Clockwise

You begin by naming your favorite hour of the day: Six o'clock. A spectator now arrives at a random hour and notes a card. Twelve cards are dealt into a circle to represent a clock. The spectator counts to his hour on the clock to find the card there equals your hour—a Six spot. Counting six more cards he finds his selection.

The only preparation is to mark a Six spot in a way that allows you to identify it by sight—a scratch or pencil dot. A corner crimp will also do as long as you remove the crimp prior to dealing out the cards. Have this card in the deck and get it to thirteenth from the top when you want to perform this trick.

WORKING

1. Begin by saying, "We all have a time of the day that we like best. Sometimes we don't know why. For example, my favorite hour is six o'clock. I don't know why, but it feels like a magical hour to me. Let me demonstrate in an experiment."

Ask a spectator to think of his favorite hour from one to twelve, saying, "If it happens to be six also that doesn't matter—that simply means that we're cosmically connected."

Give him the deck and ask him to count off his number of cards from the top, as physical verification of his hour, and put them into his pocket. Turn away as he does this, then turn back again.

2. Take the deck, saying, "I'll show you twelve cards and I want you to remember the card at your number." Take cards from the top one at a time, showing the face of each and counting out loud, dropping them into a pile on the table thus reversing their order. Place the rest of the deck aside.

As you deal, all you need to do is note whether your key finishes among the top six cards of the pile, or the bottom six cards. You now give the packet one of two Overhand Shuffle as follows—both shuffles are identical, the only difference is in the orientation of the cards:

a) If your key is in the top half—hold the packet with the faces to your left and run six cards into your left hand, then throw the balance below (the six cards stay at the face).

b) If your key is in the bottom half—hold the packet with the faces to your right (normal) and run six cards into your left hand, then throw the balance below (the six cards stay on top).

The golden rule is you never shuffle the half containing your key.

3. Deal the cards into a circle/clock, starting at one o'clock. When you deal the final card—twelve o'clock—push it out slightly to identify the twelve o'clock position (Fig.1).

Ask the spectator to remove the cards he placed in his pocket at the beginning and to count them to confirm his secret hour. Remind everyone that your special hour is six. He now counts round the clock (starting at one) and turns over the card at his hour. This will be a six spot (your key).

After a pause, tell him to count six more cards. Ask him to name the card he is thinking of then to turn over the card—this will be his card.

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