Lesson #4 Playing With Cards

When you read the history of playing cards in the latest books about cards, primarily those by Sylvia Mann of England and Detlef Hoffmann of Germany, it seems that playing cards actually originated in three different continents. The earliest record is from India, and it seems that they were playing with their round cards there as far back as 1100 A.D. Shortly after that, in about 1120 A.D., there was a record written in China about playing card games with long, narrow strips of paper. The actual location for the third area is still up for grabs, but it was somewhere in the region of Egypt, Saudi Arabia, and Iran. Up until 1935 Iran was called Persia, so let’s use that name for that entire area to make it easier.
The decks we use in the United States were developed from the decks used in Europe, and it seems that the European decks were based on the Persian decks, not only because of the design but also because of the timing. We don’t know if the Italians or the Spanish were the first to have playing cards in their own country, especially since they both used the same suits, but it seems a very strong probability that they got them from the Persians. This could have been during the time that the Moors dominated all those countries from the eighth to fifteenth centuries, or through the biggest traders in the Mediterranean at that time, the Genoese and the Venetians. In any case, it seems that Spain and Italy got the cards, and liked them so much that they started making their own. The Persian cards were small rectangles, and the only changes the Europeans made were to make the cards a little larger and to alter one of the suits. The Persian cards used Coins, Cups, Swords, and Polo-Sticks as suits, but the Latins changed the sticks into Clubs; the Italians making only slight changes but the Spanish version becoming a tree limb used by Jack’s giant.
In any case, the cards flowed from Italy and/or Spain up into Europe and, depending on each country, some other changes were made. Suits were changed, and sometimes the number of cards in the deck was also changed because of a certain game in each country. In a couple of hundred years, remember this is before the printing press came into being, almost every country had its own version of playing cards. A few packs even went with the sailors manning Columbus’s ships, and it’s said that the packs were thrown overboard when the sailors felt that the voyage was jinxed. Later, American Indians copied the decks used by the Spanish, and painted their versions on stiffened pieces of leather.
Today most of the decks are based on the same fifty-two card deck, with the usual Clubs, Hearts, Spades, and Diamonds, and are used to play a great variety of games and solitaire in almost every country of the world. It is now called the Standard deck, even though the numbers and the names of the court cards are called differently in each language. The leading manufacturers of cards in the world are the United States Playing Card Company in Cincinnati, the Hoyle Products company in St. Paul, the Austrian company of Ferd. Piatnik in Vienna, Carta Mundi based in Belgium, and Heraclio Fournier (partly owned by the U. S. Playing Card Co.) in Spain. These companies probably make three-fourths of the decks in the world, especially for countries that don’t have their own card-making facilities.SOME BASIC SLEIGHTS

We will now teach you some of the basic and simpler moves in sleight-of-hand with playing cards.

REVERSING A CARD

There are a number of different ways to secretly reverse a card in the deck, but we’re going to teach you two easy methods.

Version 1: Top Over

1. To reverse the top card of the pack, hold the deck in dealing position and let your arm drop to your side. With your thumb push the top card slightly to the right, catching the outer side of the card against your leg. Keep pushing on the card and turning the deck, pivoting the card on the edge against your leg, until your thumb is caught between the deck and the reversed card against your leg.
2. Slip your thumb out from between the card and deck and slide it between the reversed card and your leg, and then square the deck in your hand.

Bottom Over

1. To reverse the bottom card of the deck, use your thumb to turn the deck over in your hand as you drop your arm to your side.
2. Go through the moves to reverse the card, and then twist the deck so it is again rightside up in your hand, that is, back again in dealing position.
3. When you bring the deck back up in front of you, it will be squared and no one can see the reversed card on the bottom.

Version 2: Two-Handed Reverse

1. Hold the deck in dealing position in your left hand, but with your left thumb along the left edge and with your right hand over the deck, all four fingers on the outside end of the pack, and your right thumb on the inner end. 2. With the tip of your left little finger, pull down on the right corner of the bottom card until you can slip the tip of your finger between the card and the rest of the deck. Keeping your left thumb in place, pull down with your little finger until you can also get the tips of your second and ring fingers also on the top of the bottom card, keeping your first finger underneath.
3. Your fingers pull down on the card, using the left thumb as a hinge, until the card is at a right angle to the bottom of the deck, and then your middle two fingers push on the back of the card to push it (reversed) up against the bottom of the pack.
At no time do you move your left thumb or your right fingers, and they serve as shields so no one can see what’s happening on the bottom of the pack, and keep the top of the deck aimed toward your spectators’ eyes to provide additional cover.

PALMING

Version 1: Swipe Palm

1. Your left hand holds the deck at the tips of your left fingers, your first finger under the pack, the other fingers on one long side and with your thumb on the other side, your hand palm up, and the deck face down. Your right hand comes over the top of the pack with all four fingers together, and you place the pad of your right little finger on the outer right corner of the top card of the deck.
2. With your left hand pull the deck toward you with your right fingers pressing down against the top card, and tipping the deck upwards as you slide it backwards.
3. The deck will slide along the face of the top card, pushing it up into the palm of your hand, and the tip of your right little finger bends just enough to exert pressure between it and the base of your thumb. The first few times you may have to shift the card until you find the right position that holds the card securely and comfortably. This is the position you want for any time you palm a card, and your hand will learn to make any little adjustments as you do more and more palming.

Version 2: Tip-In Palm

1. Holding the deck in the same position as the Swipe Palm, you talk to your audience while your right middle finger pushes the top card forward about an eighth of an inch.
2. At the proper time, depending on the trick and what you’re saying, your right fingers move forward so the outer edge of the top card is in the crease of the first joint of your first finger. Your right fingers, held all together, now push down on the outer end of the top card and it will pop up into palming position.

Version 3: Pop-Up Count

1. Hold the deck in the dealing position in your left hand and bring your right over the top of the pack so your right thumb is at the inner left corner of the deck and your first finger is curled lightly against the top card.
2. The ball of your right thumb now picks up the corners of however many cards you need to palm, and you slide the tip of your left little finger under those cards so you can shift the position of your right hand.
3. All of your right fingers are now held together and straightened out while your left ring finger joins your little finger under the top cards.
4. At the right moment, your two left fingers straighten out to pop the top cards up and into the palming position in your right hand.

THE DOUBLE-LIFT

This move is very valuable in the arsenal of the card worker. It lets you turn over, show, and put back on the deck the top two cards rather than just the top card. In other words, you talk about the top card, but you actually use two cards.

Version 1:

1. Hold the deck in dealing position, bring your right hand over the top of the pack, and with the tip of your right thumb lift the inner left corner of the top two cards. Continue to lift the cards, turning them over so they’re face up, and drop them back down onto the top of the deck.
2. Name the card that’s showing as the top card of the pack, and then pull down on the right side of the two cards so the left edge separates from the deck.
3. Again bring your right hand over the deck, pick up the inner left corner of the two cards, and turn them face down onto the deck.
If done smoothly and so that your audience doesn’t see the left edges of the cards, you have a simple but powerful secret move.

