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After Hours Magic: A Book of Al Thatcher Card Magic

Encyclopedia of Card Tricks

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Here's a different method of doing the 'Four Ace Trick' using the reversed principle and eliminating all palming and intricate sleights.

As in the usual methods, the four A's are removed from the pack and passed for examination as the pack is returned. In turning to the table to get rubber band, the magician makes the Half Pass, i.e. makes one half of the pack face the other half. The rubber band is snapped around the pack and the A's are slid under it on to the top of the pack. Now secretly reverse the pack so that the A's are on bottom. Taking off the three top cards and calling them (Aces), they are laid on the table by the performer. As the third card is laid down, the magician reverses the pack and picks off the top A, glances at it and says; 'and lastly we have the Ace of which we will place beside the others.' Under cover of this misdirection the pack is reversed again, and three cards are counted off the top on to each of the first three (Aces). As last card is laid on the third (Ace), reverse the pack again and draw off the three real Aces and stack them on top of the fourth A. Force this pile and finish to suit yourself.

You will find that the spectator's eyes will follow your hand to the table when you lay the cards down, thus securing perfect misdirection for the reversing of the pack.

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The Encyclopedia of Card Tricks

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Chapter XI "Calculation Tricks With Ordinary Cards~


52 Card Trick, The Assistance Card Trick Card and A Number, A Coincidence Extraordinary Easy Card Discovery Easy Card Divination Flush Trick, The Four to One Detection Hourglass Cards Improved Super Memory Keystone Card Discovery Knock Out Counting Trick Long Distance Mind-Reading

Magi's Detection, The Mentalo

Modernism in Mentalism Ne Plus Ultra Necromantic Calculation Out on Location Prediction, A Projected Thought Psychic Card Feat, A Spectator's Choice Two Card Location Uni-Mentality Weirdo


EFFECT. Any full pack is freely shuffled. Performer writes the name of a card on a slip of paper, fold it and hands it to a spectator who then calls a number. He counts down to that number and finds the card whose name is on the slip. This is repeated with a second person.

METHOD. First cheek the pack to see there are fifty-two cards, if there is a Joker, discard it. Hand pack out to be shuffled and in taking it back note the bottom card. Suppose it is the 8S. Write that on a slip of paper and hand it to a spectator to put in his pocket. Invite him to call any number between thirty and forty. Suppose he says thirty-three. Mentally subtract thirty-three from fifty-two, i.e. nineteen. Acting as though you had not heard you illustrate what he is to do. You say, 'Suppose you choose nineteen, you would deal off cards like this ' Count off nineteen into your right hand and keep your hands separated as you ask the spectator if he understands what he is to do. Then put the two packets together, but place the right packet under the left. Done casually and smoothly this will never be noticed. Hand the pack to the spectator, holding it with the right thumb underneath, fingers on top. Tilt the pack a little and note the bottom card , suppose it is the 3D. Write this on a second slip, fold it, and give it to another person. Now ask first spectator what number he chose. He names it, deals off to it and turns the 8S. Ask him to take out his slip and read it He finds the correct prediction.

Take the remainder of the pack and drop it on the cards dealt. You have the 3D the nineteenth card from the top. Ask second person to choose a number between eighteen and twenty-five. Put pack on table with the last few cards spread a little so that you can pick up the pack leaving a card or two on the table as if by accident. Suppose he calls twenty-one. You have to add two cards to the top. In taking the pack leave two cards accidentally on the table, put these on top, hand pack to spectator and have your prediction verified by him.

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A Prediction

A SPECTATOR shuffles any pack. Take it and run over the faces of the cards, saying that you will take out two cards to be witness of your ability to foretell events. What you really do is to note the nineteenth card from the top, suppose it is the QH. From farther down in the pack you take any H and any Q, putting them face downwards on the table. Turn the pack face up and let a spectator remove any three-spot cards from the lower portion (the top nineteen cards must not be disturbed). Tell him to lay them in a row face up, the highest card to the left; say they are 9, 6, 2. Hand him duplicates of these values to put in reverse order below, thus: 2, 6, 9. Ask him to subtract and call the figures, handing him cards of the corresponding values (6, 9, 3) as he calls them. Tell him to add these three figures (which total eighteen), then to take the pack and deal off that number of cards (eighteen), and turn up the next card. He does this and finds the QH. You turn your prediction cards, a QH.

