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Trick No. 21.—CARD NAMED WITHOUT BEING SEEN
(1) When shuffling the pack look at the bottom card, whichis, let us say the ace of spades.
(2) Lay out the pack in asmany heaps as you like, remembering which one contains thebottom card.
(3) Ask any one to take up the top card of anyheap, look at it, and replace it.
(4) Then gather up the heaps,apparently at random, but be sure to put the heap containingthe bottom card upon the card which has been chosen.
(5)Then give any one the cards to cut, and in going throughthedeck face upward you will find that the card that immediatelyfollows the ace of spades will be the card chosen.
If the two cards should be accidentally separated whenthe deck was cut, the upper card of the pack is the chosen one,and can be picked out after faking trouble in making yourchoice.
Trick No. 22.—TO FIND IN THE PACK, WHATEVERCARD A PERSON HAS DRAWN, WITH A HANDKERCHIEF
(1) Give the pack for a card to be drawn from it.
(2) Dividing the pack in two, have the chosen card placed in the middle.
(3) Make a pass at this place, and the card will come to the top.
(4) Put the deck on the table, cover it with a rather thin hamdkerchief, and take the first card under it, pretending, however, to feel about for it.
(5) Turn over the handkerchief, and show the card that was drawn.
Trick No. 23.—COPPERS AND ROBBERS
(1) Before performing the trick, take the four jacks froma deck and spread them fanwise in your hand, arranging themso that three other cards are hidden behind the last jack.
(2) Then say that they are four burglars who are going to robthe king's castle and, while you are saying this, close the fan of cards being sure that you do it quickly enough so that the gnlookers do not see the three cards that have been hiddenbehind the last jack.
(3) Lay the jacks on top of the deokand say, "The first jack went into the basement." Take the first jack oif and insert it at the bottom of the deck but not completely at the bottom.
Then say, "the second jack wentinto the first floor" and insert the second card in the middleof the deck.
Then say, "the third jack went into the attic" andinsert the third card somewhere at the top of the deck.
Then, taking the fourth card off the top of the deck, which is a jack, show it around and say, "But the fourth jack stayed outside at a lookout and he was told to whistle if he saw the cops."
Continue the spiel by saying "However, the lookoutsaw the coppers come too late and just after he whistled (youwhistle here) the coppers caught him and ran into the palace which they turned upside down in trying to find the other three knaves."
Here, you cut the cards once or twice and continuing with the spiel, you say, as you go through the deckof cards face upwards, "And sure enough, after looking aroundfor some time, they found the three other jacks all hiding together in one closet" as soon as you come to where the three jacks are together.
If one of the jacks is lost in the cut, you can pass it off with a joke by saying, "Oh, he got lostinthe queen's bedroom" or, "he died of heart trouble."
Trick No. 24.—TO GUESS SEVERAL CARDS CHOSENATRANDOM
(1) Show as many cards to each person as there are per-sons to choose: that is to say, three to each if there are threepersons. When the first has thought of one card, lay asidethe three cards from which he has made his choice.
(2) Dothesame with the next two persons, and then spread out thefirstthree cards, face up, and above them the next three, and abovethese the last three, so that all the cards are in three heapsofthree each.
(3) Then ask each person in which lot is the cardhe thought of. Knowing this, you can tell the cards, for thefirst person's card will be the first in the heap to which it belongs, the second's will be the second of the next heap,andthe last person's card will be the third of the last heap.
Trick No. 25.—TO NAME THE RANK OF A CARDTHATA PERSON HAS DRAWN FROM A PIQUET PACK
(1) First, give a certain number to each card—callingtheKing four, the Queen three, the Jack two, the Ace one, andthe others according to the number of their spots.
(2) Shuffle the cards, and let a person draw any one of them.
(3) Then turning up the remaining cards, add the numberofthe first to that of the second, the second to the third, andsoon, till it amounts to ten.
(4) Start counting over again fromone using the remainder on the card which finished the first tenas a starting point for the next ten. Do this until you gettothe last card in the deck. To the last amount that you getaddfour, and subtract that sum from ten if it is less than tenorfrom twenty if it is more than ten. The remainder will bethenumber of the card that was drawn. For example, if there-mainder is two, the card drawn was a Jack; if three, a Queen,and so on.
