62. DESCRIPTION OF THE MAGICIAN'S TABLE.
When a secret confederate is required, have a table four and a half feet long, two feet eight inches high, two feet nine inches wide, with a curtain round it, twenty-two inchesdeep. In the top of this table are several secret square holes, of different sizes, from three to five inches across; these having covers which exactly fit, and hung upon concealed hinges, so that they may be let down; but when lying flat, the top of the table appears to present a perfect surface. Under this surface are buttons, which prevent those lids from falling down when not made use of. Under the top of the table is fastened a box, or drawer, open at the top, and at the side which is farthest from the spectators. This box is about twenty inches deep, and concealed by the curtain; and in this box is placed the secret agent who assists the performer.
63. WYMAN'S GUN TRICK.
Having provided yourself with a fowling-piece, permit any person to load it, retaining for yourself the privilege of putting in the ball, to the evident satisfaction of the company, but instead of which you must provide yourself with an artificial one made of black lead, which may be easily concealed between your fingers, and retain the real ball in your possession, producing it after the gun has been discharged; and a mark having been previously put upon it, it will instantly be acknowledged. This trick is quite simple, as the artificial ball is easily reduced to a powder on the application of the ramrod; besides the smallness of the balls preclude all discovery of the deception.
64. THE HATCHED BIRD.
Separate an egg in the middle as nearly as possible, empty it, and then, with a fine piece of paper and a little glue, join the two halves together, having first put a live canary bird inside it, which will continue unhurt in it for some time, provided you make a small pinhole in the shell to supply the bird with air; have, also, a whole egg in readiness. Present the two eggs for one to be chosen; put the egg, which contains the bird, next to the person who is to choose, and for this purpose be sure to select a lady; she naturally chooses the nearest to her, because, having no idea of the trick to be performed, there, is no apparent reason to take the further one; at any rate, if the wrong one be taken, you do not fail in the trick, for you break the egg, and say, "You see that this egg is fair and fresh madam;so you would have found the other, if you had chosen it. Now, do you choose to find in it a mouse, or a canary bird?" She naturally declares for the bird; nevertheless, if she ask for the mouse, there are means to escape; you ask the same question of several ladies, and gather the majority of votes, which, in all probability, will be in favour of the bird which you then produce.
65. THE APPLE AND ORANGE TRICK.
Have a box made with a drawer fitted to it as in the figure No. 2, marked A. The back part of the drawer B, which slides into the box A, has no end piece; then have another drawer made, marked C, open at the top, that will fit the drawer B rather easy, when put into it the sides and ends of the drawer C, made of rather thin wood, with their end and sides sloping towards the sides of the drawer B, so that when it is in the drawer B, it cannot be discovered without minute examination; then push them both into thebox A, and have a small hole bored through the top of the box A, in which you put a small pin with a flat top, as marked D in the plate; this pin is so long that it will just catch drawer C, inside of the box A, to prevent it from coming out with the drawer B, when not necessary to be exposed. It is now ready to perform experiments with. You are aware, as has already been described, that the drawer B is open at the inner end, consequently, when that with the loose drawer C is pushed into the box A, and you put the pin D in its place, the drawer B may be pulled out, or pushed back, without interruption; but if you remove the pin out of the box, C will come out inside of the drawer B without the trick being discovered; it being understood that the false drawer C is invariably concealed from the spectator. When the drawer C is in the box A, and the drawer B has been drawn out, the end of the drawer C will then appear as if it was the end of the drawer B as represented in the plate. You can then show it to the company, and you may also measure the inside of the drawer B, and the outside of the box A, and convince them that, apparently, nothing is concealed. Care must be taken in pulling the drawer C out alone, that the drawer C will not slip from the bottom of the drawer B, which otherwise would prevent it from being pushed back. A little catch may be affixed in the bottom of the drawer C, so as to prevent the same from slipping out of its place.
To Perform the Experiment.—Fill, privately, the drawer C with fruit, close the drawer B, and exhibit it; then pull the drawer B out, alone, as represented in the plate, figure 2, which will convince the spectators that it is empty. When you have satisfied them on that point, slide back the drawer B, then place the left hand on the secret pin D, and take it out; then with the right hand pull out the drawer B, with the secret drawer C, which is full of fruit, to the great astonishment of the company; take the fruit out and present it to the spectators. This concludes the performance.
