Part 2
Select the ace and five of hearts and two other cards of the same suit and conceal the five behind one of the latter so as to make it appear you have only three cards. Hold the two cards (with the concealed five) faces down, a little distance apart and showing the ace place it deliberately behind them so that the pip shows between (Fig. 2) when the cards are held up. Having shown the cards in the latter position to the company, lower them again and defy any one to lift up the ace. A member of the company does so and naturally looks at the card, when you say, "But you must not look at it. Take the card off and place it face down on the table, and I will then tell you whether your attempt has been successful. We will try again?" Re-arranging the cards, substitute the five for the ace and place it so that the centre pip alone is visible between the two cards. Repeat your challenge and request your friend to remove the ace, place it on the table, and cover it with his hand. When this is done ask him if he still has the ace, and he will naturally say "Yes." Tell him to raise his hand, and to his astonishment he will find the five.
[Illustration] Fig. 2.
TO MAKE A PERSON NAME A CARD WHICH YOU HAVE YOURSELF SELECTED
Take any card from two to ten, say the five of hearts, and lay it face down on the table without permitting any one to see its face. Then announce your intention of examining a number of the company as to their knowledge about cards. Ask for a volunteer, and on one consenting to act tell him to answer your questions rapidly and to make his replies short. Then put the following questions: "How many cards are there in a full pack?" Answer, "Fifty-two." "How many suits?" "Four." "What are their colours?" "Red and Black." "Now name one of those colours." "Red." If he should say "black," you must say, "You select black so I take red. How many suits are there in red?" "Two." "What are they?" "Hearts and Diamonds." "Name one of those suits quickly." "Hearts." If he should name diamonds say, "Then I take hearts." "How many cards in the suit?" "Thirteen." "How many between the ace and knave?" "Nine." "How many below six and how many above six?" "Four below and four above." "Name either below or above?" "Below." If he says "above," say, "That gives me those below six. What are the numbers below six?" "Two, three, four, and five." "Name two of those numbers." "Four and five." If he should say "two and three," or "three and four" you remark, "That leaves me four and five. Name one of those numbers." If he says "four," you say, "Which leaves five. The suit you selected was hearts, and now we have come down to five. So you have actually selected the five of hearts; and I am sure you will admit I have not influenced your choice in any way. Please turn over the card on the table." He does so and, of course, finds it is the five of hearts.
THE CLOCK
Select twelve cards of any suit, ace to ten and king and queen; arrange them in a circle to represent the figures on the face of a clock, the king as twelve and the queen as eleven (Fig. 3), and request a member of the company to think of one of the numbers. You then explain you will tap the cards with a pencil and he is to mentally add your first tap to the number he thought of and count your succeeding taps until twenty is reached, when he is to call "Stop," and your pencil will then rest upon his number. For instance, we will suppose he thinks of twelve; he must count your first tap as thirteen and continue counting mentally until twenty is reached.
[Illustration] Fig. 3.
EXPLANATION.--Touch the cards at random during the first seven taps and allow your pencil, on its eighth tap, to rest on the king (twelve). Eight and twelve being twenty he will of course say "Stop." Supposing he thought of a lower figure--seven, for instance. Tap at random as before until your eighth tap, which must always be on twelve; then touch the cards in rotation, making the queen your ninth tap, the ten your tenth tap, nine your eleventh, and so on until you reach seven, which will be your thirteenth tap, which number added to seven, the number thought of, will make twenty, and your friend will say "Stop."
Another effective trick can be worked with the card dial, but it requires the assistance of a confederate. Having previously instructed him what to do, you tell the company that any one is at liberty to touch one of the cards during your absence from the room, and on returning you will indicate the card he has touched. Upon your returning hand a pencil to your confederate and request him to touch the cards in rotation until you say "Stop," when the pencil will rest on the right card. Your confederate must hold the pencil in his right hand with his forefinger resting on top. When he touches the right card he must raise that finger slightly. It is a signal no one would notice, and the trick always creates a great deal of wonder.