Trick No. 26.—HOW TO MAKE TWENTY PEOPLEDRAWTHE SAME CARD
(1) Take a pack of cards and let any one draw a card.
(2) Put it in the pack again, but be sure you know where to find it again.
(3) Then shuffle the cards, and let another persondraw a card, but be sure you let him draw the same card asthe first one did.
(4) Continue until ten or twelve, or as manyas you may think fit, have drawn. Then let another persondraw another card, and
(5) put it into the pack, and shuffle them till you have brought the cards together.
(6) Thenshowing the last card to the company, the other will show the trick.
Trick No. 27.—THE LAST ROUNDUP
(1) Prepare a pack of cards, in which all the cards are ar- ranged in successive order—that is to say, if it consists offifty-two cards, every thirteen cards must be regularly ar- ranged, without duplicating any one of them.
(2) After theyhave been cut (don't let them be shuffled) as many times as aperson may choose, form them into thirteen heaps of four cardseach, face down.
(3) Put them carefully together again.
(4)When this is done, the four kings, the four jacks, the fourqueens, and so on, will all be grouped together.
Trick No. 28.—CIRCLE OF FOURTEEN CARDS
The trick here is to turn down fourteen cards which lie in acircle upon the table, being sure that you tmn down onlythose cards at which you count the number seven. To do this you must bear in mind the card which you first turn down.
(1) Begin counting from any card from one to seven, andturn the seventh card down.
(2) Starting with this card, youagain count from one to seven, and turn the seventh carddown, etc., etc.
(3) When you come to the card wWch youfirst turned down, you skip it, passing on to the next, and soon until all the cards are turned.
Trick No. 29.—TO FIND THE NUMBER OF POINTS ONTHREE UNSEEN CARDS
In this trick the ace counts eleven, the picture cards teneach, and the others according to the number of their spots.
(1) Ask some one to choose any three cards, and lay themon the table with their faces downwards.
(2) On each of thesehe must place additional cards whose number when added tothe number of the first card, totals fifteen.
(3) Take the 18 remaining cards from him and when you have them in yourhandy count them over as though you were shuffling them.
(4) By adding sixteen, you will have the number of points onthethree cards.
For example, the spectator chooses a foiur, an eight, and a king. On the four he places eleven cards, on the eight seven,and on the king five. There will be six cards left. Add tothese six, sixteen, and the result will be twenty-two, whichisthe number of points on the three cards, the king counting ten,added to the eight and the four.
Trick No. 30.—TO TELL THE NUMBERS ON TWOUNSEEN CARDS
As in the preceding trick, the ace counts eleven, and thepicture cards ten each.
(1) Let the person who chooses thetwo cards lay them on the table with their faces downward, andplace on each enough additional cards so that, when totaledwith the number of the first card, the amount is twenty-five
(2) Take the remaining cards of the deck and count them. They will be found to be just as many as the points in the twocards.
For example, take an ace and a queen, i. e., eleven andten, and lay them on the table. On the ace you must put fourteen cards, and on the queen fifteen. There will then be fifteencards in one heap and sixteen in the other. These addedto-gether make thirty-one cards, which when subtracted fromfifty-two, the number of cards in a deck, leave twenty-one, thejoint number of the ace and the queen.
Trick No. 31.—TO TELL THE CARD ON WHICHAPERSON HAS PUT THE FINGER
This trick must be done with a stooge to help you. Youpreviously arrange a set of signals with him by which he is totell you the suit, and the particular card of each suit. If hetouch the first button of his coat, it signifies an Ace; if thesecond, a King, etc.
(1) These preliminaries being settled,you give the pack to a person who is near your stooge, tellinghim to separate any one card from the rest while you are absent, and touch it with his finger.
(2) When you return hegives the pack back to you, and while you are shuffling thecards, you carefully note the signals made by your stooge.
Theiii turning the cards over one by one, you pick out the card he touched.
