one remaining row.

mentally, one by one.

and keep it

it

Count them Fix on the final number

firmly in mind.

am

I

counting to

myself, now. One, two, three, four!

That

is

the number!"

note:

If

a person should remove only one

item as his number, the rows would be equalized. So if he specifies "One," you simply say, "That's too small,

make

let's

larger." Or,

it

you can say, "Name any number above one, but less than the number of cards at the start,

in either row."

CARDS AND SYMBOLS the effect: The mental wizard shows four cards, calls

3X4

each about

inches in

size.

He

attention to the fact that each card bears

a different symbol: a circle, a square, a angle, an X-mark.

With

velope, just large

enough

the cards

is

tri-

an en-

to receive a card

comfortably.

While the magician

turns away,

someone

puts one of the cards into the envelope, seals it,

and hides the other

cards.

given to the magician,

who

The

envelope

holds

it

is

to his

head, concentrates, and names the symbol on

the card.

When

the envelope

is

opened, this

proves to be correct.

This mental

test

can be repeated with the

Cards and Symbols

Jf$

271

same

success. It

can be varied by having four

persons take an envelope from a

different

packet and place a card in

can

name

all

it.

Yet the magician

four cards as easily as one.

The

envelopes can be thoroughly inspected before

and

after the performance, proving that

it is

impossible to see through them.

the method: Although the cards appear be identical

in size, they vary slightly in di-

mensions. Therein

One

trick.

to

card,

lies

the subtle secret of the

which bears the

circle,

is

just the size of the envelope, slipping in easily

but snugly.

The

card with the square

an inch

is

cut i/i6th of

short, too slight a difference to

noticed even

when

be

the cards are handled as

a group.

The

card with the triangle

narrow, which also

is

is

cut slightly

unnoticed. Again, the

about i/i6th of an inch. The card with the "X" is cut both short and narrow; this, too, is normally indetectable

difference

is

After a card ever,

is

sealed in the envelope,

how-

the difference can be checked swiftly

and

secretly

272

Jf$

by holding the opposite edges of the envelope between the thumb and finger and pressing slightly. If there is no "give" in either direction, the

Mental Mysteries

"circle" card

in the envelope. If there

is

is

a

"give" from top to bottom, but not sideways, it is

the "square" card. If the envelope yields

to sideways pressure only,

angle" card.

If pressure

directions, the

"X"

presentation:

it

contains the

shows a slack

card

is

in

"tri-

both

inside.

Attention should be paid

to the handling of the envelopes in a smooth,

casual fashion. In showing the cards, stress the fact that they differ only in their symbols.

Put one, then another, in an envelope and hold it to the light to prove that it is impossible to see

through

Then have

it.

a person put a card in the en-

and concentrate upon its symbol. When you reach for the envelope, take it by the edges, say at top and bottom, pressing it as you do. Transfer the envelope to the other hand, which naturally takes it by the opposite sides, pressing them the same way. The envelope should then be lifted to your forehead, so that you can concentrate upon its contents and pick up a "mental impression." velope, seal

By

then,

it,

little

because you will

concentration

know what

card

is

necessary

is

in the en-

velope.

Cards and Symbols

A 273

COINS AND COLORS the effect: The magician opens an envelope and from it takes three smaller envelopes, each of a different color: one red, one yellow, one blue. He lays them on the table and places five coins beside them, each coin of a different value: penny, nickel, dime, quarter, half dollar.

Now

the magician indicates three persons,

A, B, and C.

