CHAPTER XIV. AMUSING CARD TRICKS.(86)

(86) These tricks appeared originally in Beeton's Christmas Annual, and

are here reproduced with permission.

Although my work is a history of gambling, in all its horrors, and with

all its terrible moral warnings, I gladly conclude it 'happily,' after

the manner of the most pleasing novels and romances,--namely, by a

method of contriving innocent and interesting amusement with cards,

without the 'chance' of encountering the risks, calamities, and disgrace

of gambling.

I was led to the investigation of this branch of my subject by the

following incident. Being present at a party when a gentleman performed

one of the tricks described, No. 7, the rest of the company and myself

were all much surprised at the result, and urgently requested him

to explain the method of his performance, which, however, he stoutly

refused to do, averring that he would not take L1000 for it. This was

so ridiculously provoking that I offered to bet him L5 that I would

discover the method within 24 hours. To my astonishment he declined the

bet, not, however, without a sort of compliment, admitting that I MIGHT

do so. He was right; for, as Edgar Poe averred, no man can invent a

puzzle which some other man cannot unravel. In effect, I called upon

him the following day, and performed the trick not only according to

his method, but also by another, equally successful. I have reason

to believe that most of the tricks of my selection had not previously

appeared in print; at any rate, I have given to all of them an

exposition which may entitle them to some claim of originality.

PRELIMINARY HINTS.

I. Shuffling, in the simple and inoffensive sense of the expression, is

an important point in all tricks with cards. For the most part, it is

only a pretence or dexterous management--keeping a card or cards in your

command whilst seeming to shuffle them into the pack.

Every performer has his method of such shuffling. Some hold the pack

perpendicularly with the left hand, then with the right take a portion

of the pack--about one half--and make a show of shuffling the two parts

together edgeways, but, in reality, replace them as they were. With

rapidity of execution every eye is thus deceived.

If a single card is to be held in command, place it at the bottom of the

pack, which you hold in your left, and then, with your right thumb

and middle finger, raise and throw successively portions of the pack,

leaving the bottom card in contact with the fingers of the left hand.

With dexterity, any portion of the pack may be shuffled, leaving

the remainder just as it was, by separating it during the process

by inserting one or more fingers of the left hand between it and the

portions shuffled.

II. Cutting--not in the sense of bolting at the sight of 'blue,' though

that is of consequence to card-sharpers--is of importance in all card

tricks. In many tricks cutting the cards is only a pretence, as it is

necessary for the success of the trick to replace them as they were; in

technical terms, we must 'blow up the cut.'(87)

(87) This is the sauter la coupe referred to in the chapter on the

Gaming Clubs, in the account of the trial of Lord de Ros. See 'Graham's

Club.'

There are several ways of performing this sleight-of-hand. The cards

being cut, and forming two lots on the table, smartly snatch up the lot

which should be placed on the other, with the left hand.

This lot being taken up and the hand being in the position shown in the

figure, snatch up in like manner the other lot, and, by a movement of

the palm of the hand and the tips of the fingers, pass the second lot

under the first.

The deception of the trick depends upon its dexterity, and this can only

be acquired by practice. But really it may be dispensed with; for it

is a curious fact that, in every case when the cards are cut, you may

actually replace them just as they were without being observed by

the spectators--for the simple reason that the ruse is not suspected,

especially if their attention is otherwise engaged with your pointed

observations.

The 'gift of the gab' is in this case, as in many others, a very

great resource. A striking remark or bon mot will easily mystify the

spectators, and attract their attention from what you are DOING. Hence

all prestidigitators are always well stocked with anecdotes and funny

observations; indeed, they talk incessantly: they speak well, too, and

they take care to time the word accurately with the moment when their

fingers act most energetically.

III. To slip a card.--To slip a card is to pretend to take the bottom

card of the pack, and in reality to take the card which precedes it.

To perform this feat without detection is a very simple affair, but it

requires practice.

The pack of cards being held in the right hand, advance the left

hand--palm upwards--just as if you were seizing the last card with the

middle finger; but, having slightly moistened this finger with the lips,

push back this card, and make it slip under the palm of the right hand,

whilst you seize the preceding card with the thumb and forefinger.

In this manner you may successively draw out several cards besides the

last, and only draw the last as the sixth, seventh, &c., which will

serve to effect several interesting tricks to be explained in the

sequel.