66. ENCHANTED COIN, AS PERFORMED BY PROFESSOR WYMAN.
Put fifteen pieces of money into a hat, take out five and mysteriously pass them back into the hat and it covered. To do this trick you must have in your left hand a plate, and under the plate and in your left hand have previouslyplaced five pieces of coin such as you will have placed in the hat; after you have counted the fifteen pieces into the hat, you then ask the person whom you have selected from the audience to assist you in performing the tricks, to count the money out of the hat into the plate, to see that there is no mistake, after which you turn the money out of the plate into the hat, and at the same time let fall the five pieces you have secreted in your hand under the plate; you then ask him to draw out five pieces, which will still leave fifteen, you take the five that is drawn out and place them in a drawer (see the orange and apple trick), then you go through the magic words,Presto,Pacillo,Pass; you then open the drawer, (after placing your finger on the spring to hold the inside drawer in which the five pieces were placed,) and show the audience that the five pieces are gone; you then tell him to get the hat and see how many pieces are in it; he gets the hat, and to the surprise of all, he counts the original number, fifteen.
67. MYSTERIOUS COIN, OR HOW TO MAKE DOLLARS PASS THROUGH A WINE GLASS, A CHINA PLATE, A TABLE, AND FALL INTO THE HAND.
After performing trick 40, (p. 27,) you may address the company again, and say: "I will show you the nature of this trick, if you will only look sharp enough to see how it is done. Therefore, watch closely, and if you haveverypenetrating eyes, you may see the money go through this glass and fall upon the plate, and from that through the table into my hand. I will do it deliberately, so that you may have every opportunity of detecting the deception, which will make you as wise as myself."
Now you take a plate and place it on the table, place upon that a wine glass upside down, and take the empty leathern case and hold it before the audience, to convince them that nothing is inside. Place it, in a careless manner, over the riveted money, which you had before put a little aside from the view of the spectators. Place a small ball on the bottom of the glass, then take the case with the concealed coins therein, and place them over the ball, which will be secreted therein. Now tell the company to keep a sharp look out, and they may discover the whole process. Take the loose coins and throw them on the table; bring them again under the table, and exchange them for a ball previously deposited on the shelf, and laythe same upon the table. Remove the case alone, which, of course, will leave the money exposed on the top of the glass. "Now," says the performer, "I presume that you have discovered the whole mystery; but if not, I will give you another opportunity, and will return the money whence it came." Cover the money with the case, and bring the ball which you previously exposed to the spectator under the table, and exchange it for the money on the shelf, which you again toss upon the table. Remove the case with the coins concealed therein, and the ball will appear on the top of the glass, as at first. Our performer makes the following concluding speech: "Now, as you have, I suppose, discovered the whole mystery, I hope, ladies, thatyouwill not set up an opposition line against me; since, if you do, you will very seriously injure my pockets, and, of course,attractall the company, and leave me in an empty house with empty pockets."
68. PROFESSOR WYMAN'S GREAT TRICK OF THE EGYPTIAN FLUIDS, OR IMPOSSIBILITIES ACCOMPLISHED.
Mix wine and water together, then separate them by means of a red and white tape. To perform this trick you must have three covers (tin) made, of an obeliatic form, terminating at about one inch and a half on top, upon the top of two of these covers is soldered a piece of thick brass, copper, or lead, say about a quarter of an inch in thickness, in the center make a hole about the same in diameter, about two inches from the top, and on the inside will be a partition or floor, through the center of which make a small a hole, (this partition must be water tight.) Previous to performing the trick fill the two covers (the tops of them) one with water, the other with wine, then cork them well which excludes the air, consequently keeps the liquid from coming out at the small hole made in the center of the partition, then take two sound tumblers and put about as much water in one as there is water in one of the covers, place the cover over that, the tumbler that has the water, then put about the same quantity of wine in the other tumbler, as there is in the other cover, and place that cover over it; now have a tumbler with a hole through the center of the bottom (made with a drill), have this hole closed with a long peg from the under side, then through your trick table have a small auger hole made toadmit the peg, this tumbler must also be covered with a similar cover in external appearance; you then take the covers off the tumblers containing water and wine, and in presence of the audience mix the two liquids, then pour both into the tumbler that has the hole through the bottom, place the tumblers back and cover them over, now lift the tumbler up containing the mixture that the audience may see it, (keeping your hand in front of the peg,) place it back with peg through the hole, cover it over, then take a red and white tape string that has previously been fastened to a small stick, and place it in the top of the cover that is over the false tumbler, then take the end of the red tape, which has a small wire to it, and after removing the cork from the cover over the wine, drop the end of the wire into the whole; the air is then let into the wine, which lets it run down into the tumblers underneath, do likewise with the white tape, then reach your hand under the table and draw the peg out of the tumbler and let the mixture run down into a tumbler or cup secreted there for that purpose; now remove the covers and show the audience that the tumbler you poured the mixture into is empty, and the one you poured it out of contains it again, which will greatly astonish them. That accomplished magician, Professor Wyman, has astonished applauding and delighted thousands in every city in the United States and Canada, by the performance of this wonderful experiment.