Version 2:

1. Holding the deck in dealing position so your audience only sees the back of the top card, use your left thumb to riffle down the outer left corner of the deck to let the corners of the top two cards separate from the deck.
2. As your left thumb holds the break, bring your right hand over the deck, and put your middle finger on the outer corner and your thumb on the inner corner; lift the card (like turning the page of a book) until it’s at a right angle to the top of the deck, and then slide that side of the two cards to the left so they’re now face up.
3. To turn them face down your left fingers pull down on the right side of the two cards, and your right middle finger and thumb again take the left corners to turn them over. If you want, you don’t have to let go of the two cards as soon as you turn them face up. Keep your middle finger and thumb in place as you turn them face up and then turn them face down again. It makes for a smooth turnover in what looks like one move.

DUPLICATION

EFFECT

You look through the faces of the deck and remove one card which you put into your pocket without showing it. A spectator now names any number from one to twenty, and you count that many cards off onto the table. The card at that point is taken out, turned over, and left face up on the table. When you remove the card from your pocket and show it, it has the same value and suit. The trick can be repeated once more to show that it wasn’t a coincidence.

PROPS NEEDED

Any deck of cards.

SECRET

The top part of the deck is arranged in matching pairs.

PREPARATION

Long before you do the trick, you look through the faces of the deck to find a card that matches the top card in color and value. For example, if the top card is the Four of Spades, then you look for the Four of Clubs and put it under the Four of Spades. If the next card is the Queen of Diamonds, then you look for the Queen of Hearts and put it under the first Queen. Keep doing this until you have eleven pairs (twenty-two cards) arranged on the top of the deck. Put the pack into its case and you’re ready to dazzle your audience.

ROUTINE

1. Remove the deck from its case, and idly overhand shuffle the bottom third of the deck as you explain that you need to put a certain card in your pocket as a prediction.
2. Hold the deck up and run through the bottom part of the deck and remove any card that isn’t part of your setup. Without showing it to anyone, put it in your pocket. If you have a breast pocket in your shirt or jacket, put it there but so part of it still shows above the pocket.
3. Hold the deck face down in your left hand and ask someone for any number from one to twenty. When they give you a number you start dealing cards off the deck. Now the card you turn over for your assistant has to be one of the odd cards in the count; in other words, the first card of each matching pair in your setup.
So, if you’re given an odd number, like thirteen, you deal that many cards face down into a pile, and give the last card dealt to your helper. If you’re using an even number, like fourteen, you deal that many cards off into a pile, and then give the next card from the top of the deck to the spectator. Either way, this leaves the second card of that pair on top of the deck.
4. Tell the spectator to turn his card face up and leave it on the table, and as he does this you secretly palm the top card of the deck.
5. Now you reach into the pocket that’s holding your prediction card, but you push the palmed card to the tips of your fingers and pull it back out of your pocket.
If you’re using your breast pocket, the tips of your fingers that are holding the palmed card go past the upper end of the pocketed card so your thumb can push the upper end of that card down into the pocket. You then push the palmed card out to your fingertips and remove it instead.

HERE OR HERE?
(Johnny Paul)

EFFECT

A card is selected from a shuffled deck, looked at, and returned. The deck is again shuffled, and then held in dealing position. The helper is asked to tell you when to stop as you deal through the cards. You deal cards off the top of the pack, one at a time, face down onto the table, until the spectator says to stop.
“What was the name of your card? Good, and do you think it’s here,” you say as you point to the small pile on the table, “or here?” as you hold up the deck.
Your helper gives his answer, but you tell him he’s wrong, that it’s here, and you lift your right hand from the table, turn over the card that has appeared underneath, and it’s the selected card.

PROPS NEEDED

A deck of cards.

ROUTINE

1. After someone has selected a card from the deck and is looking at it, spread the deck between your two hands so the card can be returned to the center of the pack.
2. As you close up the spread, push the tip of your left little finger up against the face of the card just above the selected one so there will be a slight separation between the two cards as you square the pack. Now push the fleshy part of the ball of your right thumb into that break at the inner end of the deck as you turn the deck to do an overhand shuffle.
3. Shuffle off most of the bottom of the pack into your left hand, then tip those cards onto your left thumb as you drop all of the cards in your right hand (up to the break) so they fall on top of the cards in your left, then tip all the cards in your left hand back to the right so you can drop the remainder of the pack from your right hand onto the bottom of the packet in your left. It should look as though you’ve shuffled the pack with a cut at the end.
4. As you explain to your helper that you’re going to deal off cards and that he should tell you to stop at any time, you palm off the top card of the deck in your right hand.
5. Put your right hand on the table a little to your right and lean on it, and then start dealing cards of the top of the deck using just your left hand. Push the cards off, one at a time, with your left thumb and let them drop face down onto the table into a pile.
6. When you’re stopped, ask for the name of the selected card. Then use your left first finger to point to the pile on the table, “Do you think it’s here…”, you ask, and then you hold up the deck in your left hand, “or here?”
7. After they answer, you say, “Oh, no, that card is over here.” You lift your right hand, pick up the card you palmed, and turn it over to show it as the selected card.

MIRASKILL
(Stewart James)

EFFECT

As someone shuffles the deck, you write a prediction on a piece of paper and put it face down on the table. You then instruct the spectator to take cards off the top of the deck, two at a time, and turn them face up. If both cards are red, they’re to be dropped into one pile; if both cards are black, they’re to be dropped into a second pile; and if the cards don’t match in color, they’re to be dropped into a third pile. When the entire deck has been dealt into the three piles, you have your prediction read out loud.
It says that there will be four more red cards than black cards, and when the red and the black piles are counted, the prediction is correct.
You can then make a second prediction that is different, and it will also be correct.

PROPS NEEDED

A deck of playing cards
A pencil or pen
A file card or small sheet of paper

SECRET

This trick depends on a mathematical principle called parity. Since a deck of cards has an even number of red cards and the same even number of black cards, if you remove any small even number of cards of either color, you will have that many more cards of the other color in its pile at the end of the dealing.

PREPARATION

Sometime before the trick is to begin, steal four black cards out of the deck and put them into a pocket that will be easy to get into while you’re seated.

ROUTINE

1. When you want to do the trick, give the deck to someone to shuffle while you write your prediction. Write, “You will have four more red cards than black ones,” and turn the prediction face down on the table.
2. Now tell your helper how you want him to deal the cards into the three piles, and sit back to watch. As he is dealing, casually reach into your pocket, and palm out the four cards you’ve hidden there. Keep your hand in your lap.
3. When all the cards are on the table, push the prediction toward him with your empty hand and tell him to read it out loud. You then pick up the pile that has the mixed red and black cards in it, turn it over, and drop it near the edge of the table.
4. After the red pile and the black pile have been counted use your empty hand to pick up one of the piles and turn it over as your hand with the palmed cards goes on top of the facedown pile. The palmed cards are laid on top as you pull the pile to the edge of the table and pick it up. Reassemble all the piles into a neat deck.
5. As you have it shuffled again you can write a second prediction, but this one has to say, “You will have the same number of black cards as red ones.” Again, you will be correct.