IV. To file the card.--To file the card is, when a card has been taken

from the pack to pretend to place it about the middle of the pack,

whilst, in reality, you place it at the bottom.

The pack must be held in the left hand, between the thumb and

forefinger, so that the three other fingers be free. One of the middle

cards should project a little. Then take the card to be filed between

the forefinger and the middle finger of the right hand; advance the

right hand from the left, and whilst the three disengaged fingers of

the left hand seize and place the card under the pack, the thumb and

forefinger of the right seize the projecting card before mentioned, so

that it seems to be that card which you have slipped into the middle of

the pack. These movements are very easy, and, when rapidly performed,

the illusion is complete.

TRICKS.

1. To tell a card thought of by a party after three deals.

Take twenty-one cards of a pack, and deal them out one by one in three

lots, requesting the party to think of a card, and remember in which lot

it is.

Having dealt out the cards, ask the party in which lot the card is.

Take up the lots successively, and place the lot containing the card in

the MIDDLE.

Deal out the cards again, and ask the party to state in which lot the

card is; and proceed as before, placing the lot containing the card in

the middle.

Deal out the cards in like manner a third time, proceeding as before.

Then deal them out as usual, and the eleventh card will be the one

thought of, infallibly. This is the usual way of showing the card

thought of; but, as the trick may be partly discovered by the counting,

it is better to hold the cards in your hand, and take out the eleventh

card, counting to yourself, of course, from the left hand, but

pretending to be considering the guess.

This is apparently a most mysterious trick, although a necessary

consequence of the position of the lot containing the card in the three

deals.

2. The four inseparable kings.

Take four kings. Beneath the last place any two cards, which you take

care to conceal. Then show the four kings and replace the six cards

under the pack.

Then take a king and place it in the top of the pack, place one of the

TWO OTHER CARDS in the middle, and the other about the same place, and

then, turning up the pack, show that one king is still at the bottom.

Then let the cards be cut, and as three kings were left below, all must

necessarily get together somewhere about the middle of the pack. Of

course in placing the two other cards you pretend to be placing two

kings.

3. The barmaid and the three victimizers.

For this amusing trick you arrange the cards thus: Holding the pack in

your hands, find all the knaves, place one of them next to your left

hand, and the other three on the table. Then find a queen, which also

place on the table. Then say:--

'Three scamps went into a tavern, and ordered drink. Here they are--the

three knaves. "Who's to pay? I can't," said the first.

"I won't," said the second. "I wish she may get it," said the third.

"I'll manage it," said the first, the greatest rogue of the three. "I

say, my pretty girl, haven't you some very old wine in your cellar?"

Here's the barmaid thus addressed by the rogue in question (showing the

queen), and she replied:--"Oh yes, sir, prime old wine." "Let's have a

bottle." (Off went the barmaid. Put the queen in your pocket.) "Now for

it, my lads," said the knave in question; "'mizzle' is the word. Let's

be off in opposite directions, and meet to-night; you know where."

Hereupon they decamped, taking opposite directions, which I will

indicate by placing one on the top of the pack, one at the bottom, and

the other in the middle.

'When the poor barmaid returned (taking out the queen from your pocket)

with the wine, great was her astonishment to find the room empty. "Lor!"

she exclaimed, "why, I do declare--did you ever!--Oh! but I'm not agoing

to be sarved so. I'll catch the rogues, all of them--that I will." And

off she went after them, as shown by placing her ON, or at any rate,

AFTER the first.

'Now, to catch the three seemed impossible; but the ladies have always

smiled at impossibilities, and wonders never cease; for, if you have the

goodness to cut these cards, you will find that she HAS caught the three

rogues.'

When the cards are cut, proceed in the USUAL WAY after cutting--NOT as

required in the last trick; and taking up the cards, you will find the

queen and three knaves together, which you take out and exhibit to the

astonished audience.

Of course, one of these knaves is not one of the three first exhibited,

but the one which you slipped on your left hand at first. There is no

chance of detection, however; simply for the reason before given--nobody

suspects the trick.

4. How to name every card in a pack successively turned up by a second

party, and win every trick at a hand of Whist.

This is, perhaps, the most astonishing of all tricks with cards.

Although it may be true that whatever puzzle one man invents, some other

man may unravel, as before observed, I am decidedly of opinion that this

trick defies detection. At the first blush it seems very difficult to

learn; but it is simplicity itself in explanation.