69. THE MAGICIAN'S SNOW BALL. ONE OF THE FAKER OF AVA'S FEATS.
Take a cup and fill it with rice, then change it into a handkerchief. To do this trick you have two cups (tin) made to fit one within the other, but let the outside cup be about two inches deeper than the inside one, let the rims be turned square down all round, but let that of the inside cup be a trifle larger than the outside one, so that when the tin cover (which you must also have) is put over them it will fit sufficiently tight to lift out the inside cup when it is taken off. Previous to performing this trick you must place in the bottom of the deep cup a white pocket handkerchief, then place the other cup in it, after which bring it out in presence of the audience, then fill the inside cup (which to the audience appears to be the only cup) with rice, place the cover over it, after which repeat the mystic wordsPresto,Pacillo,Pass, then remove the cover and the inside cup willhave stuck to it and be concealed from view, now take out the handkerchief, and it will greatly astonish those who see it.
70. THE MAGNETIZED CANE.
Is a very surprising little fancy, and is calculated to create much astonishment in the parlor or drawing room. To perform this trick, take a piece of black silk thread or horse hair, about two feet long, and fasten to each end of the same bent hooks of a similar color. When unobserved, fasten the hooks in the back part of your pantaloon-legs, about two inches below the bend of the knees. Then place the cane (it should be a dark one and not too heavy), within the inner part of the thread, as represented in the engraving, and by a simple movement of the legs, you can make the cane dance about, and perform a great variety of fantastic movements. At night your audience cannot perceive the thread, and apparently the cane will have no support whatever. The performer should inform the company before commencing this trick, that he intends to magnetize the cane, and by moving his hands as professors of magnetism do, the motion of the legs will not be noticed.
71. PROFESSOR WYMAN'S MODE OF PERFORMING THE EGG BAG TRICK.
Take a bag and exhibit it to the audience, turn the bag inside out, then back again, after which take several eggs out of it. To perform this trick, have you a bag about a half yard wide, and about five eighths deep, made of black cambric, then take strips of the same cloth about three inches wide and sew them on each side of the strip lengthwise of the bag, these are called cells, it is in these that the eggs are placed; let the end of the cells be closed at the mouth of the large bag, so that the mouth of the cells will bethe reverse of that of the large bag, these are filled with eggs made of wood, with the exception of one or two natural eggs, which you take out first, and break, to convince the audience that they are genuine. When you turn the bag you keep these cells next to you, and as the large bag is turned upside down, the eggs are in the bottom of the cells at the mouth of the large bag. The performer will then catch the bag just above the eggs, and give it a few wraps across the other hand, to convince the audience that there is nothing in it, after which he turns the bag again and takes out several eggs, which to the audience is a great mystery.
In this account of conjuring, I have purposely avoided such tricks as require expensive apparatus. Such apparatus is either entirely beyond a boy's reach, or at all events he ought not to be encouraged in the notion of spending much money on objects of no real use. A boy of any ingenuity will make the greater part of the apparatus himself, or at least he can do the painting and polishing of his machinery. I have mentioned no machinery that need cost more than a dollar at the outside, and not that, if a boy is acquainted with the use of tools. It has also been my especial care to introduce only such experiments as are adapted for performance at the parlor or drawing-room table or fireside, and by imparting interesting facts, to stimulate the young experimentalist to inquire into the laws that regulate them; by aiding him to acquire dexterity of practice, to smoothe the road to the development of principles; and, above all, to enable him to escape an imputation which every boy of spirit would consider the depth of disgrace—that of being
"No Conjuror!"