HOW TO GUESS CARDS THOUGHT OF
Allow the pack to be shuffled freely and then place it on the table face down. Take the three top cards, and holding them up with their backs towards you, ask some one to think of one. Then spread them face down on the table in front of you. Take three more cards, and ask a second person to think of one, and lay these on top of the other three. Show three more cards to a third person, and after he has thought of one, lay these on top of the others. You have now three parcels on the table, each containing three cards. Hold up one parcel, and say to each person: "Is the card you thought of in this lot?" Proceed in the same way with the other parcels, and then tell each person the name of the card he thought of. As the cards shown to the first person were laid on the table first, it stands to reason that the cards he thought of must be at the bottom of the parcel he has said "Yes" to; the second person's card will be the middle one in the parcel, and the third person's the top card.
AN INGENIOUS CARD TRICK
Select ten cards, regardless of suit, the ace, and from deuce to ten, arranging them as follows: Lay the ten face down on the palm of your hand, the nine next, and the others in rotation, finishing with the ace, which you call "one." Give the cards so arranged to a friend, and tell him you will leave the room while he moves cards one at a time, not to exceed nine, from top to bottom, and when you return you will tell him how many he has shifted. You may repeat this feat successfully several times, and finish by requesting him to make up his mind how many cards he intends moving before you leave the room and you will tell him which card will indicate the number he has selected. On returning you immediately refer him to the card which gives the correct answer. This is really a most puzzling trick and yet an easy one to perform. Commence by showing how the cards are to be moved by shifting a few yourself, noting how many you move, so you will remember which card you leave at the bottom. When you return to the room you subtract the number of pips on that card from ten and the product will show the number of the card from the top, the pips on which indicate the number of cards your friend has moved. We will suppose that, in illustrating, you move four cards, which will, of course, leave the four at the bottom; you subtract four from ten, which leaves six, and no matter how many cards have been moved the pips on the sixth from the top will indicate the number. Taking the pack in your hand face downward, count off the first six cards, and glancing at the sixth say, "You moved ---- cards." When you repeat the trick add the number originally at the bottom to the number your friend has moved, which will give the number now at the bottom, which you again subtract from ten. In predicting the number of cards your friend means to move you tell him the number of the card from the top which will show it. We will suppose the bottom card is eight and your friend mentally decides upon moving five cards, you subtract eight from ten, which leaves two, and tell him the number he is going to move will be indicated by the pips on the second card from the top after he has moved the cards.
TO NAME A CARD WHICH SOME ONE HAS THOUGHT OF
Spread six cards before a member of the company and ask him to think of one. Place these cards at the bottom of the pack and give the latter a "false shuffle," i.e. shuffle them in such a manner that the bottom cards are not disturbed. Then take the four top cards, and spreading them on the table, faces upward, ask your friend if his card is among them. Of course, he will say "No." While he is looking at the cards on the table "slip" (_Hercat's Card Tricks_, p. 10) one of the bottom cards to the top of the pack. To do this moisten the tips of the two middle fingers of the left hand, and holding the pack in that hand with the moistened fingers against the face of the bottom card, with the thumb and two middle fingers of the right hand raise the rest of the cards slightly and the card adhering to the moistened fingers will be carried to the top of the pack. Again spread the four top cards on the table and repeat the enquiry. If he says "No," repeat the former process until he says, "Yes, my card is in that lot." You, of course, know it is the card you "slipped" from the bottom of the pack. You then tell him to gather up all the cards and shuffle them thoroughly; then place the pack on the table, put his hand over it and look you steadily in the eye. You place your hand over his and say, "I can read your thoughts, you took the ----," naming his card. This is an easy trick to perform and causes great amazement.
THE REJECTED RECRUITS--A LAUGHABLE TRICK
Select a king and the four knaves and lay the king on the table face upward. Tell the company that the king is recruiting for the army and accepts the knave of clubs, which you place on the king's right. The knave of spades, which you place on the left, he rejects. The knave of diamonds is accepted and placed on the right. The knave of hearts is declined, and placed on the left.
Now ask your audience how it is that the king, being in want of recruits, accepts two and refuses two.
The answer will puzzle those not acquainted with the trick. It is as follows: Two of the knaves have but one eye each, and are consequently medically unfit.
