The Magician's Own Book, or, the Whole Art of Conjuring Being a complete hand-book of parlor magic, and containing over one thousand optical, chemical, mechanical, magnetical, and magical experiments, amusing transmutations, astonishing sleights and subtleties, celebrated card deceptions, ingenious tricks with numbers, curious and entertaining puzzles, together with all the most noted tricks of modern performers.

Part 8

Chapter 84,321 wordsPublic domain

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 chosen card 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 the bottom 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 heaps are 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.

AUDACITY.

Several tricks may 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 top _left_-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 the _right_-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 the pack. 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 a _striking_ termination 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 fall on 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 face of 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.)

M U T U S[2] 1 2 3 2 4

D E D I T 5 6 5 7 3

N O M E N 8 9 1 6 8

C O C I S 10 9 10 7 4

Arranging these words in your mind on the table, take the first card of the first pair, lay it on M in Mutus, and the second on the M in Nomen. The next pair goes entirely in Mutus, being two U's. The first card of the second pair goes on T in Mutus, and the second on T in 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 letter E. If another says the first and last rows, you point out the last cards in each, because the cards represent S in Mutus and S in 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.