Begin by laying out the cards in four rows according to the suits, all

of a suit in a row side by side.

The cards must now be arranged for the trick. Take up the six in the top

or bottom row, then the two in the next row, the ten in the third, and

the nine in the fourth, placing them one upon the other in the left

hand. Then begin again with the row from which you took the six, and

take up the three. From the next row take the king. These numbers will

be easily remembered with a little practice, amounting altogether to 30,

made up thus--6 and 2 are 8, 8 and 10 are 18, 18 and 9 are 27, 27 and 3

are 30--KING.

By repeating this addition a few times, it will be fixed in the memory.

Proceed by next beginning with the row next to the one from which you

took the last card or the king, and take the eight; from the next row

take the four; from the next the ace; from the next the knave. These

cards make up 13. Therefore say, 8 and 4 are 12 and 1 are 13--knave.

From the next row to that whence you took the knave, take the seven;

from the next row take the five; from the next the queen. These cards

make up 12. Thus, 7 and 5 are 12--queen.

It thus appears that you have taken up thirteen cards consisting of the

four suits, successively taken and being arranged as follows:--6, 2, 10,

9, 3, king; 8, 4, 1, knave; 7, 5, queen.

Proceed in like manner with the remainder of the cards, beginning with

the row next to that from which you took the queen, and take the six,

then from the next row the two, and so on as before, making up another

batch of 13 cards.

Repeat the process for a third batch, and finish with the remainder for

the fourth--always remembering to take the card from the next row in

succession continually; in other words, only one card must be taken from

each row at a time.

When the cards are thus arranged, request a party to cut them. This is

only pretence; for you must take care dexterously to replace the cut

just as it was before. Let them be cut again, and replace them as

before. Your ruse will not be detected, simply because nobody suspects

the possibility of the thing.

Now take up the pack, and from the BOTTOM take the first four cards;

handing the remainder to a party, sitting before you, saying--'I shall

now call every card in succession from the top of the pack in your

hand.'

To do this, two things must be remembered; and there is no difficulty in

it. First, the numbers 6, 2, 10, 9, 3, king, &c., before given; and next

the SUIT of those cards.

Now you know the NUMBERS by heart, and the SUIT is shown by the four

cards which you hold in your hand, fan-like, in the usual way. If the

first of the four cards be a club, the first card you call will be the

six of clubs; if the next be a heart, the next card called will be the

two of hearts, and so on throughout the thirteen made up from every

row, as before given, and the suits of each card will be indicated

successively by the suit of each of your four indicator cards, thus,

as the case may be, clubs, hearts, diamonds, spades; clubs, hearts,

diamonds, spades, and so on.

After a little private practice, you will readily and rapidly call, as

the case may be, from the four cards in your hand:--the six of clubs,

two of hearts, ten of diamonds, nine of spades, three of clubs, king

of hearts, eight of diamonds, four of spades, ace of clubs, knave of

hearts, seven of diamonds, five of spades, queen of clubs--and so on to

the last card in the pack.

In the midst of the astonishment produced by this seemingly prodigious

display of memory, say--'Now, if you like, we will have a hand at Whist,

and I undertake to win every trick if I be allowed to deal.'

Let the Whist party be formed, and get the cards cut as usual--only

taking care to REPLACE them, as before enjoined, precisely as they were.

Deal the cards, and the result will be that your thirteen cards will be

ALL TRUMPS. Let the game proceed until your opponents 'give it up' in

utter bewilderment.

This splendid trick seems difficult in description, but it is one of

the easiest; and even were it ten times more difficult than it is, the

reader will perhaps admit that it is worth mastering. Once committed to

memory the figures are never forgotten, and a few repetitions, with the

cards before you, will suffice to enable you to retain them.

5. Two persons having each drawn a card and replaced them in the pack,

to guess these cards.

Make a set of all the clubs and spades, and another set of hearts and

diamonds. Shuffle well each set, and even let them be shuffled by the

spectators. Then request a person to draw a card from one of the sets,

and another person to draw one from the second set.

You now take a set in each hand, presenting them to the two persons,

requesting them to replace the drawn cards. You must pretend to present

to each person the set from which he drew his card, but in reality you

present the red set to the person who drew the black card, and the black

set to the person who drew the red card.