In selecting the cards for the subtraction sum, be careful to take the cards from below the nineteenth.

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Long Distance Mind-Reading


M AIL to a friend a letter couched in the following terms: 'I am sending you by the next post an ordinary pack of cards. Read these instructions carefully and follow them implicitly. Remove the cards from the case without disturbing their order. Fan them and examine them on both sides. Note that they are neither faked nor arranged in any way. With the cards face down cut as often as you please completing the cut each time. Then make a single ordinary dovetail shuffle. Cut again as much as you like, and finally cut the pack into two heaps as nearly equal as you can. Remove one card from about the middle of either heap, note it, and insert it anywhere in the other heap. Now select either heap, the one you drew the card from or the one now containing it, and shuffle that heap thoroughly. Mail it to me without saying which heap it is and by return mail I'll name the selected card.'

To do this you must shuffle the pack before sending it, but make a note of their order by jotting the names around a circle (Fig. 1). You probably know that complete cuts do not disarrange the sequence of the cards and that is true of a single dovetail shuffle; it merely distributes half the cards through the other half, but each half is still in the same order. The second cutting has no effect on the arrangement. When the pack is finally cut into two packets, the choice of a card from the middle ensures that it will not be an end card of one of the two strings that the original order has, been divided into. The insertion of this card into the other packet, and the shuffling of that packet, seems to make its discovery impossible. But all you have to do on receipt of the cards is to mark them off one by one, on the circle around which you had recorded the original order of the pack. When you have done this you will have either two separate runs of cards, with one card unchecked in one of them (Fig. 2) or, two separate complete runs with one, by itself, checked off somewhere else along the circle (Fig. 3). In the first case he has sent you the heap he drew his card from and the unchecked one is it. In the second case, he has sent you the half-pack in which he inserted his card, and the isolated card you have checked off indicates his selection.

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Two Card Location


After a spectator has shuffled a pack of cards, have one freely selected, replace and bring it to the top.

Take about eight cards from the top of the pack, spread them before a second spectator, face down, and ask him to indicate any one card and turn the index just enough to enable him to see what that card is. As he does this count the number of cards from the top card (the first card chosen) to this second selected one; suppose it is five. Close the fan of cards, drop them on the pack and have the spectator cut the pack. Take it and rapidly deal the cards into four heaps, one card at a time. The two chosen cards must thus come together and you may allow the spectator to pick up the piles in any order he pleases. The cards are named, you order them to get together, the spectator goes through the pack and so finds them.

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Improved Super Memory


From any pack which has been freely shuffled allow twenty cards to be chosen and retained by different spectators. Collect them face down on top of the pack giving each person numbers from twenty down to one. When Card No.

10 is replaced on the others, secretly bend back the outer left corner with the thumb. When the last card, No. 1 has been taken back lift the top ten cards, the bent corner of the tenth card making this easy, and reverse the cards below. The pack is thus face up with the ten cards numbered from 1 to 10 face down on top of it; the other ten cards, numbers 11 to 20, on the bottom. Put the pack in your trousers pocket and have a blindfold placed over your eyes.

Announce that you will call various numbers, the drawers to name their cards as their numbers are called and you will at once find the cards. You call numbers in the following order:

11, 2, 14; 1, 13, 5; 12,4,17; 3,16,8; 15, 7; 18, 9; 19, 10; 20, 6; and you bring out the cards thus:

Bottom card; second from top; third from bottom. Top card; second from bottom; third from top.

Bottom card; second from top; third from bottom. Top card; second from bottom; third from top.

Bottom card; second from top. Bottom card; second from top. Bottom card; second from top. Bottom card. Top card.

The patter goes that by intuition you get the thought waves of the persons who are thinking of their numbers and cards.