A NOVEL CARD EFFECT
EFFECT.--A five-spot card is passed for examination, a two spot of the same suit is then placed face down on the five; after rubbing the cards slightly and separating them a spot is found to have passed from the centre of the five on to the two spot, making a four spot and a three spot. The pack is afterwards shown to be quite an ordinary one without any apparent preparation.
PREPARATION.--Remove from the pack the five, four, three, and two of any suit. Place the remainder of pack face down on the table. Now place the five spot face up on the back of the pack, the two spot face down on the five, the four face up on the back of the two, and the three spot face down on the four. Then remove the three top cards, without in any way altering their order, and place them on the face of the pack so that the two spot is showing, and turn the five spot face down, so that the pack appears to be without preparation.
PRESENTATION.--Show pack held in left hand and call special attention to the two spot on the bottom of the pack, then lift off the five-spot card and pass it to a spectator with the remark that the centre spot is loose and can be transferred at will to any other card; while the card is being examined you secretly count off the three other prepared cards at the bottom of the pack and keep them separated from the rest with the index finger of left hand. Now take back the five-spot card and place it on the back of the pack, with its face side toward audience. Then with the first two fingers and thumb of right hand take the three other cards from bottom of pack and show them as one card only: namely, the two spot. This movement is best executed by slightly pushing down the three cards with the index finger of left hand until a sufficient amount of projection is obtained for the fingers and thumb of right hand to grip. Now place the apparent two-spot card face toward, and on to the five spot; proceed by gently rubbing the back card with the index finger of right hand, and lift the top card and show it to be a three spot, while the card facing is found to be a four spot, which you also remove. The back of the two-spot card will then be seen and the pack appear to be an unprepared one.
AN ARTFUL CARD FORCE
PRESENTATION.--First secretly note what the top card of the pack is. Then proceed by asking a spectator to state what card he wishes you to use by giving you a number. After having received the number you proceed to count the cards face down on to a table until you reach that number, at the same time mentioning that the last card counted is the one you are to use. You pause for a moment, apparently thinking, then say, it is possible that the spectator may think that you already know the card as you counted them yourself, you consider that it would only be fair to allow him to count them himself. At the same time you replace the counted cards, and hand the pack to spectator, with the request that he counts down to the number previously stated. This, of course, has the effect of bringing the known top card into position at his number, so that it is quite an easy matter to follow on with any trick in which the sleight-of-hand force is necessary. This seems very simple, but try the effect; even our advanced friends will find it extremely useful.
ANOTHER EASY CARD FORCE
REQUISITES.--An ordinary pack of cards and two extra cards stuck securely together.
Place the double card below a previously noted card. Hold the pack in the left hand so that the thumb can pass readily down the cards at the upper corner. Now pass the thumb of the right hand down the cards so as to ruffle them. You will find that the thumb is automatically stopped at the double card. By requesting a spectator to take the card immediately above the break in the pack, you can then proceed with any trick in which a forced card is necessary. Numerous other uses for the double card will readily occur to my readers from the hint given.
A SIMPLE BUT PUZZLING CARD TRICK
Place the pack face down on the table and cover it with a serviette. Then request a member of the company to put his hand under the serviette and take a card at random; to be careful not to let you see it but show it to the company and then return it to the pack and to square the pack through the serviette after the card has been replaced. You then lift up the side of the serviette nearest to you and at once produce the card.
EXPLANATION.--When the company are looking at the card slip your hand under the serviette and turn the pack over, and, of course, you can at once detect the "faced" card when it is replaced. On withdrawing it with your right hand turn the pack over with your left and lift off the serviette.
SIMPLE COIN TRICKS
HOW TO DETECT A MARKED COIN
Place ten coins--say shillings--in any empty finger-bowl and request a member of the company to select one, put a private mark on it, and then holding it in his closed hand, to close his eyes and think of the appearance of the coin very hard. In about a minute pick up the bowl, and going to him, request him to open his eyes; gaze in them, and then make a few mesmeric passes over his face. Then request him to drop the coin he holds in the bowl and to mix it up thoroughly with the other nine shillings. Now ask some one to blindfold you; when this is done place your hand in the bowl, and picking up the shillings one at a time, you can at once detect his, which you throw across the table to him for confirmation. The secret is that the coin held in the person's hand has obtained a certain degree of warmth and can at once be detected in consequence.