Each person having replaced his card, you get each set shuffled. Then

you take them in hand, and by running them over you easily find the red

card amongst the black, and the black card amongst the red.

Of course you will have prepared the sets beforehand, and take care to

alter the arrangement as soon as possible after the trick. But you can

prepare the pack in the presence of others without their detecting it.

Distribute the cards by dealing according to the two colours; take them

up, and having placed the red set a little projecting over the black,

set them down, and, pretending to cut them, separate the sets.

6. Twenty cards being arranged upon a table, a person thinks of two, and

you undertake to guess them.

Lay out twenty cards of any kind, two by two,

| c | i | c | o | s |

| d | e | d | i | t |

| t | u | m | u | s |

| n | e | m | o | n |

and request a party to think of two in a line; that is, one of the ten

sets formed by the twenty cards. This done you take up the sets in the

order in which they lie, and place them in rows according to the letters

of the words. You may use a diagram like the preceding, but as the words

are easily retained it had better be dispensed with, distributing the

cards on the table just as though upon the diagram, which will make the

trick more puzzling and extraordinary. Proceed as follows:--Place the

cards two by two on similar letters: thus, place the two cards of the

first set on the two d's in dedit; the two cards of the second set on

the two i's of cicos and dedit; the two of the third set on the two c's,

and so on with the ten sets.

All the letters of the words being thus covered, ask the party who has

thought of the cards to tell you in which lines these cards are. If both

are in the first line (cicos), they must be those on the two c's; if

they are both in the second line, they cover the d's in dedit; both in

the third line, they cover the u's in tumus; both in the fourth, they

cover the n's in nemon.

If one be in the first line and the other in the second, they cover the

i's in cicos and dedit, and thus of the rest--the two cards thought

of NECESSARILY covering two SIMILAR LETTERS, whilst each of the letters

occurs only TWICE in the diagram.

7. To tell a card thought of without even looking at the cards.

Take any number of cards,--say twenty. Pretend to shuffle them with

the faces towards you, and REMEMBER THE FIRST CARD as you close

the pack--suppose the ten of diamonds. Tell the party that the only

condition you require is to be told the ORDER in which the card is dealt

out by you; in other words, he must tell you whether in dealing it comes

out first, second, third, &c.

Remembering your first card, you may then turn your back to him, and

deal out the cards one by one, and one upon the top of the other,

requesting him to think of a card and its order as before said.

Then take up the cards, and shuffle them repeatedly, by throwing a

portion of them from the bottom to the top, taking care not to mix the

cards or let any drop, and then let the party cut them as often as

he pleases. Then, take the cards in hand. Pretend to examine them

mysteriously, but in reality only look for YOUR card--the first dealt

out--the ten of diamonds for instance. Now, suppose he tells you that

the card he thought of came out FIFTH. Then, for a certainty, it is the

fourth card on the RIGHT of the ten of diamonds, in spite of all YOUR

shuffling, and all regular cutting, for such shuffling and regular

cutting cannot alter the order or sequence of the cards. Always remember

to count from your own card inclusive to the number of the card thought

of towards your right hand. But should your card happen to be so near

the right hand or the top as not to allow sufficient counting, then

count as far as it admits to the RIGHT and then continue at the LEFT.

Thus, suppose there are only two cards above the ten of diamonds, then

count two more on the left, making the fifth. If the card you remember,

or your first card, is first, then count the requisite number on the

left, always beginning with YOUR card, however.

The REASON of this trick is simply that by merely cutting the cards, and

shuffling them in the way indicated, you do not alter the SEQUENCE of

the cards. With regard to this sort of SHUFFLING, I may say that it

is simply CUTTING the cards--always preserving their sequence--a most

important fact for card-players, since it may lead to a pretty accurate

conjecture of all the hands after a deal, from the study of the one in

hand, with reference to the tricks turned down after the previous deal,

as already suggested. Hence, in shuffling for whist or other games, the

cards should not be shuffled in this way, but more thoroughly mixed by

the edgewise shuffling of certain players.

This is the trick I alluded to at the commencement of the chapter, the

mode of performing which I succeeded in discovering.

Of course ANY NUMBER of persons may think of cards, remembering their

order, and the operator will tell them, in like manner.

8. A person having thought of one of fifteen cards presented to him, to

guess the card thought of.