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Spectator's Choice

From any freely shuffled pack deal six heaps of five cards each. A spectator chooses any two cards from the remainder of the pack, writes their names on a slip of paper, folds it and puts it on the table; he then puts his selected cards on top of any two heaps. Gather the heaps so that two of the five-card heaps go on each of the six-card heaps. Remark that you will also select two cards. Run through the packet, note the sixth and twenty-second cards from the top and write their names on a slip, fold it and put it alongside the spectator's slip. Now deal the cards into two heaps beginning at the left and dealing one card at a time. The heap on your left contains the spectator's cards, that on your right has your cards.

Ask the spectator which pair, yours or his, he wishes to have finally left on the table, and which packet is to be 'taken'. If he chooses his cards and the left-hand packet, discard the right-hand packet and say you will discard the right-hand pile throughout. If he chooses his cards and the right-hand packet say you will 'take' that away throughout. Use the same equivocal interpretation if he chooses your pair, to retain the right-hand packet. Supposing he calls for his cards. Pick up the left-hand pile and deal in two heaps as before. Discard the right-hand pile and deal again. Continue until two cards only remain on your left. These two will be the cards whose names he wrote.

If he chooses your cards, deal in exactly the same way but discard the left-hand heap throughout.

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A SPECTATOR thinks of a number between one and ten. He shuffles the pack, which may be his own, counts down to the number thought of and notes the card, leaving it in the same position. This is done while your back is turned. When he is ready you turn around, take the pack, place it behind your back, rapidly count off nineteen cards, reversing their order, and replacing them on the top. Do this as you say you will put the card at number 20.

Bring the pack forward and ask the spectator the number he thought of, say it was six. Begin your count with that number, dealing the cards one at a time. When you reach twenty let him name his card and you turn it over.

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Knock Out Counting Trick

A SPECTATOR shuffles his own pack and counts off any number of cards under fifteen. Suppose he chooses six. He looks at the sixth card, remembers it and then replaces the cards in the same order. You turn away while this is being done. Take the pack, put it behind your back and count off fifteen cards from the top and put them on the bottom, but do not reverse their order in counting them. Pretend to be trying to find the card without success; hand the pack to the spectator and tell him to transfer from the top to the bottom the same number of cards that he counted at first, but before doing that, to see that his card is not now anywhere near there.

This done, take the pack and again put it behind your back and transfer fifteen cards from the bottom to the top. The bottom card will now be the card the spectator noted, and you can reveal it as you please. At first the result seems surprising, but a little thought will show that the two transfers of cards you make cancel out, so that when the spectator transfers the cards to the bottom he actually does the trick for you.

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A Card And A Number

Allow a spectator to shuffle any pack, select any card while the pack is in his own hands, note what it is and finally put it face down on the table. You have your back turned while this is done and keep it turned while he deals two even piles of cards of not more than, say ten cards each. Then he is to put one pile in his pocket, place the other on his card, pick all these cards up and drop them on top of the pack. This done you turn around.

Pick up the pack and put it behind your back and as you expatiate on the impossibility of knowing the position of his card since you ask no questions, count off fifteen cards from the top reversing their order and replace them on the top of the pack. Bring the pack forward and, as you say, to make the problem still harder for you, tell him to take the packet from his pocket and place it on top of the pack. His card will now be the fifteenth card from the top and you can reveal it as you please. You can reverse any number of cards on the top but such number must always be higher than the number contained in each of the heaps he deals.

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Projected Thought

Some preparation is necessary. Write on fifty-two small cards 'You will think of the of and it will be the thirty-fifth card in the pack.' Fill in the name of a different card on each. Insert these in small envelopes and place the envelopes of each suit, in order from A to K, in four different pockets so that you can readily find the envelope which has the name of any particular card. Thus prepared and with any full pack of cards minus the Joker, you are ready.

Place a small sealed envelope in full view (this an extra one with a blank card in it). Hand the pack to a spectator asking him to shuffle it and merely think of any one card. Then tell him to deal, from the face-down pack, four face-up piles one card at a time. He is to place the pile containing his thought card face up on any two other piles and the remaining heap on those three. Again turning the pack face down he repeats the deal and picks up the piles in the same order as before. He deals a third time. You memorize the ninth card in each pile and watch which pile he puts on two others-the ninth card in that pile is the one for which you must find the corresponding envelope in one of your pockets. To gain time to do this tell the spectator to square the cards carefully, put them face down on the table and put both hands on top. Meantime you have secured the envelope and finger palmed it in the right hand. Pick up the original envelope off the table, fingers covering it with thumb underneath, and apparently transfer it to your left hand; really drawing it back with the right thumb and pulling out the other with the left thumb and fingers. Give this to a spectator on your left. Ask the first person to name the card he thought of, have the envelope opened and the slip read, then have spectator deal thirty-five cards and this gives you your climax.