Although proficiency in games with cards, is, in our opinion, a most pernicious accomplishment for youth, and one which cannot be too severely reprobated, we do not considerSLEIGHT-OF-HAND TRICKSwith a pack of cards, at all objectionable, but rather a source of much harmless amusement; and, under this impression, we do not hesitate to insert the following series of excellent deceptions and sleight-of-hand tricks.
Playing cards are believed to have been invented in Spain as early as the fourteenth century; for, in 1378, John the First, king of Castile, forbade card-playing in his dominions, in an edict which is anterior to any similar legislative measure in other parts of Europe. The figures upon the cards themselves, add to the strength of the supposition; for the suits answering to those of spades and clubs have not the same inverted heart and trefoil shape which ours of the present day display, butespadas, or swords, andbastos, or cudgels, or clubs; so that in fact we retain their names, though we have altered the figures. At the present time, too, cards are a favorite diversion of the Spaniards, and the monopoly of selling them is vested in the hands of the sovereign.
In the reign of Henry the Seventh, card-playing was a very fashionable court amusement in England. The cards then used, differed materially in their figures from those now in vogue, as instead of clubs, spades, diamonds, and hearts, they had rabbits, pinks, roses, and the flowers called columbines, upon them; as also bells, hearts, leaves, acorns, deer, &c. Let us now turn to the tricks that can be played with cards.
In accordance with my rule, I shall lay the principal stress on card tricks that require no apparatus, and may be performed with ordinary cards.
1. TO MAKE THE PASS.
This is a necessary beginning for card tricks. "Making the pass," is the technical term for shifting either the top or the bottom card to any place in the pack that you like. It is almost impossible to describe it, and I can only say that it will be learned better in five minutes from a friend, than in as many hours from a book. As, however, a friend is not always to be found who can perform the pass, I will endeavor to describe it.
The cards are held in both hands, right hand underneath and left above, as in the engraving, where, as thebottomcard is to be raised to the top, the little finger is seen between that card and those above it. By a quick movement of the right hand, the bottom card is slipped away towards the left, and is placed upon the top card, under shadow of the left hand, which is raised for the moment to allow of its passage.
This movement must be assiduously practiced before it is exhibited in public, as nothing looks more awkward than to see it clumsily performed, in which case two or three cards generally tumble on the floor.
2. TO TELL A CARD BY ITS BACK.
While shuffling the pack, cast a glance at the bottom card, make the pass, and bring it to the top. Continue to shuffle, and lay upon it by degrees as many cards as you like, say six. Then lay the pack on the table, face downwards, and divide it into seven heaps, beginning at thebottom, and leave the seventh heap larger than any of the others.
When you have done this, take one card from the top of the seventh heap, appear to calculate, and lay it, face upwards, on one of the other heaps. Do so with five more cards, thus leaving your slipped card at the top of the seventh heap. You then announce that by the aid of the six cards you will name the seventh. You name it accordingly, after carefully studying the other cards, and on asking a spectator to take it up, it will be seen that you are right.
If you place five cards above the slipped card, you will lay out six heaps, and if eight cards, there will of course be nine heaps.
3. THE CARD NAMED WITHOUT BEING SEEN.
As in the last trick, cast a glance at the bottom card, say the ace of spades. Lay out the pack in as many heaps as you like, noting where that one is laid which contains that bottom card. Ask any one to take up the top card of any heap, look at it, and replace it. You then gather up the heaps apparently by chance, but you take care to put the heap containing the bottom card upon the card which has been chosen. You then give any one the cards to cut, and on counting them over, the card that immediately follows the ace of spades is the card chosen.
If by any accident the two cards should be separated when cut, the upper card of the pack is the chosen one, and can be picked out with seeming care.
4. THE CARD TOLD BY THE OPERA GLASS.
Make out a table, such as is given in Fig. 1, and place it in an opera-glass, so that the figures will be visible when you look through it. For convenience, I have made mine as seen in Fig. 2, the numbers 1, 2, 3 in each series being understood. The best plan is to write the numbers, or cut them out of a book, and paste them on a circular piece of cardboard, which must then be soaked in oil, so as to make it semi-transparent. The light will then easily pierce through it, and the figures will be better visible than if it were opaque.
It will be seen that Fig. 2 contains as much matter as Fig. 1, and that two thirds of the figures are saved by it.