Form three ranks of five cards each, and request a party to think of one

of these cards, and tell you in which rank it is. Take up the cards of

the three ranks, taking care to place the cards of the ranks in which is

the card thought of between those of the two other ranks.

Make three more ranks as before. Ask the party again in which rank the

card is, and take them up, placing the rank in which the card is between

the two others. Operate in like manner a third time, and the card

thought of will infallibly be the THIRD of the rank named by the party.

Observe, however, you must not form each rank with five consecutive

cards; but you must place the cards one by one, placing one successively

in each rank; thus, one at the top on the left of the first rank, one

below that first for the second rank, one below the second for the third

rank, then one in the first, one in the second, one in the third, and so

on.

This trick, which is very easy, always produces a great effect. It only

requires a little attention, and it can never fail unless you make a

mistake in arranging the cards, which, however, is too simple to admit

of error.

9. Two persons having each drawn a card from a pack, and having replaced

them, to tell these cards after the pack has been shuffled and cut by

the spectators as often as they like.

The cards may be easily divided into two numerical parts, even and odd:

by taking a king for four points, a queen for three, a knave for two,

and the other cards for their especial points, we may make up two sets

of sixteen cards each, the even composing one, and the odd the other.

These two sets being before the performer, he takes one, shuffles it

well, and lets a party take a card. He then takes the other, shuffles

it, and lets another party take a card. Then, whilst each party

is looking at his card, which HE IS REQUESTED TO DO, the performer

dexterously changes the place of the two sets, and he requests the

parties to replace the cards in the set whence they took them. It

follows that the party who took a card from the EVEN set places it in

the ODD set, and he who took it from the ODD set places it in the even

set. Consequently, all the shuffling and cutting in the world will be

useless, for the performer has only to spread out the cards of each set

to point out the cards drawn.

10. Singular arrangement of sixteen cards.

Take the four kings, the four queens, the four knaves, and the four tens

of a pack, and ask if there be any one in the company who can form a

square with them in such a manner that, taken in any direction, from

right to left, from the top to the bottom, by the diagonal--anyhow, in

fact--there will always be in each line a king, queen, knave, and a ten.

Everybody will think the thing easy, but it is certain that no one will

succeed in doing it. When they 'give it up,' take the sixteen cards and

arrange them as shown, when the king, queen, knave, and ten will stand

as required.

11. The seven trick.

Make up the four sevens of a pack, and take seven other cards, no matter

which, for another lot, and, presenting both lots, you say:--Here are

two lots totally dissimilar; nevertheless, there is one of seven, and

I declare it will be the first touched by any party present. Of course,

when touched, you at once prove your words by exhibiting either the

sevens or the seven cards--taking care to mix the cards into the pack

immediately to prevent detection.

12. Infallible method for guessing any number that a party has thought

of.

Take the first ten cards of a pack of 52 cards. Set out these ten cards

as shown below, so that the point A should correspond to the ace, and to

1--the point F to the card representing the 6--and E to the 10.

2 3 4

B C D

1 A--------E 5

10 K--------F 6

I H G

9 8 7

Thus prepared, you request a party to think of a card, and then you tell

him to touch any number he pleases, requesting him to name it aloud.

Then, adding the whole number of the cards to the number touched, you

tell him to count backwards to himself, beginning with the card touched,

and giving to that card the number of the one thought of. By counting in

this way, the party will at length count the entire number on the card

thought of, which you will thus be able to designate with certainty.

Example:--Suppose the card thought of is G, marking 7; again, supposing

the one touched to be D, equal to 4; you add to this number the entire

number of cards, which is, in this case, 10, which will make 14. Then,

making the party count this sum, from the number touched, D to C, B, A,

and so on, backwards, so that in commencing to count the number thought

of, 7 on D, the party will continue, saying, 8 on C, 9 on B, 10 on A, 11

on K, 12 on I, 13 on H, and end with counting 14 on G; and you will thus

discover that the number thought of is 7, which corresponds to G.

Of course the party counts TO himself, and only speaks to designate the

point on which he stops, namely, G in this example.

This trick may be performed with any number of cards--as few as six, or

as many as fifteen. Then you must always add to the number the total of

the cards used. The trick will be much more interesting and striking

if you turn the cards face downwards, only trusting to your memory to

retain the order of the numbers.