He

turns his back

and

tells

each

person to take an envelope, without letting

him know who has taken which. That done, the magician concentrates with his back

still

turned and gives the following instructions:

He

A

he took the red envelope, he is to put the penny in it; if he took the yellow envelope, he is to put the nickel in it; if he took the blue envelope, he is to put the dime in it. Next he tells B that if he took the red envelope, he can put in either the dime or the half dollar. If he took the yellow envelope, he must put in the coin of lowest value that is still on the table. If he took the blue envelope, he can put in either the penny or dime. Finally he tells C that if he took the red envelope, he can put in the nickel or the half dollar. If he took the yellow envelope, he can put in the dime or quarter. If he took the blue 274

tells

that

A Mental

if

Mysteries

envelope, he can put in either the nickel or quarter.

done rather rapidly, as each person really has but one choice, because he has only one envelope and already knows its color. But the magician, being in ignorance of how the envelopes are distributed, must specify This

is all

each in turn.

As an afterthought, the magician tells B that if he took the dime, and if the half dollar is still on the table, he can put back the dime and place the half dollar in the envelope instead. The magician allows due time for that; then tells all three persons, A, B, and C, to put their envelopes in their pockets.

That done, the magician turns around, picks up the two coins still on the table— say the dime and quarter—and drops them in his own large envelope.

He

then proceeds to

tell

each

person what color envelope he has in his pocket; and also the coin that he has in that envelope.

envelopes are brought out; and the magician's statements are correct: In this

The

case, is

in

is

in

A has it;

B

it;

dollar

is

the yellow envelope and the nickel

has the blue envelope and the penny

C in

has the red envelope and the half it!

the method: Remarkable though the Coins and Colors

if$

ef-

275

feet

may

sound, this trick

is

self-working from

you need in order to perform it are the envelopes and the coins, plus the proper instructions to A, B, and C who can be our old friends, Andy, Ben, and

start to finish. All

Nor

Charles.

You have

is

this too difficult, because:

those instructions written on the

which you retain, so you can check them while your back is turned. They

large envelope

are listed thus:

y— 5^; b— io^f. B: r— 10^ or 50^; y— Lowest; b— 1^ or C: r— 5^ or 50^; y— 10^ or 25^; b— 5^

A: r— 1#;

10^.

or 25^.

But that is only half the story. The rest is also told on the envelope in a slightly more elaborate chart which you must prepare as follows:

1* #

St

* *

*

A-r B-y A-r B-bl

A-r B-y 276

£f$

10^

25<*

50^

B-y

C-r

#

A-bl

A-y A-y A-y

*

C-bl

B-r

B-bl

*

C-r

B-r

C-bl

*

*

*

C-y

B-bl

A-bl B-bl

#

C-r

C-y

#

A-y B-y

*

*

C-r

*

C-bl

*

C-r

A-bl

*

*

*

*

Mental Mysteries

In the chart, the capital represent the three persons. r,

y, bl, are

this

letters,

The

A, B, C,

small letters,

the colors: red, yellow, blue. But

can be simplified by marking the

with colored crayons, so that in the

A

will

B

appear in blue;

and the

later

in yellow;

letters

first

C

row,

in red;

rows will be treated in the same

fashion.

The

stars

(

*

)

signify the coins that

you pick

up from the table. So the moment you gather the dime and the quarter, you note from your (on the back of your big envelope)

chart

B

is

in blue;

A

is

in yellow;

and

C

is

in red.

This means, quite obviously, that Ben has

Andy the yellow one, and one. You see 1^ at the top

the blue envelope,

Charles the red

of B's column, telling you that Ben's blue en-

velope contains the penny; you see 5^ at the top of A's, so Andy has the nickel in his yellow envelope; and you see 50^ at the top of C's, so Charles has the half dollar in his red envelope.

presentation: this trick

is

Far from being complex,

simplicity

itself, if

you follow the

routine as given. Tests with actual envelopes

and coins iarity

will

with the

prove helpful by creating famileffect.

Once you turn your

back, you should give

the details carefully to your three assistants,

Coins and Colors

Jf%

111

avoiding any indication that you are reading

them from your envelope. Instead, act as though you were reading minds from the very start.

on the color of his envelope, then to pick a coin as you specify and concentrate on it, too. The little touch of reverting to Ben's choice and telling him he can put back the dime and take the half dollar, if it is still there, makes it seem almost as though you had visualized all that had happened up until that point. Tell each person to concentrate

The

climax of the trick can be dramatically

handled.

