The Nikola Card System

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The last word in Card Conjuring. A development, on astonishing lines, of the principle of the stacked pack, presenting features unbelievable until demonstrated.

By this system prearrangement seems impossible. The sequence bears close investigation, and is undetectable in counting, displaying, repeating, or even in deliberate examination.

All that has been done by previous systems can be done with this, and more.

The most valuable feature of the system is that the pack can actually be stacked during the performance, which may be entirely impromptu, and given a moment's notice with a borrowed pack of cards.

A complete description of the system, including pictorial chart, with detailed instructions for tricks in conjunction, and valuable subsidiary devices and artifices applicable to this and general purposes of conjuring with cards follows.

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This thing seems simple and obvious when explained. Yet in practice it is completely baffling to the uninitiated, and productive of effects that are astonishing. Without knowledge of sleight of hand, the possessor of the secret, by easily acquired mental processes alone, may produce a range of effects conveying an impression of the most absolute control of the cards. Allied to skill in the execution of standard sleights commonly used in card conjuring, the system may be fortified and amplified until its results seem almost miraculous.

The idea of using a pack prearranged in a memorized order for the accomplishment of specific tricks is an old one, but has not at any time found great favour, probably because it was a little too much for the casual and not quite enough for the expert.

The reader is recommended at this point to take a good look at the chart, which represents the order of the pack as arranged for use. On any reasonable inspection no peculiarity of arrangement is apparent. Prolonged scrutiny may reveal the fact that the heart suit appears upon every fourth card, but beyond that no regularity is detectable. And this for a very solid reason. There is none. The disposition of the cards is not, however, indiscriminate. There is method in the madness.

Every fourth card being the H suit permits of an all-trump hand being dealt for whist or bridge.

On the same deal every second card forms one of a sequence complete as to values but regardless of suits, for the presentation of an elaboration of the trick known as 'The Spelling Bee'. (For the reason that a K is not available, in consequence of more pressing demands, a J has to do duty for such, as will be explained in its proper place.)

The first twenty-one cards are studiously placed for the purpose of a 'game of Poker'--to the advantage of the dealer.

The remaining cards have no special significance. The complete arrangement is not even arbitrary: once the principle has been grasped it may be revised to meet individual requirements or fancy, or for partial disguise.

This is the basis of the system, and the rotation of the cards, with their numerical equivalents, must be memorized until as familiar as the alphabet. This of course, presents a greater immediate difficulty than the 'eight kings threatened to save' achievement, but even so, and purely by an effort of concentration, it is not an insuperable task.

Fortunately, however, there is a system of mnemonics by the aid of which it can be made a mental fixture much more quickly and with greater certainty than without. This is outlined in the next section.

Chapter Contents


To readily distinguish the cards in the mind, every card is symbolized by an object and every number from one to fifty-two is represented by another object. The numbers and their corresponding cards produce combinations of objects which form mental pictures that indelibly imprint the relations upon the memory.

That is it in a nutshell: this is it in detail:

The mnemonic system is built up in stages.

First, let every figure be represented by a consonant, thus-

Table 1

Let the figure 1 be represented by l

(one stroke)


(two strokes)

" "


(three strokes)

" "


(as in four)

" "


" f or v

(as in fi v e)

" "


" p or b

(similar shape)

" "


" t or d

" "

" "


" sh or ch


" "


" k or g

(similar shape)

" "


" s or z

(as in zero)

(The notes in parenthesis are a further aid to memory in the laying of this simple foundation.)

Now, by supplying vowels at discretion translated into a name, thus--

every number can be

Table 2

1. Ale

19. Log

36. Mop

2. Hen

20. Nose

37. Mat

3. Emblem

21. Nail

38. Match

4. Arrow

22. Nun

39. Mug

5. Ivy

23. Gnome

40. Rose

6. Bee

24. Norway

41. Rail

7. Tea

25. Knife

42. Rain

8. Shoe

26. Nap

43. Room

9. Key

27. Net

44. Rower

10. Lass

28. Niche

45. Roof

11. Lily

29. Neck

46. Rope

12. Lion

30. Moss

47. Rat

13. Lamb

31. Mill

48. Rush

14. Lyre 32. Moon

49. Rack

15. Loaf 33. Mummy

50. Face

16. Lobby 34. Mare

51. File

17. Lad 35. Muff

52. Fan

18. Latch

And if Table 1 has been thoroughly familiarized as a groundwork, Table 2 can be fixed in less than half an hour. Another half-hour concentrated upon the four columns of Table 3 should absorb them also.

