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Card Trick That Work- Sellers
Card Trick That Work- Sellers
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* TOM SELLERS
BY
LONDON:
BY
TOM SELLERS,
Author of
Tricks that Work" “Setters' Secrets,' etc.
LONDON
WILL ANDRADE
Only Addresses:
52 SWANSTON ST., MELB.
and 173 PITT ST., SYDNEY
FOREWORD
CONTENTS
PAGE
A New Jumping Card Trick . . . . . . . . . . . . 3
Steps ... ... ... ... ... ... ... 3
A Card from Pocket Trick ... ... ... 4
Card Divination . . . . . . . . . . . . . . . . . . 5
On the Top. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A Trick with the Si Steppings Pack ... ... 6
The Persistent Joker . . . . . . . . . . . . . . . . . . 7
An Excellent Card Change ... ... ... 7
The Laughable Rising Card ... ... ... 8
Lift a Few . . . . . . . . . . . . . . . . . . . . . ... 8
Unique Card Prediction . . . . . . . . . . . ... 9
Finding a Selected Card at any Number called
for
2
A NEW JUMPING CARD TRICK
Effect. The performer requests a spectator to take a
card from the pack. After the card has been returned and
the pack shuffled, the performer holds the pack at arm’s
A L MT hA e CS tO a Nt eJ UL iR bIr aN rGy oC fO VL iLc tLo Cr iTa I O N ”
length. Suddenly the selected card is seal to fly high into
the air.
middle fingers and the first and little fingers of the right
hand, the two middle fingers being on top. The pack should
now be lying above the palmed card gripped by the fingers.
Stand with your right side to the spectators. Hold the pack
at arm’s length, and bend the palmed card inwards with
the thumb, i.e. the edge of the card is pulled back with the
thumb tip. Release the thumb and the card will fly into
the air.
STEPS
Effect. The performer has the pack shuffled and returned
to him. Holding the pack face down in his left hand, with
his right hand he proceeds to make six or seven steps with
the pack, each step overlapping about half an inch. The
spectator is now asked to choose a step and look at the top
card of the “step.” When he has done so the performer closes
up the pack and hands it to be cut. Nevertheless on the
performer running through the pack he locates the chosen
card.
3
Requirements. A pack of cards.
•t
CARD DIVINATION
ON THE TOP
5
Method. H ave the pack shuffled and returned to
you. A card is selected, and as it is returned to the pack
run two cards on top of it and make the pass. This will
give you the selected card third from the top. Give the
pack a false shuffle, then riffle the pack and lift the three top
cards as one card and show selected card, this having
apparently come to the top.
Replace the three cards on top of pack again. Take the
top card and without showing it, place it at the bottom of
the pack. Riffle the pack again and lift the tivo top cards as
one this time and again show the selected card.
Still holding the two cards as one, push them into the
centre of the pack, but when half way in, push the under
card only right home. Now cut the pack at the protruding
card, this card going to the bottom of the pack. Riffle the
pack again, lift the top card and show it.
Before the spectators have had time to recover from this
series of surprises, make the top change and push the changed
card into the centre of the pack without showing it; again
riffle the pack and show selected card once more on the top.
This is a favourite trick of mine and it is very effective.
6
THE PERSISTENT JOKER
Effect. The performer starts spelling out the cards in
the usual manner, but every time he hands them to a
spectator to spell he gets the Joker. I can recommend this
little effect. Although the cards are arranged there are no
duplicates used.
Requirements. Arrange any ten cards as follows.
Three, five, Ace, seven, nine, two, Joker, eight, six, four.
Method. Take the cards, one at a time, from the top
and place them at the bottom as you spell. Now spell A-C-E,
show the Ace and lay it aside. Spell T-W-O and lay the
two aside. Spell T-H-R-E-E and lay the three aside. Now
hand the packet to the spectator and tell him to spell
F-O-U-R. He will get the Joker. Take the Joker from
him and place it on top of the pack. (I must here mention
that every time the Joker turns up replace it on top of the
packet). Now the performer spells F-O-U-R. Lay the
four aside. Ask the spectator to spell F-I-V-E and he will
get the Joker. Now you spell F-I-V-E and lay the five aside.