You

tell

each person the color of his

envelope and immediately add the the coin that

it

contains.

To

name

of

vary this, you

can say to Ben, "And you have the penny— in the blue envelope!" After the envelopes are opened coins removed), put

velope and place

one

278

it

sees the chart

A Mental

them

(and the

into the large en-

in your pocket so that

you used

Mysteries

in the trick.

no

11.

Planning

Show

a Magic

Now that you have a large stock of tricks, how do you go about selecting some for a performance? Listed below you will find some suggestions for different kinds of programs.

PROGRAM Instant

Ring

1

Cut and Restored

String (p. 19)

Off! (p. 43)

The Climbing Ring (p. 22) The Rising Pencil (p. 24) The Nine Slips (p. 255) Tap the Numbers (p. 232) Paired Thoughts (p. 234) Cup, Dish and Saucer (p. 244) or The Ten Pairs (p. 241)

In this program, Instant String leads into

Ring

Cut and Restored

Off! while the

Climb-

Ring and the Rising Pencil follow in natural sequence. Since you have the pencil available, you can do the Nine Slips next. This changes the pattern of Program 1 into a series of mental effects, but since all are of ing

Planning a Magic Show

Jfk

279

a close-up or

impromptu

variety, they are in

keeping with the occasion.

PROGRAM

2

The Matchless Match Pack (p- 33) The Hypnotized Match Box (p. 26) Vanishing Match Box (p. 31) The Restored Match (p. 36) The Rapid Knot (p. is) The Suction Cup (p. 79) Silk

Through

From Hand

Wand

to

Hand

(p.

97) (p. 200)

Here you appear to be dealing with seemingly impromptu tricks, no mental effects being involved. This program is especially suited for working at a table. It allows opportunities for repeats; for example, you can follow the Matchless Match Pack with Improved Matchless Match Pack (p. 34), if you desire. Also, you can start with the mechanical version of the Hypnotized Match Box and add the impromptu method after you vanish the box. the Restored Match can be followed by the "Repeat" Restoration (p. 39).

A

table knife can be used instead of the

wand

in Silk

Through Wand, and

a handker-

chief can be borrowed for the trick, strictly

280

Jf$

impromptu. Planning a Magic Show

making

it

Index aces, assembled, 179-181

controls 133-134, 135, 147,

alphabet cards, 248, 249 Alternating False Shuffle or Packet Shuffle, 113-115

152-155, 160, count-down 49-50, cuts 100, 100-102, 129-134, 151-152, cuts, false 107-110, deals 47-49,

Any Number Down,

156-157

Assembled Aces, 179-181 Automatic Reverse, 153-154 beginners, 13-16

Behind Your Back, 72-74 blacks and reds (cards), 140 book test, mystical, 257-260, repeat, 260-265 bottle, 25 Bottom Card Location, 144 Bottom Glimpse, 122, 131 Bottom to Top shuffle, 1 12 "breaks" (cards), 133, 147-148 candy, 262-264 card alphabet 248, 249, bottom 144, chosen 135-155, 156-181, coins 65-67, colored 57-60, 89-92,

104-105, 105-106, 106-107, 176-178, "discovery" 148, 152-154, 154-155, 156-157, 158-159, "divider" 139, hair 164, hat 171, locating 135, location 132-133, 144-145, magic 101-134,

magnetized 162-163, pack 47, 112, 121, 139, 140, 141, 142, 143,

palming

125-126, pointers 142-143, red 57-60, reds and blacks 140, revelations 156-181, self-finding 172-174, self-turning 158-159, seventeen 168-171, sleights 115-134, symbols 271-274,