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Ne Plus Ultra

Donald Holmes

A KEY card is required, this may be a long card, a double card, any kind of key card that enables you to cut to it by feel. Have this face down on your table. Let a spectator take the pack, shuffle it freely, and take it to the others letting five cards be freely chosen. Take the pack, turn your back and ask the drawers to hold up their cards for all to see. Casually place the pack on the top of the long card. Ask your volunteer assistant to collect the cards face down on his left hand (note the order of the cards) bring them to the table, place them on top of the pack and then cut the pack several times. Finally you cut at the long card thus bringing the selected cards back to the top.

Next by way of giving them a thorough shuffle you lay the cards out a few at a time (really four cards exactly each time), the first four to A, the next four at B, then C and D. Continue dealing by fours in the same way until you have four cards left, deal one on A, the next on B, then on C, and the last card on D.

Pick up the packets by placing B on top of A, then C on B, and finally D on C. Take up the pack and deal into four piles, one card at a time as in bridge, and pick up the heaps in the same order as before.. The spectators will naturally think the cards are lost in the pack, actually the top card is the second card selected, the third card stands at fourteen, the fourth at twenty-seven, the fifth at forty and the first card at five. These numbers are easy to remember, three of the cards being at intervals of thirteen from the top card. You can then get the number forty for the last card, deal face up and show that is right, mentally noting the fifth, fourteenth and twenty-seventh as you pass them, and then name them by mind-reading. The remaining one, the top card reveal in as striking a manner as possible.

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EFFECT. A spectator merely thinks of a card and the performer finds it and names it. Any pack may be used.

FIRST METHOD. Spectator shuffles any pack and hands it to you. Tell him to think of any card and concentrate on that card. After a moment or two say that you have an impression of the color but not the suit, so in order to strengthen the spectator's mental picture of the card ask him to take a good look at it as you run the cards over with the faces towards him. Ask him to say 'Stop' after the card has been passed so as to save time. When he calls 'Stop', bend the inner ends of the cards in your left hand sharply by squeezing them between the thumb base and fingers. Drop the right-hand cards on top and say that you now know the suit. This is a bluff but you have gained knowledge of the approximate position of the card under cover of a pretext.

Cut several times and finally cut at the bend in the inner end of the pack, thus you know that the card thought of is somewhere near the bottom. Again spread the cards before him, fanning them very slowly and tell him to take out five cards, one of which is to be his card. Take your time so that he will have taken out four cards by the time you reach the middle of the pack. Naturally the card he takes from near the bottom must be the thought card. Note where he puts this card amongst the other four, and when you pick up the five cards get it in the middle with two cards above it and two cards below it. Spread the five in a wide fan and hold them up before the spectator asking him to make his mental picture of the card as perfect as possible. With the cards upright it is an easy matter to turn the lower index corner of the middle card with the left thumb and read it. Put the packet down and in your most impressive style read the card in the usual way, hesitatingly--color--suit--and finally its value.

When showing the faces of the cards to the spectator, insist it is done merely to strengthen his mental picture.

SECOND METHOD. The procedure is the same but instead of bending the lower packet when the spectator calls 'Stop', you push the top card of the pack, whose upper right-hand corner you previously bent upwards a little, on the top of the packet in the left hand and close the pack. As before have five cards removed and simply watch the card that is removed just before you reach your key card, the one with the bent corner.

The pulling off of the top, bent-corner card, to the top of the left-hand packet is completely covered by the cards being held upright at the time.