Trick No. 32.—LOOK AT HIM!
(1) Separate a pack into two parts, placing all the red cards in <me pile, and all the black cards in the other. Hide one of these packs in your pocket.
(2) Let any person draw a card from the otherpack.
(3) While he is examining the card, substitute the pack in your pocket for the one you hold in your hand.
(4) Let him place his card in the pack you have taken from your pocket, and allowhim to shuffle the deck if he cares to.
(5) On receiving back the deck, you will at once recognize the card he has drawn by the difference of color.
Hide One of the Packsin Your Pocket
Trick No. 33.—TO TELL THROUGH A WINE-GLASS WHAT CARDS HAVE BEEN TURNED
The picture cards usually have a narrow stripe for the border which is narrower at one end of the card than at the other.
(1) Place the picture cards so that either all the broader or all the narrower borders are uppermost.
(2) Now ask a spectator to turn one of the cards while you are out of the room.
(3) When you return, examine all the cards through a wineglass, or any other glass which magnifies, uncover the one whichhas been turned by noticing which card has its narrow borderlevel with the broader borders of the other cards.
If they tryto fool you by turning none of the cards, you will easily beable to discover the fraud.
Trick No. 34.—TO MAKE PICTURE CARDS ALWAYSCOME TOGETHER
(1) Take the pack and separate all the Kings, Queens, andJacks.
(2) Put them all together into any part of the pack you fancy, and tell one of the company that he cannotintwelve cuts mix their order. The chances are 500 to 1 in yourfavor; but with a beginner the feat becomes impossible. This is a very amusing and easy trick.
This trick may also be made more wonderful by placing one-half of the above number of cards at the bottom and the other at the top of the pack.
Trick No. 35.—THE FAIRY KINGS
(1) Take four kings, and draw a sharp knife gently acrossthe middle of them, where the two busts meet.
(2) Peel thepicture carefully from one-half of the cards, and paste uponthe blank part the four half pictures of four queens, whichhave been peeled off in the same manner. In this way youhave four cards, each representing both a king and a queen.
(3) To these prepared cards add an ordinary king and queen,
(4) Spread out these six cards in a fan, from the left to theright, so that only the kings are visible. This is easily done,ifyou keep the ordinary king at the end of the fan to the right,and the queen concealed behind it.
(5) Show the five kings,and say that you will change them into five queens. (6) Blowupon the cards, reverse them, placing the king behind thequeen, and show them as five queens.
Trick No 36.—TO GUESS THE NUMBER OF SPOTSON ANY CHOSEN CARD
(1) Take a pack of 52 cards, and ask someone to drawout one, without showing it. Call the jack 11, the queen 12,the king 13.
(2) Then add the spots of the first card tothose of the second; the last sum to the spots of the third, andso on, always rejecting 12, and keeping the remainder to addto the following card.
Don't reckon the kings which arecounted 13.
If any spots remain on the last card, subtractthem from 13, and the remainder will indicate the number of spots on the card which has been drawn: if the remainder is11, it was a jack; if 12, a queen; but if nothing remains it wasa king.
The color of the king may be determined by examining which of the cards is missing.
The trick may thus be ex-plained: In the pack of cards are 13 of each suit; the sumof all the spots of each suit, calling the jack 11, the queen 12, and the king 13, is seven times 13, or 91, which is a multipleof 12; consequently, the quadruple of this sum is a multipleof 13 also; if the spots then of all the cards are added together, always rejecting 13, we must at last find the remainderequal to nothing.
If a card, the spots of which are less than 13,has been drawn from the pack, the difference between thesespots and 13 will be what is missing to complete that number; if at the end, then, instead of reaching 12, we reach only 10, for example, it is evident that the card missing is a three, andif we reach 13, it is also evident that the card missing is equivalent to 13, or a king.
Trick No. 37.—TO TELL HOW MANY CARDS A PERSON TAKES OUT OF A PACK, AND TO IDENTIFY EACH CARD
(1) To perform this, you must arrange a piquet pack ofcards so that you can easily remember the order in whichthey are placed.