These preliminaries being arranged, tell any one to take any twenty-seven cards out of a pack, and to think of any one of them. Deal them into three heaps, and ask him in which heap it is, and what number from the top he would like it to come after the third deal. Suppose he chooses it to be the twenty-sixth card, you take up your opera-glass and look for the number 26. This you will find last but one, arranged thus—26 213 The meaning is, that if the chosencard is to be the twenty-sixth, the heap in which it was found must be for the first time placed second, the second time first, and the last time third. So you pick up the cards, taking care to keep that heap number two. You again deal them in three heaps, and this time you place the heap in which is the chosen card at the top, being number one. Deal them a third time, and on gathering up the heaps, place it at the bottom.
Then, on counting from the top, the chosen card will be found to be the twenty-sixth.
5. THE FOUR KINGS.
Take the four kings out of a pack of cards, and also two other court cards, which are not to be shown. Spread out the kings before the spectators, but conceal the two court cards between the third and fourth kings. Lay the cards face downwards on the table. Take off the bottom card, which is, of course one of the kings; show it as if by accident, and place it on the top. Take the next card, (which is one of the court cards,) and place that in the middle of the pack. Take the third card, (i. e., the second court card,) and place that also near the middle of the pack. There will then be one king at the top and three at the bottom. Ask any one to cut the cards, and to examine them, when he will find all four kings together in the middle of the pack.
It is better to use court cards to place between the third and fourth kings, because if the cards should slip aside, they would not be so readily distinguished as common cards.
6. THE FOUR ACCOMPLICES.
Let a person draw four cards from the pack, and tell him to think of one of them. When he returns you the four cards, dexterously place two of them under the pack, and two on the top. Under those at the bottom you place four cards of any sort, and then, taking eight or ten from the bottom cards, you spread them on the table, and ask the person if the card he fixed on be among them. If he say no, you are sure it is one of the two cards on the top. You then pass two cards to the bottom, and drawing off the lowest of them, you ask if that be not his card. If he again say no, you take that card up, and bid him draw his card from thebottom of the pack. If the person say his card is among those you first drew from the bottom, you must dexterously take up the four cards that you put under them, and placing those on the top, let the other two be the bottom cards of the pack, which draw in the manner before described.
7. TO TELL THE CARD THOUGHT OF IN A CIRCLE OF TEN.
Place the first ten cards of any suit in a circular form, as in the annexed figure; the ace being counted as one. Request a person to think of a number or card, and to touch also any other number or card; desire him to add to the number of the card he touched the number of the cards laid out, that is, ten; then bid him count that sum backward, beginning at the card he touched, and reckoning that card at the number he thought of; when he will thus end it at the card or number he first thought of, and thereby enable you to ascertain what that was. For example, suppose he thought of the number three, and touched the sixth card, if ten be added to six, it will of course make sixteen; and if he count that number from the sixth card, the one touched, in a retrograde order, reckoning three on the sixth, four on the fifth, five on the fourth, six on the third cards, and so on; it will be found to terminate on the third card, which will therefore show you the number the person thought of. When the person is counting the numbers, he should not, of course, call them out aloud.
8. TO GUESS THE CARD THOUGHT OF.
To perform this trick, the number of cards must be divisible by 3, and it is more convenient that the number should be odd. Desire a person to think of a card; place the cards on the table with their faces downward, and, taking them up in order, arrange them in three heaps, with their faces upward, and in such a manner that the first card of the pack shall be first in the first heap, the second the first in the second heap, and the third the first of the third; the fourth the second of the first, and so on. When the heapsare completed, ask the person in which heap the card he thought of is, and when he tells you, place that heap in the middle; then turning up the packet, form three heaps, as before, and again inquire in which heap the card thought of is; form the three heaps afresh, place the heap containing the card thought of again in the center, and ask which of them contains the card. When this is known, place it as before, between the other two, and again form three heaps, asking the same question. Then take up the heaps for the last time, put that containing the card thought of in the middle, and place the packet on the table with the faces downward, turn up the cards till you count half the number of those contained in the packet; twelve, for example, if there be twenty-four, in which case the twelfth card will be the one the person thought of. If the number of the cards be at the same time odd, and divisible by three, such as fifteen, twenty-one, twenty-seven, &c., the trick will be much easier, for the card thought of will always be that in the middle of the heap in which it is found the third time, so that it may be easily distinguished without counting the cards; in reality, nothing is necessary but to remember, while you are arranging the heap for the third time, the card which is the middle one of each. Suppose, for example, that the middle card of the first heap be the ace of spades; that the second be the king of hearts; and that the third be the knave of hearts: if you are told that the heap containing the required card is the third, that card must be the knave of hearts. You may therefore have the cards shuffled, without troubling them any more; and then, looking them over for form's sake, may name the knave of hearts when it occurs.