Ask the spectator to spell S-I-X and he will again get the
Joker. Now you spell S-I-X and lay the six aside, this
time you also spell S-E-V-E-N and lay the seven aside. Now
ask the spectator to spell E-I-G-H-T and lie again gets the
Joker. You spell E-I-G-H-T and lay aside. Ask the
spectator to spell N-I-N-E and he gets the Joker once more.
You take the two remaining cards and spell N-I-N-E which
you obtain. Hand the spectator the last card, the Joker,
and remark, “That’s just your little joke.”
You cannot go wrong with this trick if you remember to
replace the Joker on top of packet every time it turns up—
every time the correct card turns up lay it aside.
7
Method. Hold the pack in your left hand, the thumb
covering the face card and the fingers at the back; thumb and
fingers should be pointing towards the floor and the edge of
the pack should be parallel with the floor. Show your right
hand empty. Now take pack with your right hand, gripping
it with the thumb at one end and the first finger at the
other. As you do this, with the fingers of the left hand, push
the rear card down till the corner comes between the third
and little fingers of the right hand. Now, while you show
the left hand empty, let this card fall to a horizontal position.
The position should now be, pack in the right hand and a
card gripped between third and little fingers by its edge.
Tlte pack only is now taken in the left hand and the face
card is stroked with the right, leaving the palmed card on
the face of the pack.
LIFT A FEW
Effect. Hand a pack of cards to be thoroughly shuffled
and placed in your hands behind your back. Now ask a
spectator to cut off a few cards, count them, and return them
to the pack. Next request the spectator to cut the pack any
where. You now bring the cards round to the front of the
body. On running through the cards you can tell how
many cards were cut by your assistant.
3
Requirements. A pack of cards.
Method. Unobserved, place two cards, which you
memorise, up your left sleeve, just above the wrist. Hand
the pack to be shuffled and have it returned to your hands
which you hold behind your back.
Ask a spectator to remove a few cards and count them.
Now turn round to him and say, “ Square your cards up
and replace them on top of the pack.” While you do this,
remove the two cards from your sleeve and place one at the
top and one at the bottom of the pack. Turn round again
and have cards replaced and cut behind your back. Turn
round once more and run through the pack until you come
to one of the cards you know, then count till you come to
the next one, the announcement of that particular number
concluding the trick.
9
Now remove the Ace of Clubs and lay this beside the other
Ace.
H ave a card freely selected but not looked at and lay it
face down on top of the double card and on top of this place
the Ace of Clubs. Pick up the “ three ” cards (really four
cards), and place them in the glass, backs towards the
audience. Now ask the spectator to read out the sealed
message. After he has done so, turn the glass round, remove
the Ace of Spades and show the next one to be the predicted
card. Remove this card and the one next as one card,
showing that the Ace of Clubs is still there as well.
Method II
Bring the card to the top again and stand with the right
side towards spectator. Palm off the top card in the right
hand and hold the pack back outwards with the fingers at
one end and the thumb at the other. Now ask for a number.
Say “ six ” is given. With the right thumb push the top
card of the pack right over the top of the left fist and let the
10
card fall to the floor. If you have done this correctly the
palmed card should come just over the top card of the pack.
Now repeat the same movements until you reach card
number five. When you push this (fifth) card over your
is RALMCQ.
fist, leave the palmed card on top of the pack. Draw down
the right thumb and push this card, the selected one,
upwards, but do not drop this card, show it to be the one
selected.
Method III
Bring the selected card to the top, stand with the right
side to audience. Hold the pack in left hand, back towards
11
extended fingers of the left hand. This card is gripped at
the edge between the little and third fingers of the right
hand. With the left thumb spring the top card of the pack
till it separates a little from the pack. (Suppose number
four is selected.) Place the right forefinger on the top
corner of this card and the right second finger tip under this
corner. Now straighten the first and second fingers and the
card will spring into view. Hold the card there for a
moment and then let it fall to the floor. Do the same with
Performer's view
WHEN FIRST CARO
SPRINGS INTO VIEW
at "me tips of
THE FINGERS.
cards two and three and while you are holding card number
three at the finger tips press the card which is clipped between
the little and third fingers back on to the top of the pack
again. Remove this card in the same manner as you removed
tlie others.