IMPORTANT POINT

However many cards of an even number and all of one color that you steal out of the deck, there will always be that many extra cards of the opposite color. If the deck is a complete pack of 52 cards, then the two piles of cards will always have an equal number of cards, and that number will depend on how many pairs of mixed colors were dealt into the third pile.

THE SPECTATOR FINDS IT

EFFECT

Any spectator shuffles and cuts the deck into two piles. Taking one of the two halves, he puts it behind his back, removes the top card and puts it onto the bottom of the packet, and then takes the new top card into his other hand. Bringing them back in front of him, he looks at the card, drops it on top of his packet, and you put the other half of the deck on top of it.
Your helper then puts the entire deck behind him, again puts the top card on the bottom. He takes the next card, turns it over, and puts it into the center of the deck.
When you get the deck you riffle the ends of the cards to make the magic happen, and then spread the deck across the table. One card is face up. You turn over the card next to it, and it’s the selected card.

PROPS NEEDED

A deck of playing cards

SECRET

You have to reverse two cards in the half of the deck that the spectator isn’t using.

ROUTINE

1. Ask someone to shuffle the deck and then cut it into two halves. When she takes the half she wants to work with, you take the other half.
2. Drop the arm holding the packet to your side, standing so your leg is hiding your hand, as you ask her to put her half behind her back. Tell her to put the top card on the bottom, as you secretly push off the top two cards of your packet and reverse them together, and then reverse just the top card. This means that the second card from the top is reversed and the top card is face down.
3. Now reverse the bottom card of your packet, and bring the packet up in front of you in normal dealing position. Meanwhile, your helper has taken off the new top card of her packet and brought them in front of her.
4. Have her look at her card and drop it on top of her packet. You reach over and drop your packet on top of hers. Tell her to put the deck behind her back again.
5. She removes the top card of the deck and puts it on the bottom of the pack. She takes the next card (the one that is secretly reversed), turns it over, and puts it into the center of the deck. Now she brings the deck out in front of her.
6. Riffle the end of the cards to apparently work the magic, and then spread the cards across the table. One card is face up, apparently the one she reversed. Remove the card just below the reversed one (the one toward the bottom of the pack), ask her to name the card she looked at, and turn the card over to show that it’s hers.

REVERSE MISTAKE

EFFECT

A spectator removes a card from the deck, remembers it, and returns it to the deck. After announcing that you’re going to reverse the selected so quickly that no one will be able to see you do it, you riffle the end of the deck with your thumb. The deck is spread across the table to show that a card is reversed, but your helper says it’s the wrong card. So, using the value of the reversed card, you count away from it and on the last number you turn over that card to show the selected card.

PROPS NEEDED

A deck of playing cards

PREPARATION

You can either have a card reversed in the deck before you start doing card tricks, so that this is the first trick of your routine, or you can reverse the needed card as you shuffle the deck.
Using the overhand shuffle, shuffle until you see a card with a value of six or less on the bottom of the packet, then drop the rest of the cards on top of the deck. Now you reverse that card you spotted, and then shuffle cards below it to equal one less than its value. If it was a Six, then you’d shuffle five cards to lie below it. Now you’re ready to go into the routine.

ROUTINE

1. Start running the cards from hand to hand, starting at the top of the deck, so that someone can remove any card, and make sure that you don’t expose the reversed card near the bottom. As he looks at his card to remember it, close up the deck and cut it into two halves.
2. He returns his card to the top half and you drop the bottom half on top of it. Hold the deck in dealing position and with the right hand holding the ends of it. Tell your audience that you’re going the reverse the selected card so fast that no one will see you do it.
3. Riffle the inner ends of the cards with your right thumb.
“Did you see me do it?” you ask.
4. “Well, I did it,” you say, as you spread the deck face down across the table. “There it is!”
5. Your helper will immediately let you know that the reversed card is not his selection, so you pretend to think for a moment.
“All right,” you say. “We’ll use the value of that card to find your card. Look. . .”
6. Using the value of the reversed card, start counting with the next card toward the bottom of the pack, and pick up the card at the last number.
“What’s the name of your card?”
Turn over the card in your fingers to show that you finally found the right one.

ELEVATOR CARDS
(Ed Marlo)

EFFECT

You show the Ace, Two, and Three of any suit, and deal them onto the table one at a time. The Three is then placed on the bottom of the deck, the pack is riffled, and the Three jumps to the top. The Two is placed on top, the pack riffled again, and the Two is now on the bottom. Finally, the Ace is put into the center of the deck, the cards are riffled, and the Ace is now on top of the deck.

PROPS NEEDED

A deck of cards

ROUTINE

1. Run through the faces of the cards until you find the Three of any suit, say the Clubs. Remove it and place it on top of the pack. Now find the Two, remove it, and put it on top of the Three. Now find the Ace of Clubs, but push it even with the card just above it, take the two of them out and put them on top of the deck, handling them like one card.
2. Square up the pack and put it into your left hand in dealing position, and use the second method of making a Double-Lift to get a break under the top two cards.
3. Pick up the top two cards with your right hand and turn them face up, handling them as one card. Shift your right fingers so you’re now holding the two cards at the center of each end.
“The Ace,” you say.
4. Your left thumb pushes the next card until it’s over the right side of the deck for half its width, and use the 84
cards in your right hand to turn the Two face up, and then slide it onto the face of the Ace.
“The Two,” you say.
5. Again, push the top card of the deck to the right and turn it over with the cards in your right hand to show it as the Three, and put it on top of the faceup Two in your right hand.
“The Three. Remember, the Ace, the Two, and the Three,” you say as you turn all three cards over onto the top of the deck.
6. Deal three cards, one at a time, onto the table in a line from left to right in a facedown row. Actually, the cards are, from left to right: some unknown card, the Ace, and the Two.
7. Drop the deck onto the card at the right end of the row, pick them all up, and riffle the inner end of the deck from the bottom up toward the top. Turn over the top card and drop it face up on the table.
“The Three.”
8. Pick up the middle card, put it on top of the deck, riffle the end of the deck downwards, and turn the deck over to show the Two. Deal it off onto the table.
“The Two.”
9. Pick up the remaining facedown card and slide it into the center of the pack. Give a quick riffle to the deck, turn over the top card, and deal it onto the table as you say, “The Ace.”

PROCESS OF ELIMINATION

EFFECT

After a card has been selected, memorized, and returned to the pack, you say that you don’t have to go looking for the card because the deck will tell you what it is.
You show the bottom card to your helper and ask if that card is the same color as the selected card. You cut the deck and show a new bottom card and ask if this card is of the same suit. Apparently the answers are wrong because you have to ask for the name of the card. As soon as it’s named you spread out the deck and the selected card is now face up in the center.

PROPS NEEDED

A deck of playing cards

SECRET

Even though this trick doesn’t use a double-lift to pick up two cards, you use the same moves to accomplish the trick.