46-74, word 248-250 Card Controls, 147 tricks

Index

A 281

Card from a Hat, 171 Card on the Wall, 172 Card That Finds Itself, 172-174

Cut and Restored Rope, 85-88 cut and restored string, 19-22 Cuts, 100-102

Card Turns Up, 158-159 Cards and Symbols, 271-274

cuts

Climbing Ring, 22-24

cuts, false,

Close-up Tricks, 17-45 coin card coincidence 65-67, colors 274-278, from hand to hand 200-203, magic 182-207, palming 183-187, productions 198-207, vanishes 187-198 coincidence, coin

and card,

65-67 Coin from Wand, 205-206 Coins and Cards, 65-67 Coins and Colors, 274-278 Coin Vanishes, 187-198 Color-Changing Thimble, 227-230 color-guessing (cards),

53-56 colors

and

coins,

274-278

Controlling the Card, 135 controls, card, 133-134, 135, 147, 152-155, 160

cord

elastic, 39,

41

Count-Down Cards, 49-50 Count-Down Location, 145-146

107-110

Dealing Cards, 104—107 deals, 47-49, 50-53, 104-107, 176-178 Delayed Cut, 151-152 dimes, 204-205 "discovery," card, 148, 152-159, 160

cup and saucer telepathy, 244-247

dish,

Divided Pack, 139-142, 175 "divider," card, 139

Double Choice, 160-161 Double Coin Production, 207 Double Deal, 47-49 Doubled Thought, 175-176 Double Lift, 123-125 Double Reverse, 154-155 Dovetail or Riffle Shuffle,

102-103,

Draw Draw Draw

false,

Shuffle,

110

129-134

Shuffle Control,

133-134

Shuffle Location,

132-133 drop,

false,

191-194, French,

190-191

Count Off deal, 104-105 Cup, Dish and Saucer, 244-247

Easy Card Tricks, 46-74 effect, 13

cup, paper, 76-78, 79-81 cup, suction, 79-81

282

and shuffles, 100-102, 129-134, 151-152

A Index

Eight

Thimble

220-227

Production,

,

elbow, thimble trick, 211-212 elimination process, 160-161 evens and odds, 141

Glide, 115-118

Glimpse, 121 glimpse, bottom,

136-137,

Face-Card Fantasy, 237-240, alternate routine, 239-240 Face Up-Face Down, 56-57 False Cuts and Shuffles, 107-

122,

top,

riffle,

122,

wrist,

137-139 glimpsing the card, 135 Group Deal, 104-105

110 False Dovetail Shuffle, 110

Overhand

False

Shuffle, 110-

handkerchief,

111

False Single Cut, 107-108 False

and card trick, 164 Hair Raiser, 164 hair

Three-Heap Cut, 108

False Triple Cut, 109-110 False Drop, 191-194

Fan Force, 127-129 fantasy, with face cards, 237-

240 Finding a Chosen Card, 135— 155 Finger Bend, 183-184 Finger Switch, 214-216 Flash Force, 131-132 Fooled-and Fooled Again,

89-92,

Handling the Pack, 141-142 to Hand, 200-203 hat, 89-92, 92-97, 171, 255256

Hand

Hindu hits,

Farmer and Sheep, 92-97

36-42,

with wand, 97-99

Shuffle,

129-134

146

hokum, 80

How How

to Mystify, 13-16 to

Palm a Coin, 183-

187

Hypnotized Match Box (Impromptu) ,26, (Mechanical) 27-31

89-92 force,

fan,

127-129,

flash,

131-132, single cut, 126127 Four- Ace Deal, 176-178 Four-Heap Deal, 50-53 French Drop, 190-191, in multiple coin vanish, 194 Front and Back Cut Shuffle, 113 Front and Back Shuffle, 104

identical choice trick, 60-63,

new, 63-65 illusion, optical,

45

Improved Matchless Match Pack 34-36 Instant Cut and Restored String, 19-22

Joker, turned-up, 149

Index

A 283

Say

Just

"Stop"