9. TO TELL THE NUMBER OF CARDS BY THE WEIGHT.
Take a pack of cards, say forty, and privately insert among them two cards rather larger than the others; let the first be the fifteenth, and the other the twenty-sixth, from the top. Seem to shuffle the cards, and cut them at the first long card; poise those you have taken off in your hand, and say, "There must be fifteen cards here;" then cut them at the second long card, and say, "There are but eleven here;" and poising the remainder, exclaim, "And here are fourteen cards." On counting them, the spectators will find your calculations correct.
Severaltricksmay be successfully played by sheer audacity. I once astonished a whole party by holding a pack of cards over my head, and naming each. The fact was, that I was standing exactly opposite a large mirror, in which the cards were reflected, while the spectators, having their backs to the mirror, suspected nothing.
I will give one or two tricks that depend on audacity for success.
10. THE CARD FOUND AT THE SECOND GUESS.
Offer the cards to any one, and let him draw one. You then hold the cards behind your back, and tell him to place his card on the top. Pretend to make a great shuffling, but only turn that card with its back to the others, still keeping it at the top. Then hold up the cards with their faces towards the spectator, and ask him if the bottom card is his. While doing so, you inspect his card at your leisure. He of course denies it, and you begin shuffling again furiously. "Let me do that," he will probably say; so, as you are perfectly acquainted with his card, you let him shuffle as much as he likes, and then, when you get the cards back again, shuffle until his card is at the bottom. Then pass them behind your back, make a ruffling noise with them, and show him his own card at the bottom.
11. THE CARD FOUND UNDER THE HAT.
Have a needle stuck just inside your sleeve. Hand the cards, &c., just as in the preceding trick, and tell the taker to put the card on the top. Take out the needle, and prick a hole nearly through the topleft-hand corner. Replace the needle, shuffle the cards, or let any one shuffle them. Place the pack on the table, cover them with a hat, and the marked card will be known by a little raised knob on theright-hand top corner. Draw out card by card, saying whether it is that card or not, until you come to the marked one, which you throw on the table carelessly, and when you are about taking out another card, stop suddenly, and pretend to find, by some magic process, that it is the chosen card.
12. TO CALL THE CARDS OUT OF THE PACK.
Tell the spectators that you will call six cards out of thepack. Secure a card, say the ace of spades, in the palm of your hand. Throw the pack on the table, face downwards, spread out the cards, give one of the spectators your conjuring wand, and tell him, when you name a card to touch one, which you will take up.
First name the ace of spades. He touches a card, which you take up without showing the face of it. This card may be, say the eight of diamonds. Put it into your left hand, and place it upon the ace of spades, which is already there, so that the two look like one card. Then call for the eight of diamonds. Another card is touched, say the queen of clubs. This you put with the others, and, after pretending to calculate, call for the queen of clubs.
Proceed in this manner until six cards have been drawn. Then substitute the last card drawn (which is of course a wrong one) for the ace of spades, and conceal it in the palm of your hand. Then strew the others on the table, and while the eyes of the spectators are fixed upon them, get rid of the card in your left hand.
It is a good plan to ask some one to write down the names of the cards as they are called, and then to have the list called over, in order that every one may see that there has been no mistake.
13. HEADS AND TAILS.
While you are shuffling the cards, contrive to arrange quietly all their heads one way, or as many as possible, rejecting all the diamonds except the king, queen, knave, and seven, and passing them to the bottom. Put the pack upon the table, take off a number of the upper cards, and offer them for some one to choose a card from. While he is looking at it, turn the cards round, and offer them to him, in order that he may replace it. Shuffle the cards, and on looking them over, the chosen card will be standing with its head one way, while the others are reversed.
14. THE SURPRISE.
When you have discovered a card, the following plan will make astrikingtermination to the trick. Get the card to the bottom of the pack, and tell one of the spectators to hold the cards by one corner as tightly as he can. Give them a sharp rap with your finger, not with your hand, and all the cards will be struck out of his hold, and fallon the floor, except the bottom card, which will remain between his finger and thumb. It has a rather more dashing effect, if you put the chosen card at the top, and strike them upwards, when the whole pack will fly about the room, like a flock of butterflies, only leaving the top card in the person's grasp.