ROUTINE

1. Spread the deck between your hands so someone can take any card they want. When they return the card, after they look at it, you close up the deck, but keep the tip of your left little finger against the face of the card just above the selected one.
2. Transfer that break to the ball of your right thumb as your right hand holds the deck from above. Hold the deck square and cut it somewhere below the break, complete the cut, then cut at the break, and complete the cut. The selected card is now on top.
3. Shuffle just the bottom half of the deck so the selected card stays on top.
4. As you tell your audience that the deck will tell you which card was selected, your right thumb separates the inner end of the top card slightly from the rest of the deck. With your thumb holding that break, cut the deck in the center, turn the bottom half face up, and drop it on top of the selected card, but don’t let go of the break.
5. Point to the faceup card and ask, “Is this card the same color as your card?”
If the question is correct, then you’re ahead. If they tell you no, then say, “Then the process of elimination means that your card was (the opposite color).”
6. Again cut the deck, this time at the break, turn the bottom half face up, but hold it in your left hand. Point to the card on the face of that half with the first finger of your right hand, and ask, “Was your card the same as this suit?”
7. This time, regardless of whether they answer yes or no, you drop the right half onto the left half. Square the deck and act as if you have lost the selected card. Hold the end of the deck up to the level of your eyes, riffle the inner ends of the deck as you looking into the deck, and ask for the name of the card. Place the deck face down on the table.
8. “Oh, that one! That’s the one I always keep face up in the deck in case I need it.” You then spread the cards to show that the selected card really is face up in the center of the pack.

UP AND DOWN

EFFECT

You show ten cards, separate them into two packets, put the packets face to face, and have them shuffled together. You put the cards behind you and announce that you’ll divide the pack into two equal halves and that there will be the same number of faceup cards in each half.
After successfully doing that, you even repeat it a couple of times, but no one else can do it.

PROPS NEEDED

Ten playing cards

ROUTINE

1. Separate the cards into two packets of five cards each.
2. Put the two groups face to face and shuffle them, making sure that no cards get turned over.
3. Give the packet to someone else to mix as well and then take them back.
4. With the packet behind your back, count off the top five cards, turn them over, and bring each group in front of you, one packet in your left hand and the other in your right. Show everyone that the same number of face up cards are in each half.
5. As you put the two packets together again, turn one of them over.
6. Shuffle the cards again, and put them behind your back.
7. Again take off the top five cards, turn them over, and bring out the two packets.
8. Just before you give the cards to someone else to try, put the two groups together but don’t turn one packet over first. It will not be impossible for anyone to get the same number of faceup cards in each half.

M-A-G-I-C
EFFECT

Using only five cards, you have someone take one, remember it, and return it to the packet. You shuffle the cards, and then announce that you’re going to do the MAGIC trick.
You deal one card off the top of the packet and put it underneath for each letter as you spell the word MAGIC, and then deal the next card face down onto the table. You repeat the formula with the remaining cards, again dealing the next card onto the table. Finally you’re left with just one card, and it’s the selected one.

PROPS NEEDED

Five playing cards

ROUTINE

1. Overhand shuffle the five cards and then spread them between your two hands so someone can take one. As they look at their card, close up the packet, and then have their card put back on top of the others.
2. Turn the packet so the bottom card is facing to your left, and shuffle off the bottom four cards, dropping the remaining card on the bottom.
3. Shuffle again, this time only shuffling three cards before dropping the other two cards onto the bottom.
4. Again shuffle three cards off the bottom, drop the rest of the cards onto the bottom, and then hold the packet in your left hand.
“I’m going to do the MAGIC trick, and that’s done by spelling the word MAGIC, one card at a time.”
5. Deal the top card off the packet, put it under the other cards and call out, “M”. Do the same with the next card, calling it “A”. The next three cards are dealt under the packet and called, “G, I, C.” Deal the next card face down onto the table.
6. Repeat the same dealing process with the remaining cards, and keep doing this until you have only one card left in your hand.
“What was the name of your magic card?” you ask, and then you turn it over.

THE LAST SPELL

EFFECT

You remove a packet of cards from the deck, shuffle them, and give the packet to someone. They deal the cards into two piles, remember the last one in their hand, and then reassemble the cards. You then have them spell the name of their card, putting one card under the pack and one onto the table, until there’s only one card in their hand. It’s the card they looked at.

PROPS NEEDED

A deck of cards

SECRET

There are eleven cards and the name of each one of them is spelled with the same number of letters.

PREPARATION

Remove the following cards and put them into a pile:

Four, Five, Nine, and Jack of Clubs
Ace, Two, Six, and Ten of Hearts
Two, Six, and Ten of Spades

Shuffle the packet, remember the card on top of the packet, put them on the bottom of the deck, put the deck into its case, and you’re ready.

ROUTINE

“For the next trick,” you say, “I don’t need the entire deck, only a group of cards.”
1. You run through the cards from the bottom until you come to the card that is the top one of your packet, and remove it and all the cards below it.
2. Give them to someone to shuffle, and to then deal into two piles. When they have one card left in their hand, they are to look at it and remember it. Their card is put onto either pile, the other pile is put on top of it, and then they pick up the packet into dealing position.
3. “I want you,” you instruct them, “to spell the name of your card at the same time that you deal cards. Deal the first card onto the table as you say the first letter of the name. The next card goes on the bottom of your packet as you call out the second letter. The next card goes on the table, and so on, one card for each letter until you have just one card in your hand.”
4. They will have to spell the name of the card about halfway through a second time before they have only one card in their hand, but it will be their card.

IN THE DEPTHS

EFFECT

Running your thumb down the side of the deck, you ask someone to tell you when to stop. Wherever you’re stopped, that card is removed from the deck, memorized, and put back. Turning to a second person you repeat the same procedure. This time, however, when the card is removed from the deck you turn it face up. Using the value of that card you count down into the pack and turn over the next card. Repeating the process, you stop at another card, turn it over, and it’s the selected card.

PROPS NEEDED

A deck of cards

SECRET

You’ve set up all thirteen cards of one suit, and these are the cards that find the selected card.

PREPARATION

Remove all thirteen cards of one of the suits and set it in reverse order from King to Ace, with the Ace as the bottom card of the packet. Put this packet on the bottom of the deck, and put the deck into its case.

ROUTINE

1. After you’ve taken the deck from its case, casually shuffle just the top half as you decide who should help you select a card.
2. Holding the deck in dealing position, but with your forefinger curled under the deck, riffle your left thumb down the sides of the cards near the upper left corner.
3. When your helper says stop, stop riffling and separate the two halves of the pack so the top card of the bottom half can be taken as the selected card.
4. As it is being memorized, put the two halves back together, and then pull the bottom half of the deck (actually a little more than half the cards) out with your right fingers. Have the selected card put on top of the bottom half in your left hand, and drop the upper half onto it.
5. Again hold the deck in your left hand so you can riffle down the side of the cards, and have a second person say when to stop. Riffle slowly so they stop you somewhere within the top twenty cards of the deck.
6. When they stop you, put the top half of the deck under the left half, and drop the top card of the deck face up onto the table.
7. Call out the value of the card, and deal that many cards face down onto the table next to it. Turn over the next card.
8. If that second card is a Club, then when you spell its name the next card will be the selected card.
If that second card is not a Club, then count its value and you’ll then get a Club. One last count, and there is the selected card.