Suppose, for instance, they are placed ac- cording to the words in the following line: Seven Aces, eight Kings, nine Queens, and ten Jacks,and that every card is of a different suite, following each otherin this order: Spades, clubs, hearts, and diamonds, then theeight first cards will be the seven of spades, ace of clubs, eightof hearts, king of diamonds, nine of spades, queen of clubs, tenof hearts, and knave of diamonds, and so on.
(2) Show the cards around and offer them with their backsupwards to any one, so that he may draw as many as he wants.Be sure you see the card that precedes and the card that fol- lows those he has taken.
(3) When he has counted the cards,which is not to be done in your presence (in order to give youtime to remember tell him to do it twice).
(4) Then take themfrom him, mix them with a pack, shuffle, and tell him toshuffle them, too.
(5) During all this time you remember the order in whichthe cards had been previously arranged and determine by it the cards chosen; and as you lay them down, one by one,name each card.
Unless you have an excellent memory you had better notattempt the performance of the above trick, as the slightest error will spoil it, and make you appear ridiculous.
Trick No. 38.—PUSHING A CARD THROUGH A TABLE
(1) Ask someone to drajy a card from the pack, examineit, and then return it.
(2) Then make the pass—or if youcannot make the pass, use the long card—and bring the cardchosen to the top of the pack, and shuffle by means of anyofthe false shuffles before described without losing sight ofthecard.
(3) After shuffling the pack several times bring the cardto the top again.
(4) Then place the pack on the table about two inches from the edge near which you are sitting, and having previously slightly moistened the back of your right hand, strike the pack a sharp blow and the card will stick toit.
(5) Then put yoiu: right hand very rapidly xmdemeaththetable, and taking off with your left hand the card whichhasstuck to your right hand, you show it to yom: audience whowill at once recognize the card that was drawn at the beginnig of the trick. You must be careful while performingthistrick not to allow any of the spectators to get behind or attheside of the table. Keep them directly in front, otherwisethetrick would be uncovered.
Trick No. 39.—AROUND AND AROUND
(1) Place all the diamonds of the pack, except the picturecards, in a row on the table.
(2) Place also a few common sades and hearts, or clubs, between some of the diamonds,as,for example, a three of hearts, a five of diamonds, a nineofclubs, a six of diamonds, a four of spades, a nine of diamonds,etc. Be sure to lay all the cards in the same direction—thatis, with the tops of the cards all one way. This is easy todowith the spades, clubs, and hearts—and is also easy to dowiththe diamonds—for on close inspection it will be seen that the margin between the point of the diamond and the edge of thecard is much smaller at one end of the card than the other. Place the narrow margins at the top, and the trick is ready.
(3) Ask one or two of the company to turn around anyofthe cards in your absence. They will naturally turn a diamond,never suspecting the difference of the margin; the changeofspades, etc., being too easily noticed.
(4) On your return youcan easily detect the changed card or cards. Should anyonediscover the trick, defy the detector to tell which cardisturned during his absence. When he leaves the room turna spade or heart completely around, leaving it exactly as it wasbefore; then sununon the would-be-card-sharp, whose embarrasanrat should be quite funny.
Trick No. 40.—CHANGING A CARD BY ORDER
(1) First have two cards of the same kind in one pack, saythe king of spades.
(2) Place one of them next to the bottom card, say the seven of hearts, and the other at the top.
(3) Shuffle the cards without changing those three, and showa person that the bottom card is the seven of hearts.
(4) Thiscard you slip aside with your finger, which you have previously wetted, and, taking the king of spades from the bottom, whichthe person supposes to be the seven of hearts, lay it on thethe taWe, telling him to cover it over with his hand.
(5) Shuffle the cards again without changing the first and lastcards, and, shifting the other king of spades from to the topto the bottom, show it to another person.
(6) Then draw it secretly away, and, taking the bottom card, which will thenbe the seven of hearts, you lay it on the table, and tell thesecond parson (who believes it to be the king of spades) tocover it with his hand.
(7) Then command the cards tochange places, and when the two people lift up their hands,and turn over the cards, they will see, to their great astonishment, that your commands have been obeyed.
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