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After Hours Magic: A Book of Al Thatcher Card Magic

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Use of a very easy setup plus the Fingertip Estimation Peek gives you a miracle with a nine card lee-way.

1. The set-up from top down is any 4-

3-2-A in Red color but any suit. Next, a 3S in 5th position followed by Black A-2-3-4 of any suit thus comprising the nine card set-up.

2. When ready to perform, undercut half the deck, run 9 cards onto the stack, then in-jog the next cards and shuffle off. Obtain a break at the injog, then shuffle off to the break. The 3S should now be in the 14th position from the top. Remember that the Red

4-3-2-A is to the right of the 3S and the A-2-3-4 in Black is to the left of the 3S.

3. Hold the deck for the Fingertip Estimation Peek. Naturally you try to force the peek at the 14th card from the top; however, you actually have a range of from 10 to 19 so there is not much to worry about on this score.

4. Once the card has been noted by the spectator, you give deck another shuffle by merely running off the top 9 cards, then throwing the rest of the deck onto these. This brings the 3S to 5th from top. Place deck behind your back, count to the 5th card and reverse the 3S, then cut the deck. Bring the deck out face down.

5. Tell the spectator that behind your back you have turned one card face up. Ask him to name his card. Once he does you will know how to proceed.

6. If he names the 3S the deck is spread to reveal the face up 3S. Should he name any other card you will immediately know whether the 3S is next to it or has to be counted to. As an exam-

le, if he names the Black Ace you now it is to the left of the 3S while the Red Ace is to the right of the 3S. In the case of the deuces, three and fours, you can count to them using the 3S as a value card. If the card is a deuce you would count over 3 cards starting with the 3S. If it is a 3 you count to the 3rd card not counting the 3S. If it is a four again you do not include the 3S but after you have counted three cards you turn the next, or really the 4th card.

7. After the spectator names the card and before you reveal the face up 3S, you can quickly calculate and make very definite statements such as, "I have reversed a card and whatever its value we will use it to count down and find your card. I will include (or not include depending on your calculations) the face up card in the count. Also, I will count to the right (or left, again depending on your calculations) of the face up card. I tell you this so you will not say later that an equivoce was the answer to this card miracle."

8. Spread the deck to reveal the face up card. Now as you go along repeat all the statements you previously made, i.e. the use of the value card, how you would count to the right or left, etc. Eventually, have the selection name then turn the card face up to climax the effect.

9. Of course, there may be a similarity to such effects already in print in various sources; however, there are here two subtle advantages over these others. One is that the Fingertip Peek procedure gives the impression of a selection of any one of the 52 cards with apparently no control over the pack. The other is that you can use the most obvious and simple set up and, naturally, during the riffle it can not be spotted. The location can be quickly calculated as well.

15-K-ll Speller

Effect: A Fingertip peeked card is spelled to successfully. Makes use of Fingertip Estimation and a key card at estimated spot.

1. Get a key card to 14th position from the top. This you can do during a shuffle but decide on a card that will also spell with 14 letters such as the 4D for example.

2. Hold the pack for the Fingertip Peek. Ask the spectator to call "Stop" as you riffle the upper right corner, with your right 1st finger, in the familiar manner.

3. Naturally you time the riffle to stop at the estimated 14th position. At the same time, as you hold open the pack for a card to be noted, you estimate whether you have less than 14 cards or more than 14 cards.

4. Release all cards and square up the pack. Next, do a false shuffle to retain the top 20 cards as they are. This is easiest using an overhand shuffle with an injog location, getting a break at the injog and shuffling off to the break. Thus the key card is back at 14th from the top.

5. Have the selected card named. If the key card is named it is all set to spell. If any other card is named, your procedure depends on whether you felt you had more or less than 14 cards in the initial Fingertip Estimation.

6. If you feel you had more than 14 cards all you have to do is always assume the card as being in 15thposi-tion and then lose or add cards in order for the named card to end on the letter "S".

For example, you always assume the card is 15th. The named card is say, Ace of Clubs which spells with 10 letters. As you have assumed the card to be 15th, you would lose the top 5 cards in a cut, not a shuffle.

Merely spread the top cards and in re-squaring get a break under the top 5 cards, then Double Cut them to the bottom. All this under the patter line, "Your card is somewhere in the pack. Ill cut it right into spelling position."

7. If the AC was actually in the 15th position, then, of course, it will come out on the letter "S" during the face up spell. If it happens that the card does not come out on the letter "S", then do a Double Lift from the top of the deck turning the card(s) face up. If the AC was actually 17th from the top, it will now show. If the AC doesn't show, turn the cards face down, take off the top card and snap it as you say, "I forgot to do this", then turn it face up to show the AC which, in this case, had to be 16th.