(Note): A better plan than bending the corner of the top card is to put a light pencil dot on the back of the top card near the top left-hand corner and another in the same place near the lower right-hand corner. This can be done at any favorable opportunity before starting the trick. This card is then the one to be pulled over when 'Stop' is called. When the cards are fanned the dot is easily found and the card taken out just before it, is the one to watch.

In all three versions make a great point of the fact that you do not look at the faces of any cards.

For method with one-way cards see Uni-Mentality--Chapter 9.

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Easy Card Divination

A SPECTATOR spreads a pack of cards, which he has shuffled, face down on a table. He removes a card from the upper part, notes what it is, and inserts it in the lower half of the pack. When the card is inserted make a mental estimate of about how many cards from the end of the row, i.e. the bottom of the pack, the card lies. Suppose you think it is about fourteenth. Gather the cards and place them behind your back. Count off to within four cards of the estimated position, in the supposed case this would be ten cards and put them on top. Take off four cards from the top and one from the bottom and ask if the card is among the five. If not discard them and repeat the operation. When the card appears you know it is the one drawn from the bottom.

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Hour-Glass Cards


Anyone shuffles his own pack and removes six cards. From these six he selects one and deals the remainder of the pack into two face-down heaps, a card to each in rotation. He puts his chosen card on top of either half and the remaining five cards on the same heap, or the other, as best suits himself. Instruct spectator to place the half not containing his chosen card on the other half. The pack is laid aside and the time by the performer's watch is noted. Say it reads 3.26. Adding three to twenty-six gives twenty-nine, and the chosen card is found at that number in the pack.

The explanation is simple. The mechanical part ensures the placing of the cards at the twenty-ninth position from the top, and the trick is performed at certain times only, i.e. at 1.28, 2.27, 3.26, 4.25, 6.23, 7.22, 8.21, 9.20, 10.199 11.18 or 12.17.

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Easy Card Discovery


EFFECT. Spectator shuffles his own pack and cuts it about the middle. Spread these two packets face up on the table, one below the other. While your back is turned the spectator takes a card from either row, inserts it in the other row, shuffles that portion, and puts the portion from which he took a card in his pocket. You take the shuffled portion and locate the card.

METHOD. While you are spreading out the lower portion of the pack, mentally count the spots of the cards in the first row, subtracting ten every time the total amounts to more than that and ignoring the face cards and the tens. If you finish with the number seven, there must be a final three for the second row as the two numbers will always amount to ten. When you turn back again ask which row the card was put into, if it was the top one, count the spots of the packet handed to you in the same way. Suppose you arrive at nine, deduct the previous number seven, and you know the card is a 2. If there are two such cards in the packet you must ask a leading question, such as 'It was a red card, wasn't it?' to get information. If, however, the card was put into the lower heap you have the number three and you work in just the same way.

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Keystone Card Discovery

Larsen & Wright

A BORROWED pack having been freely shuffled and returned to you, fan the cards for selection of a card and secretly count ten cards, holding an inconspicuous division at that point. See that the card is taken from farther on. Divide the pack for the return of the card at the division, drop the ten cards on it deliberately and square the pack very openly. Riffle shuffle several times keeping the top eleven cards in top position. Explaining what is to be done, you count off eleven cards into a pile one at a time. Replace these on top of the pack and the selected card is now the top card.

Hand the pack to a spectator telling him to think of a number between five and twelve and 'will the card' to go to that position. He deals face down the number he thought of and looks at the next card, it is wrong. Suppose, for example, he thought of six, replace the packet of six cards on the top of the pack and hand the pack to a second person, telling him to do the same thing but to think of a card between twelve and twenty. Suppose he thinks of fifteen and deals to that number; he looks at the next card and again it is wrong. Replace the packet on the pack and hand the pack to a lady. Let the first two persons tell her their numbers; ask her to subtract the smaller from the larger and deal cards equal to the remainder, which in this case will be nine. She does so and turns up the next card, it is the right one.

Any numbers may be used so long as the second one is larger than the first.

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Assistance Card Trick

From any pack take a packet of sixteen cards. Run over the faces and put all the cards of the suit of which there are most together. Rapidly add the values, counting J as eleven; Q as twelve; and ignoring the K. When the total goes above thirteen, or is thirteen, deduct thirteen and start again with the remainder. Subtract the final total from thirteen and remember the result. Ask spectator to take a card but to note the suit only. Spread the cards of the suit you picked so that he must take one of them.