scenario,

knee, thimble trick, 211-212 knife,

79-81

Knockout, 159-160 knot,

18-19,

instant,

knots, vanishing, 42-44

Face

with

simple

finger-

It!,

vanish, 195-196 Multiple Cut, 100-101 Mystic Book Test, 257260, repeat, 260-265 mystify, how to, 13-16

slide-

along, 81-85

Let's

194,

palm

166-167

53-56

locating the card, 135

Name the Number, 268-271 New Do as I Do, 63-65 Nine Slips, 255-257 number, naming, 268-271, tapping, 232-234

location, 132-133, 144-145

Odds and Evens, 141 magic show, planning, 279- One out of Three, 76-78 280 optical illusion, 45 Magic with Cards, 101-134 Magic with Coins, 182-207

ordinary objects, tricks with,

75-97 magnet, 79-81 Overhand Cut Shuffle, 112 Magnetized Card, 162-163 Overhand Shuffle, 103, false, 110-112 March of Dimes, 204-205 marked paper cup, 76-78 match box, hypnotized (im- pack, 47, 112, 121, 139, 140, promptu), 26, mechanical 141, 142, 143 Packet Shuffle, 113-115 version, 27 match box, vanishing, 31-32 pack, match, 33-34, 34-36 match, broken then restored, pack, squaring, 47 36-39, repeat, 39-42 Paired Thoughts, 234-237 Matchless Match Pack, 33- Palming a Card, 125-126 34, improved version, 34- palming, card, 125-126, coin, 36 183-187, thimble thumb match pack, tumbling, 33-34, palm, 209-210 improved version, 34-36 palm, standard, 185-187, 199 Mental Mysteries, 231-278 palm, thumb, 184-185, 198method, 13 199,209-210 misdirection, concept of, 14 paper cups, 76-78, 79-81 194Multiple Coin Vanish, paper, sheet and slips, 255196, with French Drop, 257, 257-262

284

J/k

Index

pass,

push away, 147-148

150-151,

shuffle,

"patter," 16

Ring

pencil, 22-23, 24-26, 45

Planning a Magic Show, 279280 pointer cards, 142-143 Pointer Pack, 142-143 Predicted Thoughts, 253-255 presentation,

14

process of elimination,

43-44, jumping, 24, magnetized, 23, under a cup, 76-78 ing,

160—

43-44 Rising Pencil, 24-26 Off!,

rope, cut

and

knotted,

restored, 85-88,

42-43,

81-85,

ringed 43-44

rubber-cap eraser, 22-26 Rubbery Pencil, 45 Running Cut, 129-134

161

Production at Knee or Elbow (thimble), 211-212 productions, double coin, 207, simple coin, 198-206, thimble, 210-211,211-212,

220-227

Away, 111-112 Push- Away Pass, 150-151 Pull

Quick-Count Trick, 157-158

Rapid Knot, 18-19

Red Card, 57-60 Reds and Blacks, 140 Repeat Book Test, 260-262 "Repeat" Restoration, 39-42 repeats, 15

restored match, 36-39 Revealing a Chosen Card, 156-181 revelations, card, 156-181 Reverse Deal, 105-106 Riffle Glimpse, 136-137 riffle or dovetail shuffle, 102-

103 ring, climbing, 22-24, escap-

saucer,

cup and dish

tele-

pathy, 244-247 self-finding cards,

172-174

self-turning cards, 158-159

Sense of Taste, 262-264 setup, two-suit, 140-141 Seventeen Cards, 168-171

show, magic, 279-280 Shuffle Pass, 147-148 shuffles, 102-104, 129-134, false, 110-115 Silk Through Wand, 97-99 Simple Card Sleights, 115132

Productions, Coin Simple 198-206 Simple Thimble Vanish, 212213 Simple Vanish (coin), 187-