As you can see this same procedure would be followed if you had assumed the card to be at less than the 14th from the top. In this case you would always assume the card to be in 11th position, then adjust to the spelling by cutting to either add or lose cards. Thus the spell works if the card happens to be at either 11-12 or 13th positions.

8. The use of the key at the 14th position gives you a chance for a direct miracle and at the same time tips you off in case the 14th card is not selected. It is quite easy to estimate from here whether you had more or less than 14.

This actually gives you a card lee-way for success or 3 cards on each side of the key, the 14th card. Now the title of 15-K-ll Speller becomes clear. This idea of estimating on each side of a key or position can be applied to many of the effects depending on a count down or the placing of a selection into a certain estimated position.

Mental Spell

This is based on the familiar principle that cards spell with a number of letters that range from 10 to 15. Add to this the Fingertip Estimation Peek and you have a card miracle that is practically certain.

1. Assume that you will use the following six cards: AC-10H-KS-7S-4D-QD. Starting with the Ace of Clubs each succeeding card spells with one more letter.

2. Place the above six cards, starting with the AC, at the 11th to 16th positions from the top of the deck. If you like you can have the six card set-up on top and then later get them into position by a shuffle.

3. After a shuffle which either places the set of six cards into position or retains them there, hold the pack as for the Fingertip Peek,

4. Using the Fingertip Estimation Riffle Peek, you naturally stop somewhere between the 11th and 16th cards.

5. After the card is noted, release and square up the pack. Follow by an Overhand Jog Shuffle to retain the cards in position.

6. Tell the spectator to mentally spell his card, letter for letter, as you turn the cards face up one at a time. He is to stop you when he reaches the letter 'S' of his card.

7. Now you can see why the six cards were placed one card beyond the actual number of letters. In this way the cards can be dealt face up and the spell stopped without his card showing; it will however, be the top card of the pack instead.

up deal in this effect is stronger than the face down procedure. It also indirectly conveys the impression of no setup.

9. As you can see you have a six card leeway and should have no trouble with the effect but suppose you have a large block and are not quite sure it is 16 cards. In this case, after squaring up and false shuffling, ask for the name of the card. If it is one of the six cards then you worried for nothing.

On the other hand, suppose he names an unfamiliar card. Well, you know darn well you had more than 10 cards, so the card has to be one past the 16th card. The safest bet is to calculate the card as occupying the 17th position. You then lose the required number of cards to make the card come out on the letter KS".

10. If the card actually was 17th, it will fall on the letter "S" as you deal the cards face up. If not, it could show as you Double Lift the top two cards of the deck still in hand. If it still is not showing, turn these cards face down, take the top card and apparently change it to the selection. You should never have trouble with this effect done this way as the six known cards act as a tipoff.

11. If you go beyond the nth card, then always calculate the stranger card as being in 7th position from the top. From here handle it in the same manner as before. From 7 to 19 gives a 12 card leeway or double the amount of the set-up. Really, you should never miss.

8. Ask him to name his card, then turn over the top card of the deck to reveal the selection. For some reason the face

X-RAY SPELLING

Effect: The values of three cards are used to count down into the pack where a previously Fingertip Peeked selection is found.

1. Remove any 7, 5 and 2 value spot cards from the pack and place them face down on the table. The order, from top down, should be 7-5-2 and of course, they total up to 14.

2. Have the rest of the pack shuffled by the spectator. On getting it back hold it in readiness for the Fingertip Peek.

3. Riffle the upper right corner of the deck, with the right forefinger, as you request the spectator to call "Stop". Using the Riffle Peek Estimate, stop at the 14th card from the top. Have a card noted and release the rest of the cards and square up the deck.

4. If you wish you can false shuffle to retain the estimated 14th position. Hold the deck face down and have the spectator turn up the 1 st tabled card, the 7 spot. Count off seven cards from deck onto the table. Repeat with the next card, the 5 spot.

5. As the 2 spot is being turned you change your dealing technique by taking the top card at its inner end with your thumb on the face of the card and finger on top. In this way as you deal the next two cards to the table you can glimpse the faces of these cards very easily.

6. Have the selection named. If it is one of the two tabled cards you glimpsed, then pick up the tabled packet and handle it accordingly to disclose it. If not, casually riffle the back end of the deck, with your right thumb, to see if the card is on top or nearby and again disclose as required to show the card on top.

As you can see the handling gives you plenty of leeway for success.

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