Take the other packet of thirty-six cards and hand it to the spectator. From it he selects any card of the chosen suit he pleases and hands you the remainder. Run over the faces and add the values of the remaining cards of that suit in exactly the same manner as before. Subtract the final figure from the remainder you got from the sixteen pile, the result will denote the value of his chosen card.

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The 52 Card Trick

NUMBER is named and a party mentally selects a card. Pack is dealt into four face-up piles, party indicating the pile containing the card. Pack picked up and again dealt in four piles, the pile with card again indicated. This is done twice more and the thought card is found at the number chosen.

The trick depends on the order in which the piles are picked up. All dealing is from the pack held face down, the cards being turned up as dealt. In picking up the piles put them face up on the left hand in the order indicated in the table, turn the pack face down and again deal into four piles.

Table to be memorized:

(1) 1. 1. 1. (4) 4. 4. 1. (7) 4. 4. 2. (10) 4. 4. 3. (13) 4. 4. 4.

(2) 2. 2. 1. (5) 2. 2. 2. (8) 2. 2. 3. (11) 2. 2. 4.

(3) 3. 3. 1. (6) 3. 3. 2. (9) 3. 3. 3. (12) 3. 3. 4.

This indicates how to pick up the heap containing the chosen card after each of the first three deals when the number given is 1 to 13. After the fourth deal the heap is picked up first if the number is 13 or under. If the number is 14 to 26, subtract 13 from it, deal and pick up the first three times as the table indicates but, after the last deal, pick up the heap second. If from 27 to 39, subtract 26, follow the table, and pick up the pile third after the last deal. If over 39, subtract 39, follow table and pick the heap up fourth.

Examples: Number given is 7. Pick up indicated heap 4. 4. 2. then first. Number is 22; 22 minus 9 equals 13. Pick up 3. 3. 3. then second. Number is 34; 34 minus 26 equals 8. Pick up 2. 2. 3. then third. Number is 49; 49 minus 39 equals 10. Pick up 4. 4. 3. then fourth.

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The Magi's Detection


EFFECT. A spectator cuts a portion from his own shuffled pack. You run through the cards once, then announce that you have memorized the cards. He secretly removes one card and hands you the remainder. You run through them once and name the missing card.

METHOD. When you run over the faces of the cards add their values, counting a J as 11, a Q as 12, and ignoring K's. Subtract 13 each time the total goes above that number. At the same time keep tally of the suits by counting S 1, H 2, C 3 and ignoring the D; subtract 6 when the suit total exceeds that number. The two numbers are noted mentally as you pass each card. Suppose the first five cards are QC, 5D, 3H, 9S and JC, you would count 12-3 plus 5-0= 173; deduct 13 from 17 and go on with 4-3, add 3-2=7-5; add 9-1 = 16-6; deduct 13-6 = 3-0; add 11-3 = 14-3; deduct 13, and carry on 1-3. A few trials will show that the operation is easy since, there are no large totals, and as you are supposed to be memorizing the cards, a little hesitation is natural, however, the quicker you do it, the more effective the trick.

When the packet is returned to you minus one card, simply repeat the operation and subtract the total from the former one, the remainder denotes the value and suit of the missing card. If the second value tally is greater than the first add 13 and then subtract. If they are the same, the card is a K. If the suit totals are the same it is a D. Suppose the first total is 10-3 and the second 5-3, the remainder is 5-0 and therefore the card must be the 5D.

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The Flush Trick


EFFECT. The A's, K's, Q's, J's and 10's are removed from any pack and mixed. From the twenty cards placed under a handkerchief the performer brings out any Royal Flush called for.

METHOD. Three simple tables have to be learned. Take the C's face down in the right hand and the S's in the left, mix them by dealing in a single facedown heap as follows:

R.H. 1 card, L.H. 2 cards; R.H. 2 cards; L.H. 2; R.H. 2, L.H. 1; always one card at a time.