A TWO PERSON TELEPATHY EFFECT
Effect. The performer’s lady assistant goes out of the
room. The performer borrows any small article from a
spectator and places it in his (the performer’s) pocket. He
now lays several cards on the table, the assistant enters, and
as soon as he looks through the cards she names the article
borrowed.
Requirements. A pack of cards.
Method. The secret is a novel application of the morse
code, the black spot cards being the “ dashes ” and the red
spot cards being the “ dots,” while the picture cards are
used to denote the end of a letter.
12
We will presume the performer borrows a ring, so he
would take the following cards from the pack. Red card,
black card, red card, picture card, red card, red card, picture
card, black card, red card, picture card, black card, black
card, red card, picture card. This, reading from left to
right according to the morse code spells, “ ring.”
The morse code is as follows :
A . — J -- - - - - - - S
B — . . . K — . — T
C — . — . L . — . . U
I) — . . M- - - V
E . N — . w
F . . — . O- - - - - - X
G- - - . P .- - - . Y
H _ _ _ Q- - - . — Z
1 . . R . — .
When the assistant re-enters the room, all she has to do
is to pick up the cards and read through them. Perhaps
some inventive magician will invent another application of
this idea.
14
the duplicate red card twelfth from the bottom of the red
pack, the other one being on top.
A PRACTICAL PREDICTION
Effect. The performer gives the pack to a spectator to-
be shuffled. The conjurer now shows a sealed envelope, this
is initialled and given to a spectator. A helper is now asked
to insert a knife anywhere in the pack, the pack is divided
at this point and laid aside. The spectator with the envelope
is asked to open it and read the paper slip therein. We will
presume that he reads, “ The selected card will be the Ace
of Clubs.” On the top card of the lower half of the pack
being turned over it is seen to be the Ace of Clubs.
15
Method. H ave the cards shuffled and returned to you.
Pick up the envelope and card, being careful not to reveal
the card, and place on top of the pack. Remove the pencil
from your pocket and ask for the initials of some spectator.
Write these on the envelope and give to the spectator. Now
ask some one to insert the blade of the knife anywhere in
the pack while you riffle it. When this has been done, draw
the top portion of the pack towards you half-an-inch. Now
ask the spectator to withdraw the knife. Here remark,
“ No one knows the top card of the lower half.” This is
quite true. As you say this, you touch the lower half with
your right forefinger. Now you continue, “ It cannot move,
as the top portion of the pack keeps it in position.” As you
say this, your right forefinger presses on the top end of the
top half of the pack. Keep your forefinger there and turn
the packets face upwards, but as you lay them on the table
(the end of the pack being towards spectators), you draw
the top card of the top half of the pack up half-an-inch.
This brings this card in line with the top (now) “ face up ”
packet.
Next ask the spectator to open the envelope and read the
prediction. When he has done so, pick up the two packets
in this manner. The left hand grips the under- packet, the
right hand grips the single card and the top packet, thumb
on top and fingers underneath. The top packet is now
removed, taking the single card, secretly, with it. This
packet is now laid face dozen crosswise, on the face up packet
which is in your left hand. A spectator is now asked to
turn over the top card ; this is seen to be the Ace of Clubs.
16
yourself, this will cause the selected card to project about
half-an-inch from the end of the pack which is nearest your
body. As you turn the pack in your hands to square it up,
you will be able to see the index of the selected card.
By experimenting with tin's card probably other uses will
be found for it.
STOP!
Effect. The performer has a card selected from a
shuffled pack. The pack is now dropped into a bowler hat.
The performer now removes the cards one at -a time and
asks anyone to call “ Stop.” No matter when the spectator
calls, the performer turns round the card he is holding and
shows it to be the selected card.
17
TAKE IT OR LEAVE IT
down on the table, and on top place the card with the
different halves. On top of this place the Five of Clubs
which has the pips turned sideways. Then the Five of Clubs,
and on top of this place any two ordinary cards.
20
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