15. THE REVOLUTION.
Another neat way of finishing a trick is as follows. Get the card to the top of the pack; and taking care that all the cards are even, drop the pack on the floor, taking care just as you let go, to slip the top card a little off the rest of the pack. In falling, the resistance of the air will turn the card over, and it will rest with its face upwards on the top of the pack.
16. THE SLIPPED CARD.
Ascertain the bottom card of the pack; hold the cards in your left hand, with their faces downwards. Place your right hand upon them, and with your right fore finger slide them slowly over each other, asking some one to stop any card he chooses, by putting his finger upon it. When he has done so, open the pack at that card, but while opening it, make the pass, and bring the bottom card under the one touched. Hold up the cards, and ask the chooser to be sure of his card; hand all the cards to him, and let him shuffle as much as he chooses. Afterwards discover the card in any manner that you prefer. The following is a good plan.
17. THE NAILED CARD.
Take a flat-headed nail, and file it down until its point is as sharp as a needle, and the head quite flat. The nail should be about half an inch long, or even shorter if anything. Pass the nail through the center of any card, say the ace of spades, and conceal it in your left hand.
Take another pack of cards, get the ace of spades to the bottom, and perform the preceding trick. When the cards are returned, shuffle them about, and exchange the pierced card for the other. Put the pierced card at the bottom of the pack, and throw the cards violently against a door, when the nail will be driven in by the pressure of the other cards against its head, and the chosen card will be seen nailed to the door. The nail should be put through the faceof the card, so that when the others fall on the floor, it remains facing the spectators.
18. TO ASCERTAIN THE NUMBER OF POINTS ON THREE UNSEEN CARDS.
In this amusement the ace counts eleven, the court cards ten each, and the others according to the number of their spots.
Ask any one to choose any three cards, and lay them on the table, with their faces downwards. On each of these he must place as many as with the number of the card will make fifteen. He gives you the remaining cards, and when you have them in your hand, you count them over on the pretence of shuffling them, and by deducting four, you will have the number of points on the three cards.
For example, the spectator chooses a four, an eight, and a king. On the four he places eleven cards, on the eight seven, and on the king five. There will then be twenty-six cards left. Deduct from this twenty-six four, and the result will be twenty-two, which is the number of points on the three cards, the king counting ten, added to the eight and the four.
19. TO TELL THE NUMBERS ON TWO UNSEEN CARDS.
As in the preceding trick, the ace counts eleven, and the court cards ten each. Let the person who chooses the two cards lay them on the table with their faces downward, and place on each as many as will make their number twenty-five.
Take the remaining cards and count them, when they will be found to be just as many as the points in the two cards. For example, take an ace and a queen,i. e.eleven and ten, and lay them on the table. On the ace you must put fourteen cards, and on the queen fifteen. There will be then fifteen cards in one heap, and sixteen in the other: these added together make thirty-one cards: these subtracted from the number of cards in the pack,i. e.fifty-two, leave twenty-one, the joint number of the ace and queen.
20. THE KNAVES AND THE CONSTABLE.
Select the four knaves from a pack of cards, and one of the kings to perform the office of constable. Secretly place one of the knaves at the bottom of the pack, and lay the other three, with the constable, down upon the table. Proceed with a tale to the effect that three knaves once were to rob a house; one got in at the parlor window (putting a knave at the bottom of the pack, taking care not to lift the pack so high that the one already at the bottom can be seen); one effected his entrance at the first floor window (putting another knave in the middle of the pack); and the other, by getting on the parapet from a neighboring house, contrived to scramble in at the garret window (placing the third knave at the top of the pack); the constable vowed he would capture them, and closely followed the last knave (putting the king likewise upon the top of the pack). Then request as many of the company to cut the cards as please; and tell them that you have no doubt the constable has succeeded in his object, which will be quite evident, when you spread out the pack in your hands; as the king and three knaves will, if the trick is neatly performed, be found together. A very little practice only is required to enable you to convey a knave or any other card secretly to the bottom of the pack.
21. THE PAIRS RE-PAIRED.
Tell out twenty cards in pairs, and ask ten people to take a pair each, and remember them. Take up the pairs in their order, and lay them on the table in order, according to the accompanying table, which forms a memoria technica, and may be construed, "Mutus gave a name to the Coci," (a people who have yet to be discovered.)