Take the H's in the R.H. and D's in L.H. and deal thus: R.H. 1, L.H. 2; R.H. 1, L.H. 1; R.H. 1, L.H. 1; R. H. 2, L.H. 1.

Pick up the ten black cards with the R.H. and the ten red cards with the L.H. Deal again into a face-down heap as follows:

R.H. 1, L.H. 3; R.H. 1, L.H. 1; R.H.1, L.H. 1; R.H. 2, L.H. 3; R.H. 1, L.H. 1; R.H. 1, L.H. 1; R.H. 3.

Hand the packet to the spectator and have him deal them one at a time into three face-down heaps, the nineteenth and twentieth cards going on the first and last heaps. He is to pick them up by putting the third pile on the middle one and these two on the first. Fanning the cards will show the suits to be hopelessly mixed, but have him repeat the same deal exactly and cover the cards with a handkerchief. Impossible as it seems the packet is now arranged thus from the top downwards, five C's, five D's, five H's, five S's.

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Modernism in Mentalism

Hull and Hahne

ANY pack may be used and it is a good idea to lead up to the trick by talking of telepathy and the scientific investigations now being carried on regarding it. Have a spectator shuffle the cards, take the pack and run them off one by one before his eyes, you carefully looking away, and ask him to merely think of one. Place the cards one in front of the other in the right hand as you show them so that they remain in the same order. When you have shown nine cards ask if one has been mentally selected, if so replace the nine cards on the top of the pack, but if not, put them on the bottom and continue in the same way with another set of nine cards. If one is chosen mentally from these place them on top, if not, on the bottom, and continue until spectator says he has selected a card, and drop that packet of nine on top and false shuffle the pack.

Say that you will use half the pack only and deal off twenty-six cards in three heaps and, since there is a Joker in the pack, you will take one more card to make the heaps even. Remarking that it is necessary for you to know if the card thought of is in that half of the pack, pick up the first pile of nine and show the cards, if it is there pick up the three heaps with this one on top; if it is in the second put that on top, and if it is neither of the first two you know it must be in the third, so you say you will just take a chance. False shuffle and again deal three piles telling the spectator to watch for his card and try to send you the name mentally. Note the third card in each packet, one of them is the card thought of. With one or two leading questions you can ascertain the card and then name it in the hesitating way the mind-readers affect.

By having the row it is named, you know the card with certainty. In that case gather up the packets with the one containing the chosen card in the middle and it will be the twelfth card down. Deal face up telling the spectator to think 'Stop' when he sees his card. You stop at the twelfth.

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Four To One Detection

Anyone selects from his own shuffled pack any sixteen cards. Take them and deal as follows, face down:

















Turn your back and tell the spectator to turn up any card, look at it, turn it face down again and leave it in the same place. This done you turn round and pick up all the cards in the same row as his, shuffle them and let the spectator shuffle them. Have the spectator put his cards on top of yours. Shuffle all the other cards and put them on the packet already made. Deal the cards as before face up.

Ask the spectator which row his card is in. It will lie at 7, 8, 9, 10, or 11. There are, therefore, four chances of success to one of failure. The selected card falls at 11 if it is left on the face of his packet after the spectator shuffles; and if you have him shuffle with the cards face up he 'is not likely to leave it in that position.

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A Psychic Card Feat

Ask a spectator to take a coin from his pocket and write its date on a piece of paper. Then write the figures reversed and subtract the smaller number from the larger. Suppose the date to be 1935, this reversed would give 5391, and the remainder after the subtraction will be 3456. The spectator is then to take from the pack a card with the same number of spots as the first figure of the answer, and do the same with the other three figures. If there is a 0 he uses a K to represent it. The four cards must be of different suits. This done he is to lay them on the table face down and move them about so that even he cannot tell one card from another, then take any one and put it in his pocket without looking at it.

Pick up three remaining cards and as you add them to the top of the pack, slightly spread them so that you can see the indices. Note first what suit is missing, then mentally add the values and subtract the total from the nearest multiple of nine. In the case given above, suppose the three cards are the 3C, 4H, 6D, the missing suit is S, the total values 13, subtracting this from 18 leaves 5. Therefore the card in the spectator's pocket must be the 5S. The result is surprising since the spectator 1 self cannot tell what card he picked up.