189 single cut, 100, false, 107-108

Single

Cut Force, 126-127

Sleeve Vanish, 196-197 sleights, card, 115-134 Slide,

119-120

Slide-Along Knot, 81-85

Index

A 285

118-119 Spell It Out, 161-162 Spin Vanish, 197-198

thoughts,

Slip,

paired,

thread, 22-26

spotting the card, 135

three-heap cut,

square knot, vanishing, 42-44 squaring the pack, 47 Stacked Pack Shuffle, 112 Standard Palm, 185-187 string, cut and restored, 19-

Three

doubled, 21, knotted, 42-43, ringed, 42-43 Suction Cup, 79-81 22,

surprise, 15

Swallow Vanish (thimble), 213-214 switch, finger, 214-216 symbols and cards, 271-274

Take- A way Vanish (thimble), 216-218 "talk," 16

Numbers, 232-234 264 telepathy, cup, dish and the

taste trick, 262,

saucer, 244-247, nine slips

of paper, 255-257, two rows of objects, 264—268,

word

Ten test,

248-250 241-244

108

167-168

Three Vanishing Knots, 4243

Throw Vanish, 189-190 thumb palm, coin, 184-185, 198-199, thimble, 209-210 Glimpse, 122 To Produce a Thimble, 2 10—

Top

211

Top

Bottom shuffle, 1 12 Tricks with Ordinary Objects, 75-99 to

109-110

Turned- Up Joker, 149 Turning the Pack, 121

Turn

Over, 165 Turnover, 120-121 Turnup Deal, 106-107 Twist- Away Vanish (thimit

218-220 Rows, 264-268 Two-Suit Setup, 140-141 "two-way" discovery, 160 ble),

Two

cards,

Pairs,

mystical,

peat,

false,

Heaps-Three Cards,

triple cut, false,

table knife, 79-81

Tap

234-237,

predicted, 253-255

257-260,

Undercut, 101-102 re-

260-265

"up the sleeve," 14, 196 Ups and Downs, 67-71

thimble, color change, 227— 230, production, 210-211, 211-212, 227-230, vanish,

212-220

Thimble

286

Tricks, 208-230

A Index

vanishing acts, coin, 187-198, knots, 42-44, match box, 31-33, thimble, 212-220

Vanishing Match Box, 31-33

wall, with card, 172

X-ray "vision," 245

wand, 97-99, 205-206 Within the Circle, 250-253 Word-Cards, 248-250

You Can't Get It, 162 You Do As I Do, 60-63

Wrist Glimpse, 137-139

Walter B.

ABOUT THE AUTHOR Gibson is a renowned magician and

the

author of many books on magic. A personal friend of the legendary Harry Houdini, he compiled The Original

Houdini Scrapbook>

and has published the

only authorized explanations for

many

of Houdini's

famous tricks and escapes. Under the pseudonym of Maxwell Grant, he created the celebrated radio character, The Shadow, for which he wrote all the radio scripts.

New

He now

lives

with

his wife in upstate

York.

Index

A 287

Cut a string in two and heal it into one piece right before your friends' eyes! Watch them gasp as you hypnotize a match or pluck a coin from thin air box predict their thoughts. You'll be amazed at what you can do once you find the key to magic's door. Where's that key? It's right



.

.

.

.

.

.

here in this book! "Junior Magic" shows you over 175 different tricks that require no special equipment. Most can be performed at the drop of a hat. The more spellbinding need only a few minutes' preparation with ordinary objects such as cups, cards and rings. Step-by-step instructions along with countless easy-tofollow illustrations reveal the deep secrets

behind wonders

like

the pencil thai floats in the air • the card that finds itself • the kerchief that grows from a wand • the thimbles that change colors This exciting book also unravels the methods for many mind-boggling card tricks performed by professional sleights and magicians. In addition, you'll learn how to "control" the minds of your spectators, and plan a magic show. Let Walter B. Gibson, an accomplished magician, take you to the dark realm of magic and show you how simple it •

really all

s

is!

STERLING PUBLISHING NEW YORK

<^ ^* CO., INC.

?Ze** C&.,

U4.

London

&

Sydney

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