MUTUS[2]12324DEDIT56573NOMEN89168COCIS1091074
Arranging these words in your mind on the table, take the first card of the first pair, lay it onMin Mutus, and the second on theMin Nomen. The next pair goes entirely in Mutus, being twoU's. The first card of the second pairgoes onTin Mutus, and the second onTin Dedit; and so on until all the cards are laid in their places.
Ask each person in succession in which rows his cards are, and you can immediately point them out. For example, if he says the second and third row, you point out the second and fourth cards in those rows, because they both represent the letterE. If another says the first and last rows, you point out the last cards in each, because the cards representSin Mutus andSin Cocis. It will be seen that the whole table consists of ten letters, each repeated, which will always point out the positions of the pairs if they are put in the places of those letters. Any number of bystanders may choose pairs, and to make the trick more mysterious, the pairs may be placed on the table back upwards.
23. THE QUEENS DIGGING FOR DIAMONDS.
Select from a pack the aces, kings, queens, and knaves, together with four common cards of each suit. Lay down the four queens in a row, and say, "Here are four queens going to dig for diamonds. (Lay a common diamond over each queen.) They each took a spade with them (place a common spade on each diamond) and dug until they were nearly tired. Their four kings, thinking that they might be attacked by robbers, sent four soldiers to keep guard. (Lay an ace on each spade.) Evening came, and the queens had not returned, so the kings, fearing that they might have come to harm, became uneasy and set off themselves. (Place a king on each ace.) They were only just in time, for as they came along, they met their queens being carried off by four villains (lay a knave on each king), who, although only armed with clubs (place a common club on each knave), had overpowered the guards and driven them off. But the four kings, being possessed of bold hearts (lay a common heart over each king), soon vanquished the villains, and bound them." Gather up the cards, place the heaps upon each other and direct some one to cut them. Have them cut four or five times, and continue to do so until a common heart appears at the bottom. Then continue the tale, and say, "The party then returned home in the following order. First the queen, (lay down the top card) with the diamonds which she had found (lay down the second card, which will be a diamond) in one hand, and her spade (the third card will be a spade) in the other, &c., &c." You continue dealing out the cards in that manner, and it will be found that they will be in precisely the same order as when they were taken up.
24. THE TRIPLE DEAL.
Take any twenty-one cards, and ask some person to choose one from them. Lay them out in three heaps, and ask the person who took the card in which heap it is. You may turn your back while he searches. Gather them up and put that heap between the other two. Do this twice more, and the chosen card will always be the eleventh from the top.
25. THE QUADRUPLE DEAL.
This is a variation of the preceding. Take twenty-four cards, and lay them in four heaps. Act as in No. 24, putting the heap in which is the chosen card second. The tenth card will be the one thought of.
26. THE CARD DISCOVERED BY THE TOUCH OR SMELL.
Offer the long card, or any other that you thoroughly well know; and, as the person who has drawn it holds it in his hand, pretend to feel the pips or figures on the under side with your fore finger, or smell it, and then sagaciously declare what card it is.
If it be the long card, you may give the pack to the person who drew it, and allow him either to replace it or not. Then take the pack, and feel whether it be there or not; shuffle the cards in a careless manner, and without looking at it, decide accordingly.
27. THE INGENIOUS CONFEDERACY.
Lay sixteen cards on the table, in four divisions, four cards in each, with their faces upwards. You then state that you will leave the room, and, on your return, will name any one card which may have been touched in your absence, on one of the company (your confederate) pointing out a passage from any author to be read to you, on your return, by any person present. To perform this trick, the cards should be placed in the order in which they appear in the cut inserted on the next page, you previously making your confederate acquainted with your mode of proceeding, which is thus: The cards are supposed to be divided into four classes, as A, B, C, D; you likewise agree to class everything in the world under the four denominations of biped, quadruped, vegetable, and mineral: class A stands for bipeds, B for quadrupeds, C for vegetables, and D for minerals. Each class must now be subdivided in the same manner: in class A, No. 1 is the biped, 2 the quadruped, 3 the vegetable, and 4 the mineral; and so with the other classes. When performing the trick, your confederate must take care to select an appropriate passage. For example, we will suppose the card No. 4 to have been touched, and that a volume of Moore having been presented to your confederate to select from, he gives the following lines to be read: