Any Gird it Any Number

iN RETROSPECT—AND this is amusing to mc—I had developed a method for this (ride three years earlier, but 1 didn't recognize it was a workable solution for nearly two years after my intellectual odyssey had started. You see, the basis of this solution was embodied in my trick "Do You Want to Continue?1 (Sec p. 199.) The effect of that trick, you may recall, is that any freely selected card appears in two decks at the samc position, while :io odicr corresponding pairs in the decks match. The solution to this effect gave me immense pleasure, and the trick proved completely inexplicable to my British friends in magic.

Vet. at the time, Í Hailed to sec that if 1 adapted the principle from kDo You Want to Continue?" to a single deck, 1 had a way of doing the card-ar-any-number effect. When this realization finally hit me, 1 was very happy with the solution. This approach to the card-at-aiiy-number problem is my favorite and strongest close-up trick.

EFFECT: The tide more or less says it all. Spectators name any card and also nominate a position in the pack. A deck, which has been in hill view dirough-out, is removed trom its case and the selected location counted to. The card arrived at turns out to be none other than the one freelv named.


Method AND PRESFNTATION: You can use any complete pack,.plus one 'double-backer (or two loose jokers placed face to face); but—and here is the difficult pan—you also need to know the position of every card. I Tier e are numerous systems for doing this, but this trick requires a memorized stack that has no apparent order; such stacks as Nikolas, Aronsons, 1 larding*, Joyals and Tamarizs. Such systems as the Si Stehbi'ns and Fighr Kings cannot be used because of dieir cyclical sequences of suits or values/ •

Begin widi the deck stacked in the system of your choice. Then break it in halves, between the twenty-sixth and twenty-seventh cards, and turn the lower half face up under the face-down upper half. In other words, you box

the deck at center.

At die center, where the halves meet, insert the double-backer (or two face-to-face jokers). Slip the pack into its case, noting which half of the deck lies uppermost, and lay the cased deck 011 die table. Use the thumb notch of the case as in indicator for the orientation of the deck.

This completes the physical preparation. Now lets discuss the basic underlying principle ot this method.

If someone names any card, thanks to the stack you will instandy know its position in the pack. Granted, the cards resting at positions twenty-seven through fifty-two rest face-up in order under the deck, but understanding their positions is easily done. Ill return to this, but first lets discuss how you handle cards positioned at lower numbers.

far the sake of illustration, assume the card named lies fifteenth from the top. You can now offer a choicc of numbers at which to have it appear. In this instance, it could be produced at any position from fifteen to forty-one.

Why? It will be clear that if the chosen number is smaller than the position of the named card—from one to fourteen, if die named card is fifteenth—you could not count down to it without secredy removing some of the cards above. For example, if the spectator wanted die named cud to appear third from the top, you would somehow have to eliminate twelve cards. If you can do a little-finger count and a pass indctectably or some other appropriate sleight, then by all means use them and disregard this portion of the description. However, if, like me. you arc made oflesser stuff, you must eliminate di3t number choice by not offering it in die first place!

So the number selected must always be equal to or less than die actual position of die named and. lliis rule determines the lower limit in number choicc. But what fixes the upper limit? The answer is simply the location of die card plus twenty-six. This total represents the highest number of cards available for counting through. I will explain why in a moment.

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