A PENETRATIVE SHILLING
Sew a halfpenny in the corner of your handkerchief and place the latter in your pocket ready for the trick. Borrow a shilling and request the lender to put a private mark on it. Take out your handkerchief and pretend to place the shilling under it, instead of which pick up the corner containing the halfpenny, place it in the centre and grasp it through the handkerchief with your left hand, while you let the marked shilling drop in the palm of your right. Ask a member of the company to hold the shilling (the halfpenny in the centre) in the handkerchief a few inches above the table. Then pick up an empty glass with your right hand, hold it under the table, and request the person who holds the handkerchief to let it fall on the table. The coin in the handkerchief will be heard to strike the latter and at the same time you drop the shilling from the palm of your right hand into the glass and place the latter on the table, while with your left hand you pick up the handkerchief and shake it, being careful not to allow the halfpenny to strike the table again while you are doing so. Request the person who lent the shilling to take it out of the glass and say if it is the one bearing his private mark.
ANOTHER SIMPLE TRICK
Here is another simple trick with a sixpence. Put a small piece of wax on it, and place it, the waxed side uppermost, in the centre of a handkerchief. Then put one of the lower corners of the handkerchief over the coin and ask some one to put his finger on it and press it. Then move the second lower corner of the handkerchief over the other corner, telling your assistant to move his finger while you do so. Next cover the two lower corners with the two upper corners of the handkerchief in the same manner, and ask your assistant if he is sure the sixpence is still there. Of course he will say yes; he can feel it. Then tell him to raise his finger. When he does so, take the two upper corners in your hands, and raise the handkerchief, when the coin will appear to have vanished. Of course, it is sticking to the lower corner of the handkerchief.
A COIN TO DISAPPEAR FROM YOUR CHEEK AND REAPPEAR AT YOUR ELBOW
While sitting at the table turn up your right sleeve, and, taking a half-crown or penny, rub it against your cheek, and then, as if by accident, drop it on the table. Pick up the coin and repeat the process, this time resting your elbow on the table, as you explain, to steady it. Move your hand from your cheek, and the coin has disappeared, and with your left hand produce it from your elbow. Then say, "I will reverse the experiment and send the coin back." Place your empty hand against your face and your left hand containing the coin under your elbow. After rubbing your face and chin, show the coin again in your right hand and your left hand empty. You require two coins for this trick, one palmed in your left hand. When you rub the coin against your face the second time, drop it inside your collar and produce the palmed coin from your elbow. When you "reverse the experiment," take the coin from your collar as you are rubbing your face and chin and drop the other coin from your left hand into your handkerchief spread over your knees.
TWO VANISHED HALF-CROWNS
This trick requires considerable practice, but is a very effective one. Take the two coins in your right hand, and throw them repeatedly, one at a time, into the other hand until the audience begin to think it is a "sell." Then, offering your left hand (in which the coins are supposed to be) to some one, say: "Well, you try to do it." Open your hand, and the coins have disappeared.
EXPLANATION.--The last time you throw only one half-crown, and instead of throwing the second, bring the right hand down quickly, and at the same time jerk the coin in your left hand upwards into your right, and it will strike the coin retained there. The clink will be heard, and by closing your left hand quickly you will lead the company to suppose both coins are in that hand. Half-crowns are the best coins for the trick owing to their weight.
A DIVINATION
Request a member of the company (seated) to place a shilling or florin upon each knee, and cover them with his hands with his fingers stretched out. You then tell him, when you turn your back, to raise one of the coins and tap his head with it twelve times just above his ear; then replace it on his knee and cover it with his hands as before; and you will tell him, on examining the coins, which one he raised.
The examination of the coins has really nothing to do with the trick. All you have to do is to look at the person's hands; the blood leaves the hand that has been raised, and when it is again placed beside the other the difference in colour is most perceptible.
I have performed this trick hundreds of times in drawing-rooms, and it has never been detected, but created great surprise.
AN EFFECTIVE BUT SIMPLE TRICK