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four cards. Continue doing this until all forty-eight cards are in four piles of twelve cards. All four piles are in identical value order with mixed suits. Place the four piles together and the deck is set.

1. Place the deck face down onto the table and invite a spectator to give it a few straight cuts. Talk about fate and how many people consider the number thirteen to be an unlucky number.

2. Once the spectator has finished cutting the deck, ask him to cut it into two halves. Now ask him to turn the bottom section face up (figure 1). He must not turn the top section over.

3. Turn away as you tell the spectator to Riffle Shuffle the two halves together. Do not concern yourself with the shuffle, because, regardless of how awful the shuffle is, the trick will always work.

4. Tell the spectator to deal off thirteen cards, one at a time, into a pile on the table. Having done that, tell him to place the rest of the deck to one side or into his pocket. Ask him to look at and remember the top card of the tabled pile, which is the thirteenth and last card that he dealt. Tell him to replace the card and to thoroughly mix the packet. He can also turn cards over at random, if he so wishes. He can even straighten all the cards out so that they all face the same way.

5. Turn to face the front and take the packet. You can immediately discover the value because although there are thirteen cards, only one value will appear twice. Simply scan both sides of the packet and note which value appears twice. If these two cards are a red and a black, you state that the card is red. Depending on the spectator's response, you immediately pull out the correct card. If they are the same color, make the same statement but this time name one of the suits. Again, pull out the correct card depending on his response.

If you can add the missing cards to the deck, any knowledgeable cardmen trying to work out the method will hit problems.

You lay six pairs of cards face down onto the table. A spectator now selects a card by using a secret number. This card remains in the deck. He now selects any one of the six pairs. The values of these two cards are added together to give a number. This total might be eleven. You show that the other five pairs consist of various possible totals. None add up to eleven. Finally, the spectator counts down to that position in the deck and finds his card. I based this simple effect on a Nick Trost ESP effect that appeared in one of his early booklets. The Trost idea creates an automatic displacement and allows you to show a series of pairs of

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cards as random, when in fact they are anything but. The selection process is the standard Nine Principle.

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1. Spread through the deck and remove five pairs of cards that each total eleven (11). Each pair, however, should consist of a different set of cards, as follows:

Ace/Ten, Two/Nine, Three/Eight, Four/Seven, Five/Six. The sixth pair you remove is really three cards (we'll call this set the Threesome) and these should be high cards like court cards. Arrange the pairs in two rows of three with the Threesome at the right of the inner row (figure 1).

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