Herein the letters corresponding to the spot values of the cards are combined with the initials of their suits to form other names, so that every card in the pack becomes translated into something pictured in the mind.

A's take simply the name of the object of which they are conventional representations.

The associations applied to the picture cards are obvious.

Table 3


Hearts Spades


2 Can (C & N)

Hun Sun


3 Comb (C & M)

Ham Sum


4 Car

Hair (H & R) Sire


5 Cough

Half Safe


6 Cap

Hop Soup

Dope (D and P)

7 Cat

Hat Suit


8 Cash

Hash Sash


9 Cog

Hog Sack


10 Kiss

Hiss Sauce Dose

Ace Club

Heart Spade Diamond

King Clubman

Bridegroom Gardener Jeweller

Queen Waitress

Bride Garden Girl Jeweller's Asst.

Jack Porter

Cupid Garden Boy Burglar

Table 4 is evolved from the preceding tables, which are merely stages in its construction, and if each development has been properly mastered, this last can be acquired almost in a single reading. It is the systemized code for the arrangement of the pack and the key to its working.

Table 4

1. Ale Dope

27. Net Suit

2. Hen Cough

28. Niche Hog

3. Emblem Clubman

29. Neck Sash

4. Arrow Cupid

30. Moss Soup

5. Ivy Safe

31. Mill Cap

6. Bee Dagger

32. Moon Hun

7. Tea Sack

33. Mummy Spade

8. Shoe Bride

34. Mayor Garden-boy

9. Key Comb

35. Muff Car

10. Lass Kiss

36. Map Half

11. Lily Gardener

37. Mat Sauce

12. Lion Heart

38. Match Diamond

13. Lamb Dear

39. Mug Porter

14. Lyre Burglar

40. Rose Hair

15. Loaf Jeweller

41. Rail Sun

16. Lobby Bridegroom

42. Rain Dot

17. Lad Din

43. Room Garden-girl

18. Latch Waitress 44. Rower Ham

19. Log Cog

20. Nose Hiss

45. Roof Sum

46. Rope Cash

47. Rat Dose

21. Nail Dish

22. Nun Can

48. Rush Hop

49. Rack Dove

23. Gnome Club

24. Norway Hat

50. Face Dome

25. Knife Cat

51. File Jeweller Asst.

26. Nap Sire

52. Fan Hash

The use of the completed mnemonic should be easily mastered. A mental picture of associated objects (more especially if the association is curious or bizarre) is more easily and securely retained than such similar forms as numerical figures and playing-card designs. It must be emphasized that the objects themselves are to be visualized, and not merely the descriptive words thought of.

For example:

No. 22. The Nun drinks from a Can.

No. 26. The King Sleeps.

No. 27. A Net Suit for summer.

And so on. It is not necessary to go through the list. The slight effort of composing a picture will help in its retention, so I will leave the student to make his own.

To illustrate the use of the table in its elementary application:

Required the position of the 10S. The 10S is represented by Sauce. The Sauce is spilled on the Mat. Mat is thirty-seven. Therefore the 10S is the thirty-seventh card of the sequence.

Required the name of the fifteenth card. No. 15 is a Loaf. The Jeweller is selling a Loaf. Jeweller represents the KD. Therefore the fifteenth card is the KD, and so on.

Having learnt the code the next step is to acquire facility in the use of it. To this end the learner should take a pack of cards, and proceed to arrange it from memory in the tabulated order. When this has been done, shuffle thoroughly—and repeat again until it can be done without hesitation. The exercise may be alternated by questions as to the numerical position of specified cards, and by naming cards at numbers chosen at random.

In case the process has not already been made quite clear, we will take two more examples:

Question: What is the eighteenth card? Eighteen is l-ch--latch; the Waitress is fastening the Latch; Waitress represents the QC. Answer: The QC.