IMPORTANT POINTS

If any of the court cards are turned over, you count the Jack as eleven, the Queen as twelve, and the King, as thirteen.
When you riffle the deck the second time for the second spectator to say stop, remember that the Clubs are in the center of the deck and that you want to be stopped within twenty cards of the top. The perfect case is where you are stopped at an card other than a Club as that then makes you count into the Clubs so you have to do another count.

WAIKIKI MYSTERY
(Walter B. Gibson)

EFFECT

While your back is turned, anyone shuffles the pack, and then cuts it into three piles. A card is selected from the center of any pile, remembered, and put back on top of any of the three piles. This pile is then turned over and dropped face up onto one of the other piles, and the remaining pile is dropped face down on top of it. The spectator cuts the cards, finishes the cut, and then shuffles the deck.
You turn around and spread the deck to show that it’s all mixed up with faceup and facedown cards. Reaching into the line of cards you pull out one card and turn it over. It’s the selected card.

PROPS NEEDED

A deck of cards

ROUTINE

1. When you give the directions for this trick, you have to make sure that you give them clearly and distinctly, and only one action at a time. If you don’t, your helper will make some kind of a mistake and you won’t find the card.
Turn your back to whoever is going to do the trick, and ask them to shuffle the deck.
2. “Now divide the pack into three piles on the table.
3. “Take a card out of the middle of one of the piles, look at it, and put it back on top of any one of the three piles.
4. “Pick up that pile with the card, turn the entire pile face up, and drop it onto one of the other two piles.
5. “Pick up the remaining pile, and drop it face down on the faceup pile.
6. “Cut the deck in half, right in the center of that faceup part, complete the cut, and give the deck a shuffle.”
7. When you turn back around take back the deck, and turn it over just before you spread the deck across the table.
“As you can see,” you tell them, “the cards are all mixed up, some face up and some face down. Is your card one of the faceup cards?”
8. They should say no, as you turned the deck over before you spread it. Look for the longest run of cards that are face up. The selected card is the first facedown card underneath that faceup row.
9. Pull it out, ask for the name of the card looked at, and turn it over.

IMPORTANT POINT

As you do other tricks before this one, watch how your various helpers shuffle the deck. You want someone who does a riffle shuffle to help you in this trick, not someone who always overhand shuffles the deck. An overhand shuffle will ruin the trick!

DEALING JACKS

EFFECT

You offer to show someone how to play Simple Poker, and you deal three cards face down to them and three to yourself. When you turn over your opponent’s hand you show three Jacks. You deal the cards again, and again their hand has three Jacks. The third time you deal the cards, however, your friend now has three Aces.

PROPS NEEDED

A deck of cards

PREPARATION

Remove the four Jacks, the four Aces, and two indifferent cards from your deck. Cut the pack in half and put the two halves together so they are face to face. Take the four Aces, put one of the extra cards between the third and fourth Ace, and put that packet face up on the bottom of the pack. Put the second extra card between the third and fourth Jacks, and put that packet face down on top of the deck. Now put the deck into its case so you can bring it out with the Jack setup on top.

ROUTINE

1. “I’m going to teach you how to play Simple Poker,” you tell someone. “It’s very easy to learn because it only uses three cards in each hand.”
2. You deal a card face down in front of your helper, one in front of you, a second one to him, the next to you, and a third one on top of his cards. The next card you take off the deck, slip it under the two cards in front of you, pick them up, and drop them all back onto the deck.
3. “Having only three cards makes it very easy to get good hands.” You turn over their hand and show that it is made up of three Jacks. Drop the Jacks back onto the deck.
4. “Let me show you again, just to make sure that you understand the game.”
5. Again deal out five cards alternately between their hand and yours, and use the sixth card to put your hand back on top of the deck. Pick up their hand, turn it over, showing the three Jacks, and drop them back onto the deck.
6. “Would you like to bet on the next hand? A million dollars, maybe?” As your right hand reaches into a pocket, your left hand secretly turns the deck over. The easiest way is to put your left thumb under the left edge of the pack, and then lever the deck up and over to the right.
“No? That’s a shame. . .”
7. Deal out the two hands again, and this time show them that their cards are three Aces.

NO-CLUE
(Gerald Kosky)

EFFECT

Anyone in your audience shuffles a deck of cards while they think of a number from one to ten. Holding the deck below the edge of the table, they quietly count off that many cards and put them in their pocket. Using that same number, they then count down, look at the card at that number, and then square up the deck. While you turn your head so you can’t see, they now deal cards off the deck one at a time, face up on the table, calling out whether each card is red or black. After a number of cards, you stop the dealing to find out if they have passed their card. The deck is reassembled, and you ask if their card was red or black. When they tell you, you tell them to count off a certain number of cards. They do so, and there is their selected card.

PROPS NEEDED

A deck of cards

SECRET

All you have to do is be able to count in your head.

ROUTINE

You have to do this trick so no one thinks you can see the cards or are able to hear them when the person counts them. This means you either turn your head, or turn completely around, or your helper does everything under the table.
1. After they think of a number from one to ten, ask them to quietly count that many cards off and put them in their pocket.
2. Now, they count down to that same number and look at the card that is at that number, and then put those cards back on the deck.
3. As they deal the cards one at a time onto the table, calling out the color of each card, you mentally count the cards. Any time after they have dealt about fifteen cards, stop them.
4. Ask them if their card was red or black. Their answer doesn’t mean a thing, but it gives you time to subtract the number where you stopped them from fifty-two.
For example, let’s say you stopped them after the seventeenth card was dealt. Seventeen from fifty-two gives you thirty-five as an answer.
5. Whatever color they give you, pretend to think for a few moments while they turn over the faceup pile and drop the other half of the deck on top of it.
6. Now have them deal off, face down, the same number of cards as your remainder. In our example, they would count off thirty-five cards.
7. When they’ve finished, ask for the name of their card, and tell them to turn over the last card they dealt.

IMPORTANT POINTS

The most important point is that you have to have a complete deck of fifty-two cards. Count them sometime before you do the trick just to make sure.
When they count cards the second time to choose a selected card, make sure that they put the cards they’ve counted back down on top of the deck.
When you count the cards while they’re dealing, you can pick any number you want to stop on. A simple one would be at twenty, and that would give you thirty-two as the number for them to deal. If you repeat the trick for the same group, just make sure that you stop the dealing at a different number.
After you stop them from dealing cards face up onto the table, have them turn those faceup cards over, and then drop the rest of the deck on top of them. Now they’re ready to deal off cards to find their selected one.
Remember that the selected is the last card they dealt off.

NINE AND TEN
(Jay Ose)

EFFECT

A shuffled deck is cut in half, a card selected from one of the halves, and put into the other half. The first half is now used by the helper to deal cards onto the table until he wants to stop. The card at that point is turned over, and its value is used to count down in the other half of the deck. The selected card is turned over at that point.

PROPS NEEDED

A deck of cards

PREPARATION

Take out all of the Nines and Tens from the deck, as well as eleven other cards. Shuffle the packet of Nines and Tens, and then put seven of the extra cards in with the Nines and Tens so they alternate. The other four cards are put on top of this packet, and the packet put on top of the deck.
So, from the top of the deck, you now have four odd cards, a Nine or Ten, and alternating from there you have odd cards and Nines or Tens.