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Out On Location

Al Baker

Take any pack, after it has been well shuffled by a spectator, and run over the faces under pretense of taking out the Joker. In so doing note the bottom card, the fifth card farther along, the fifth card from that and finally the fifth card from that one. Do not try to remember the suits of the cards, merely the values. Suppose the bottom card to be the 5D, the other cards at five-card intervals being the 7C, 6H and 3S--simply memorize the figures 5763 as you would a telephone number. This can be done easily as you run over the faces. Then turn the pack face down and under cut seven or eight cards from the bottom to the top and put the pack on the table. Invite a spectator to cut about the middle, complete the cut, look at the top card, bury it in the middle and square the cards carefully. Take the pack, run through the faces and find the original bottom card, the 5D. The figures 5763 will be recalled without effort. Count the cards between the 5 and the 7. If there are five only, count the cards between the 7 and the 6. Somewhere in these groups there will be five cards instead of four. One of these will be the selected card. Cut, bringing these five to the top and glance at them again memorizing the values only. Place the pack behind your back and ask how many spots there were on the card. Bring that card forward and put it face down on the table. The suit is named and you turn the card over, it is the selected card.

In the unlikely event of there being two cards of the same value, put one on the bottom and the other on the top and bring the pack forward. In putting it on the spectator's outstretched hand sight the bottom card. Let him name the card and you turn the top card, or turn the pack over to show the card at the bottom as may be necessary.

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Coincidence Extraordinary

A FULL pack is required for this trick and it may be shuffled as much as the spectator wishes beforehand. Take the pack and deal the top card face up, then whatever its value deal single cards to make a total of thirteen. Suppose the first card is a 9, deal four cards on it. Deal the next card face up and form another heap in the same way. Suppose it is a 7 spot, deal six cards on it to make thirteen. The J is to be counted as ten, Q eleven and K thirteen. Continue in like manner until you have too few cards left to make another packet. Turn the piles face down and ask a spectator to pick up and hand to you any piles he pleases, but he must leave three heaps on the table. The result of the operation so far is that the number of cards in your hands, less ten, equals the total number of spots on the top cards of the three heaps. That is to say, suppose the top cards to be an 8, a J and a 2, making a total of twenty-one-then the cards in your hands will be 31 in number. Therefore, if you force a 9 spot from amongst your cards and have it added to the three top cards the total will be thirty; while the subtraction of that one card from your packet will leave you with just thirty cards, thus a 'Marvelous Coincidence' is brought about.

To make the trick effective, the dealing should be done haphazardly and great stress laid on the fact that the spectator has a free choice of the packets.

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Necromantic Calculation

Variation by Hamblen

FROM a shuffled pack of fifty-two cards a spectator is instructed to deal out, face up, a number of spot cards, say six or seven. Take the pack and deal cards on each of these to bring a total of twelve. Suppose the first card is a 7 spot, deal five cards on it; the next a 3, deal nine cards on it; and so on. This should be done casually without any appearance of having to count. Lay the pack down.

Turn your back and instruct your volunteer helper to turn face down any three heaps he wishes, to take the top cards of these three heaps and place them in his pocket; then to gather the three face-down piles into one packet and put them aside. Finally he is to pick up the remaining face-up packets, add them to the unused portion of the pack and hand them to you. Keeping your back turned tell the spectator to take the three cards from his pocket and add the spots. You seize this opportunity to count off thirteen cards from the top of your packet and palm them in your right hand. When the spectator says he has the total, turn, put your cards on the table and with the right hand pick up the other packet which was made up of the three chosen heaps, thus getting rid of the palmed cards.

Now the number of spots on the three cards the spectator holds is the same as the total number of cards in the packet you have just laid down. Reveal this in the most surprising way you can devise.

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Fundamentals of Magick

Fundamentals of Magick

Magick is the art and practice of moving natural energies to effect needed or wanted change. Magick is natural, there is absolutely nothing supernatural about it. What is taught here are various techniques of magick for beginners. Magick is natural and simple and the techniques to develop abilities should be simple and natural as well. What is taught on this site is not only the basics of magick, but the basics of many things.

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