Question: At what number is the KH? The KH is a Bridegroom; he is waiting in the Lobby; Lobby (l-b) is sixteen. Answer: Sixteenth.

We may profitably conclude the section by an analysis of the arrangement. If the pack is stacked and then dealt into four, the heaps will be as follows:

Table 5 .(For reference only)

Five of D

Three of D

Queen of D

Eight of H

Three of S

Eight of C

Ten of D

Six of H

Two of S

Seven of D

Queen of S

Three of H

Ten of S

Ace of D

Jack of C

Four of H

Ace of S

Jack of S

Four of C

Five of H

Eight of S

Six of S

Six of C

Two of H

Seven of C

Four of S

Seven of S

Nine of H

Eight of D

Two of C

Ace of C

Seven of H

Two of D

Queen of C

Nine of C

Ten of H

Four of D

Jack of D

King of D

King of H

Three of C

Ten of C

King of S

Ace of H

Five of S

Nine of D

Nine of S

Queen of H

Six of D

Five of C

King of C

Jack of H

Notes On Table 5

The second and fourth hands are available for special purposes, the fourth for play as under, the second for the 'Spelling Bee' trick.

The first and third may be named in order by repeating the sequence with the omission of the intermediate cards.

Chapter Contents

Whist or Bridge.

The fourth hand contains the whole of the H suit. The performer may either deal it to himself and let it go at that, or he may invite the spectators to 'choose' a heap, and force this one upon them. Or, he may trust to luck and accept it if the choice falls upon it. The suit for trumps may be forced by inviting a player to cut for trumps from this heap. If the choice falls upon the second heap he may instead give the 'Spelling Bee' trick. If upon either of the other two he offers to tell the chooser what cards he holds. In either case there is nothing to prevent a further choice being offered.

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Spelling Bee.

The cards as dealt face down, of course, are in the correct order for this. The performer takes up the cards and spells-- o.n.e, one. At each letter he transfers a card from top to bottom of the packet, and on the word 'one' turns up the A and lays it on the table. T.w.o, two, is spelt out in the same way, and so on throughout the packet to the end of the story. No K can be provided, as three have been appropriated to the poker hands, so the JS has been made to do duty for the K. It is very similar, and if shown quickly it will pass.

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The first twenty cards of the pack, dealt as poker hands, are rather artfully disposed.

This is one card short of a sequence, and if he exercises his option of 'buying' a card his enterprise is rewarded. He gets the 8D (the twenty-first card) and then holds-8, 9, 10, J, Q.

Such a combination of hands in a real game of poker might give rise to some little excitement. Whatever the speculative proclivities of the players, the wizard can stand firm to the last in the triumphant possession of a royal flush-A, K, Q, J, 10 (all H's).

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The same hands will ensure the happy security to the dealer.

Finally, Table 6 is given from which to refresh the memory from time to time. The memory tags, once acquired, can easily be recalled, and an occasional reading of the table (if it should fall into disuse) should be sufficient to revive the impressions.

Table 6 (The Order of the Pack)

1. Six of D


Nine of C

36. Five of H

2. Five of C


Ten of H

37. Ten of S

3. King of C

21. Eight of D

38. Ace of D

4. Jack ofH


Two of C

39. Jack of C

5. Five of S


Ace of C

40. Four of H

6. Nine of D


Seven of H

41. Two of S

7. Nine of S


Seven of C

42. Seven of D

8. Queen of H


Four of S

43. Queen of S

9. Three of C


Seven of S

44. Three of H

10. Ten of C


Nine of H

45. Three of S

11. King of S

29. Eight of S

46. Eight of C

12. Ace of H


Six of S


Ten of D

13. Four of D


Six of C


Six of H

14. Jack of D


Two of H


Five of D

15. King of D


Ace of S


Three of D

16. King of H

34. Jack of S


Queen of D

17. Two of D


Four of C

52. Eight of H

18. Queen of C


The prearranged pack in hand, and the knowledge of it in the head, the possessor may proceed to the execution of marvels.

For the sake of brevity I will allow the words of essential description by the performer to the audience to serve also as description to the reader.

The reader is probably wondering how it can be possible to stack a pack in view of the audience. May I beg his patience for a while. I have reasons.

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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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