ROUTINE

1. Remove the deck from your pocket or its case, and casually shuffle the bottom half of the deck. Put the pack on the table and ask someone to cut it into two fairly equal halves. Now have that person point to one of the halves.
2. You want to use the bottom half for yourself, so if they point to what was the top half of the pack, you have them pick it up. If they point to the bottom half, then you pick it up.
3. Ask them to take any card out of the center of their packet and memorize it.
4. As they’re doing this, quietly thumb nine cards from the top of your packet into your right hand and separate the cards there. Have the selected card put in between your two halves, close up the packet, and drop it onto the table.
4. “Now,” you say to your helper, “I want you to start dealing cards off your packet. . .go ahead. . .and then stop whenever you want.”
You want your assistant to start dealing cards before you tell him that he’s going to stop of his own free will, because you want him to stop after he deals the first four cards. In any case, you mentally count the cards as he deals them so when he stops you know how many cards are in the dealt off pile.
5. If they have dealt off an odd number of cards, then they turn over the last card they dealt.
If they dealt off an even number of cards, they turn over the next card of the deck.
In either case, you will get a Nine or Ten turned face up.
6. Counting down in your half of the deck (the selected card is the tenth card), you either deal off nine cards and turn over the next card, or deal off ten cards and turn over the last card dealt.

NAME A NUMBER

EFFECT

A card is selected from the deck, memorized, and returned to the pack. The deck is shuffled as the spectator thinks of any number from one to ten, and then that many cards are counted off into a pile. When the spectator turns over the last card dealt, it’s his card.

PROPS NEEDED

A deck of cards

SECRET

All you need for this trick is the nerve to try it the first time. After that success, you’ll do it whenever you feel the time is right.

ROUTINE

1. Spread out the deck between your two hands so someone can remove a card. Have them remember it and then return it back where it came out of the deck.
2. As you close the cards up, slip your left little finger underneath the selected card. Just before the deck is squared up, transfer the break to your right thumb, and then turn the deck so the faces are facing to your left and it’s ready for an overhand shuffle.
3. Shuffle off all of the cards up to the break, making sure that no one can see the faces of the cards, then drop the top half of the deck to the left of the shuffled cards, and turn the deck face down. The selected card is now the bottom card of the pack.
4. As you ask your helper to think of a number from one to ten, separate the right inner corner of the bottom card with your left little finger.
5. Now deal cards off the top of the deck into a facedown pile directly in front of you on the table. When the right number of cards have been dealt and as you ask the person if that is the correct number, your right hand takes the deck with your fingers on the outer end and your thumb on the inner end.
6. The thumb takes the break being held by your left little finger, and you lift the deck away from your left hand. Bring the deck over the pile on the table, with your thumb dropping the bottom card on top of the pile, and continue on for a couple of inches, then putting the deck on the table.
7. Turn over the top card of the pile and it’s now the selected card.

IMPORTANT POINT

Practice your timing of looking at your helper, asking if you counted off the right number of cards, and moving the deck in a smooth, unhurried move over the pile and onto the table.
The best magic is almost always the boldest!

FINDING TWO CARDS
(L. Vosburgh Lyons)

EFFECT

This is a perfect trick where you are seated at a table with someone seated at your left and another to your right. Have the person on your right, let’s call him A, shuffle the deck, and then put it on your left hand. Turn to the person on your right, known as B, and have him take the deck, deal five cards face down in a pile, and put the deck back on your hand. You hand the deck back to A, who also deals off five cards into a pile. The deck is set aside as each person shuffles his packet of cards.
A and B each take one of the cards from their packet, remember it, and then push it into the other person’s group of cards. The packets are again shuffled and the cards dealt in a faceup row in front of each person. You then ask them if they can pick out the other person’s card that is somewhere in their row of cards. Naturally, they can’t. You then reach over, remove one card from each row, and put it in front of the other person. Those are the two selected cards.

PROPS NEEDED

A deck of cards

PREPARATION

You’ve previously removed five cards from the deck and have them in your pocket. They have to be five cards that you can easily recognize, so you always remove the same five cards every time you do the trick. The cards are:

Ace of Clubs
Four of Hearts
Seven of Spades
Ten of Diamonds
King of Clubs

Notice that the value of each card is three higher than the one before it: Ace, Four, Seven, Ten, and King (13). Also, the suits are arranged in a certain order, one that magicians called the CHaSeD order: Clubs, Hearts, Spades, and Diamonds. So each card is three values higher than the one before it, and it’s also the next suit in rotation.
These five cards are mixed and put into your right coat pocket.

ROUTINE

1. Just before you start the trick bring them out and put them on your right thigh so you can easily pick them up.
2. After the deck is shuffled and put onto the palm of your left hand, swing your hand to the person on your right, B, and ask him to count off five cards into a pile in front of him. As this is being done, get your five cards into palmed position in your right hand, and then rest the tips of your right fingers on the edge of the table.
3. When B has his five cards, pick up the deck with your right hand, adding the five cards to the top, and pass the deck to A on your left. He is to also count off five cards, the five cards of your stack, into a pile.
4. Take back the rest of the deck and set it aside.
5. Each person shuffles his five cards, removes one card, remembers it, and slides into the other person’s cards.
6. Again the packets are shuffled, and then laid out in a line of five faceup cards. After they admit that they have no idea which card belongs to the other person, you look at each row.
7. A’s card is the one card of your stack among four strangers in front of B, and B’s card is the extra card in your stack in front of A.

THE INVISIBLE CARD
(Leo Behnke)

EFFECT

Removing an invisible card case from your pocket, you then take an invisible deck out of it and shuffle them. You make a very pretty fan of the invisible cards, and have someone remember any one of them. The unseen deck is again shuffled, one card removed and put into your pocket, and the deck returned to its intangible case.
The person who looked at a card is asked to name it, and you then take the same card out of your pocket. At least most of it, as you have a clear card and all that can be seen are the pips.

PROPS NEEDED

A deck of cards
A piece of thin, clear plastic the same size as a card
Marking pens or acrylic paint
A #2 lead pencil

PREPARATION

Cut the piece of plastic the same size and shape as one of your playing cards. Place it over the face of a card that is of a small value (Two through Five), and duplicate the value and pips on the plastic. Let’s say you’ve made a clear Five of Diamonds.
Before you do the trick, put the invisible Five of Diamonds in your pocket so its face is to the outside, and then write 5D on the nail of your left middle finger. Use a soft pencil and it will show up very well.

ROUTINE

1. Go through the motions of removing an invisible deck from your pocket, shuffling it, and then making a fan of cards in your left hand.
2. Turn toward someone, holding up your left hand, and ask them to select any one of the cards. As you do this, run your right first finger over the supposed cards and very lightly tap the end of your left middle finger. Your helper will notice the writing on your nail, and you continue on. 3. Close up the so-called fan, apparently remove a card and put it in your pocket, and then put the deck away.
4. When you ask for the name of the card the person is remembering, they should name the Five of Diamonds. All you have to do now is remove the plastic card from your pocket and you’ve done another miracle.

IMPORTANT POINTS

The person you pick to help with this trick is very important. They have to have a personality that likes to have fun and likes to be friendly. Before you do the trick look at your audience and decide ahead of time who best fits this bill.
When you’re holding up the invisible fan of cards and instructing the person to remember one, your right finger goes over the fan two or three times before you hesitate, just for a brief instant, on the tip of your finger, so the rest of the audience won’t notice anything out of the ordinary.
If, in spite of your best efforts, the person names a card other than the Five of Diamonds, pantomime removing a card from your pocket and name a card that is one value away from their card, or of another suit.
“Wouldn’t you know it, I took the Four of Clubs. . .but I was close!”
It will end the trick with a laugh which is much better than just ending it with a mistake.

THE DOWNS LOCATION
(T. Nelson Downs)

EFFECT

You shuffle a deck of cards and then deal five cards face down in a row in front of someone. While your back is turned they look at any one of the cards and return it to the same position in the row. You turn back around, pick up the cards, shuffle them, and put them into your pocket.
“Just think of your card,” you say as your hand sorts through the cards in your pocket.
You toss a card onto the table as you say that the selected card is not that one. Two more cards are thrown on the table as you eliminate them. Finally, a card is tossed onto the table, and the last card is held in your hand. When the selected card is named, you turn over the card in your hand and that is it.

PROPS NEEDED

A deck of cards
Four Sixes of Clubs with the same back as your deck

PREPARATION

Remove four indifferent cards from your deck, and put them into your pocket. Put the packet so the faces are toward you and so it’s in the front of your pocket. Remove the Six of Clubs from your deck, put it with the four duplicates, and hold the packet in front of you. Put an extra card into the group as the third card from the top, and then put the packet on top of your deck, and the deck into its case.

ROUTINE

1. Take the deck out of its case and shuffle it so the Six of Clubs stack stays on top.
2. Deal the top six cards onto the table in a facedown row, and explain that you want someone to remove a card, look at it, and then put it back where it was. As you say this, pick up the third card (the extra one), look at it, and lay it back down.
“That’s what I want you to do,” you say, as you again pick up the card you looked at and put it into the deck. Now turn your back and have them look at a card.
3. “After you’ve put your card back down on the table,” you say, “move each card a little bit so I can’t tell which one you picked up.”
4. After they’ve done this, turn around, pick up the cards, and put them into the pocket with the other cards, but towards the back of your pocket so the two groups don’t get mixed.
5. Switch your hand to the secret group of cards, remove the one on top (the one farthest away from you), and toss it onto the table as not being the selected card.
6. One at a time, remove the next three cards as well, and then bring out one of the Sixes from the other packet. Hold it face down in front of you and ask for the name of the card that was looked at. Turn over your Six of Clubs, and drop it onto the rest of the cards.
Your deck is now complete and you can continue doing card miracles.

IMPORTANT POINT

The reason for the extra card in the six cards that you deal onto the table is to give the impression that you want to make sure that they know what to do. In reality, by showing the face of that indifferent card you will sell the fact that all the cards are different. You then put it back into the deck so no one thinks you’re using that card as a key to find the selected card later.

 

A shuffled deck is cut in half, a card selected from one of the halves, and put into the other half.  The first half is now used by the helper to deal cards onto the table until he wants to stop.  The card at that point is turned over, and its value is used to count down in the other half of the deck.  The selected card is turned over at that point.

 

PROPS NEEDED

 

A deck of cards

 

PREPARATION

 

Take out all of the Nines and Tens from the deck, as well as eleven other cards.  Shuffle the packet of Nines and Tens, and then put seven of the extra cards in with the Nines and Tens so they alternate.  The other four cards are put on top of this packet, and the packet put on top of the deck.

So, from the top of the deck, you now have four odd cards, a Nine or Ten, and alternating from there you have odd cards and Nines or Tens.

 

ROUTINE

 

  1. Remove the deck from your pocket or its case, and casually shuffle the bottom half of the deck. Put the pack on the table and ask someone to cut it into two fairly equal halves.  Now have that person point to one of the halves.
  2. You want to use the bottom half for yourself, so if they point to what was the top half of the pack, you have them pick it up. If they point to the bottom half, then you pick it up.
  3. Ask them to take any card out of the center of their packet and memorize it.
  4. As they’re doing this, quietly thumb nine cards from the top of your packet into your right hand and separate the cards there. Have the selected card put in between your two halves, close up the packet, and drop it onto the table.
  5. “Now,” you say to your helper, “I want you to start dealing cards off your packet. . .go ahead. . .and then stop whenever you want.”

You want your assistant to start dealing cards before you tell him that he’s going to stop of his own free will, because you want him to stop after he deals the first four cards.  In any case, you mentally count the cards as he deals them so when he stops you know how many cards are in the dealt off pile.

  1. If they have dealt off an odd number of cards, then they turn over the last card they dealt.

If they dealt off an even number of cards, they turn over the next card of the deck.

In either case, you will get a Nine or Ten turned face up.

  1. Counting down in your half of the deck (the selected card is the tenth card), you either deal off nine cards and turn over the next card, or deal off ten cards and turn over the last card dealt.

 

 

NAME A NUMBER

 

EFFECT

 

A card is selected from the deck, memorized, and returned to the pack.  The deck is shuffled as the spectator thinks of any number from one to ten, and then that many cards are counted off into a pile.  When the spectator turns over the last card dealt, it’s his card.

 

PROPS NEEDED

A deck of cards

 

SECRET

All you need for this trick is the nerve to try it the first time.  After that success, you’ll do it whenever you feel the time is right.

 

ROUTINE

  1. Spread out the deck between your two hands so someone can remove a card. Have them remember it and then return it back where it came out of the deck.
  2. As you close the cards up, slip your left little finger underneath the selected card. Just before the deck is squared up, transfer the break to your right thumb, and then turn the deck so the faces are facing to your left and it’s ready for an overhand shuffle.
  3. Shuffle off all of the cards up to the break, making sure that no one can see the faces of the cards, then drop the top half of the deck to the left of the shuffled cards, and turn the deck face down. The selected card is now the bottom card of the pack.
  4. As you ask your helper to think of a number from one to ten, separate the right inner corner of the bottom card with your left little finger.
  5. Now deal cards off the top of the deck into a facedown pile directly in front of you on the table. When the right number of cards have been dealt and as you ask the person if that is the correct number, your right hand takes the deck with your fingers on the outer end and your thumb on the inner end.
  6. The thumb takes the break being held by your left little finger, and you lift the deck away from your left hand. Bring the deck over the pile on the table, with your thumb dropping the bottom card on top of the pile, and continue on for a couple of inches, then putting the deck on the table.
  7. Turn over the top card of the pile and it’s now the selected card.

 

IMPORTANT POINT: Practice your timing of looking at your helper, asking if you counted off the right number of cards, and moving the deck in a smooth, unhurried move over the pile and onto the table.  The best magic is almost always the boldest!

 

FINDING TWO CARDS

(L. Vosburgh Lyons)

 

EFFECT

This is a perfect trick where you are seated at a table with someone seated at your left and another to your right.  Have the person on your right, let’s call him A, shuffle the deck, and then put it on your left hand.  Turn to the person on your right, known as B, and have him take the deck, deal five cards face down in a pile, and put the deck back on your hand.  You hand the deck back to A, who also deals off five cards into a pile.  The deck is set aside as each person shuffles his packet of cards.

A and B each take one of the cards from their packet, remember it, and then push it into the other person’s group of cards.  The packets are again shuffled and the cards dealt in a faceup row in front of each person.  You then ask them if they can pick out the other person’s card that is somewhere in their row of cards.  Naturally, they can’t.  You then reach over, remove one card from each row, and put it in front of the other person.  Those are the two selected cards.

 

PROPS NEEDED

A deck of cards

 

PREPARATION

You’ve previously removed five cards from the deck and have them in your pocket.  They have to be five cards that you can easily recognize, so you always remove the same five cards every time you do the trick.  The cards are:

Ace of Clubs

Four of Hearts

Seven of Spades

Ten of Diamonds

King of Clubs

 

Notice that the value of each card is three higher than the one before it: Ace, Four, Seven, Ten, and King (13).  Also, the suits are arranged in a certain order, one that magicians called the CHaSeD order: Clubs, Hearts, Spades, and Diamonds.  So each card is three values higher than the one before it, and it’s also the next suit in rotation.

These five cards are mixed and put into your right coat pocket.

 

ROUTINE

 

  1. Just before you start the trick bring them out and put them on your right thigh so you can easily pick them up.
  2. After the deck is shuffled and put onto the palm of your left hand, swing your hand to the person on your right, B, and ask him to count off five cards into a pile in front of him. As this is being done, get your five cards into palmed position in your right hand, and then rest the tips of your right fingers on the edge of the table.
  3. When B has his five cards, pick up the deck with your right hand, adding the five cards to the top, and pass the deck to A on your left. He is to also count off five cards, the five cards of your stack, into a pile.
  4. Take back the rest of the deck and set it aside.
  5. Each person shuffles his five cards, removes one card, remembers it, and slides into the other person’s cards.
  6. Again the packets are shuffled, and then laid out in a line of five faceup cards. After they admit that they have no idea which card belongs to the other person, you look at each row.
  7. A’s card is the one card of your stack among four strangers in front of B, and B’s card is the extra card in your stack in front of A.

 

 

THE INVISIBLE CARD

(Leo Behnke)

 

EFFECT

 

Removing an invisible card case from your pocket, you then take an invisible deck out of it and shuffle them.  You make a very pretty fan of the invisible cards, and have someone remember any one of them.  The unseen deck is again shuffled, one card removed and put into your pocket, and the deck returned to its intangible case.

The person who looked at a card is asked to name it, and you then take the same card out of your pocket.  At least most of it, as you have a clear card and all that can be seen are the pips.

 

PROPS NEEDED

 

A deck of cards

A piece of thin, clear plastic the same size as a card

Marking pens or acrylic paint

A #2 lead pencil

 

PREPARATION

 

Cut the piece of plastic the same size and shape as one of your playing cards.  Place it over the face of a card that is of a small value (Two through Five), and duplicate the value and pips on the plastic.  Let’s say you’ve made a clear Five of Diamonds.

Before you do the trick, put the invisible Five of Diamonds in your pocket so its face is to the outside, and then write 5D on the nail of your left middle finger.  Use a soft pencil and it will show up very well.

 

ROUTINE

 

  1. Go through the motions of removing an invisible deck from your pocket, shuffling it, and then making a fan of cards in your left hand.
  2. Turn toward someone, holding up your left hand, and ask them to select any one of the cards. As you do this, run your right first finger over the supposed cards and very lightly tap the end of your left middle finger.  Your helper will notice the writing on your nail, and you continue on.  3.   Close up the so-called fan, apparently remove a card and put it in your pocket, and then put the deck away.
  3. When you ask for the name of the card the person is remembering, they should name the Five of Diamonds. All you have to do now is remove the plastic card from your pocket and you’ve done another miracle.

 

IMPORTANT POINTS

 

The person you pick to help with this trick is very important.  They have to have a personality that likes to have fun and likes to be friendly.  Before you do the trick look at your audience and decide ahead of time who best fits this bill.

When you’re holding up the invisible fan of cards and instructing the person to remember one, your right finger goes over the fan two or three times before you hesitate, just for a brief instant, on the tip of your finger, so the rest of the audience won’t notice anything out of the ordinary.

If, in spite of your best efforts, the person names a card other than the Five of Diamonds, pantomime removing a card from your pocket and name a card that is one value away from their card, or of another suit.

“Wouldn’t you know it, I took the Four of Clubs. . .but I was close!”

It will end the trick with a laugh which is much better than just ending it with a mistake.

 

 

THE DOWNS LOCATION

(T. Nelson Downs)

 

EFFECT

 

You shuffle a deck of cards and then deal five cards face down in a row in front of someone.  While your back is turned they look at any one of the cards and return it to the same position in the row.  You turn back around, pick up the cards, shuffle them, and put them into your pocket.

“Just think of your card,” you say as your hand sorts through the cards in your pocket.

You toss a card onto the table as you say that the selected card is not that one.  Two more cards are thrown on the table as you eliminate them.  Finally, a card is tossed onto the table, and the last card is held in your hand.  When the selected card is named, you turn over the card in your hand and that is it.

 

PROPS NEEDED

 

A deck of cards

Four Sixes of Clubs with the same back as your deck

 

PREPARATION

 

Remove four indifferent cards from your deck, and put them into your pocket.  Put the packet so the faces are toward you and so it’s in the front of your pocket.  Remove the Six of Clubs from your deck, put it with the four duplicates, and hold the packet in front of you.  Put an extra card into the group as the third card from the top, and then put the packet on top of your deck, and the deck into its case.

 

ROUTINE

 

  1. Take the deck out of its case and shuffle it so the Six of Clubs stack stays on top.
  2. Deal the top six cards onto the table in a facedown row, and explain that you want someone to remove a card, look at it, and then put it back where it was. As you say this, pick up the third card (the extra one), look at it, and lay it back down.

“That’s what I want you to do,” you say, as you again pick up the card you looked at and put it into the deck.  Now turn your back and have them look at a card.

  1. “After you’ve put your card back down on the table,” you say, “move each card a little bit so I can’t tell which one you picked up.”
  2. After they’ve done this, turn around, pick up the cards, and put them into the pocket with the other cards, but towards the back of your pocket so the two groups don’t get mixed.
  3. Switch your hand to the secret group of cards, remove the one on top (the one farthest away from you), and toss it onto the table as not being the selected card.
  4. One at a time, remove the next three cards as well, and then bring out one of the Sixes from the other packet. Hold it face down in front of you and ask for the name of the card that was looked at.  Turn over your Six of Clubs, and drop it onto the rest of the cards.

Your deck is now complete and you can continue doing card miracles.

 

IMPORTANT POINT

 

The reason for the extra card in the six cards that you deal onto the table is to give the impression that you want to make sure that they know what to do.  In reality, by showing the face of that indifferent card you will sell the fact that all the cards are different.  You then put it back into the deck so no one thinks you’re using that card as a key to find the selected card later.