Of course, the letters are only used to facilitate the explanation. The

cards really form a sort of circle, beginning at 1 or the ace on the

left, and then continuing with the 2, the 3, the 4, the 5, and so on, to

the 10 below the ace; and, by necessity, the party must end his counting

with the very card he thought of, beginning from the one he happens to

point out.

13. The card that cannot be found.

Take any number of cards and spread them out fan-like in your hand,

faces fronting the spectators.

Ask one of them to select a card. You tell him to take it, and then to

place it at the bottom of the pack. You hold up the pack, so that the

spectators may see that the card is really at the bottom. Suppose this

card is the king of hearts.

Then, pretending to take that card, you take the card preceding it, and

place it at a point corresponding to A in the following figure.

A C

B D

You then take the card drawn, namely, the king of hearts, and place it

at the point corresponding to B in the above figure. Finally, you take

any two other cards, and place them at C and D.

Of course, the cards are placed face downwards.

After this location of the cards, you tell the party who has chosen

the card that you will change the position of the cards, by pushing

alternately that at the point A to B, and that at D to C, and vice

versa; and you defy him to follow you in these gyrations of the card,

and to find it.

Of course, seeing no difficulty in the thing, and believing with

everybody that his card is placed at the point A, he will undertake to

follow and find his card. Then performing what you undertake to do, you

rapidly change the places of the cards, and yet slowly enough to enable

the party to keep in view the card which he thinks his own, and so that

you may not lose sight of the one you placed at B.

Having thus arranged the cards for a few moments, you ask the party to

perform his promise by pointing out his card. Feeling sure that he never

lost sight of it, he instantly turns one of the cards and is astonished

to find that it is not his own. Then you say:--'I told you you would

not be able to follow your card in its ramble. But I have done what you

couldn't do: here is your card!'

The astonishment of the spectators is increased when you actually show

the card; for, having made them observe in the first instance, that

you did not even look at the drawn card, they are utterly at a loss

to discover the means you employed to find out and produce the card in

question.

14. Cards being drawn from a pack, to get them guessed by a person

blindfolded.

At all these performances there are always amongst the spectators

persons in league with the prestidigitator. In the present case a woman

is the assistant, with whom he has entered into an arrangement by which

each card is represented by a letter of the alphabet; and the following

are the cards selected for the trick with their representative letters.

The performer takes a handkerchief and blindfolds the lady in question,

and places her in the centre of the circle of spectators. Then spreading

out the cards, he requests each of the spectators to draw a card.

He requests the first to give him the card he has drawn; he looks at it,

and placing it on the table face downwards, he asks the lady to name the

card, which she does instantly and without hesitation.

Of course this appears wonderful to the spectators, and their

astonishment goes on increasing whilst the lady names every card in

succession to the last.

It is, however, a very simple affair. Each card represents a letter of

the alphabet, as we see by the figure, and all the performer has to do

is to begin every question with the letter corresponding to the card.

Suppose the party has drawn the king of hearts. Its letter is A.

The performer exclaims--'Ah! I'm sure you know this!' The A at once

suggests the card in question. Suppose it is the ace of clubs. He

says--'Jump at conclusions if you like, but be sure in hitting this card

on the nail.' J begins the phrase, and represents the card in question.

Suppose it is the ten of spades, he cries out--'Zounds! if you mistake

this you are not so clever a medium as I took you for.' The ace of

diamonds--'Quite easy, my dear sir,' or 'my dear ma'am,' as the case may

be. Q represents the ace of diamonds. The queen of diamonds--'Oh,

the beauty!' The ace of hearts--'Dear me! what is this?' The ace of

spades--'You are always right, name it.' The nine of diamonds--'So! so!

well, I'm sure she knows it.'

Doubtless these specimens will suffice to suggest phrases for every

other card. Such phrases may be written out and got by heart--only

twenty-three being required; but this seems useless, for it does not

require much tact at improvisation to hit upon a phrase commencing with

any letter. However, it will be better to take every precaution rather

than run the risk of stopping in the performance, whose success mainly

depends upon the apparently inspired rapidity of the answers. The

performer might conceal in the hollow of his hand a small table exactly

like the figure, to facilitate his questions. As for the medium, he,

or she, must rely entirely on memory. Of course the spectators may be

allowed to see that the medium is completely blindfolded. This modern

trick has always puzzled the keenest spectators

15. The mystery of double sight.

All the cards of a pack, or indeed any common object touched by a

spectator, may be named by an assistant in the following way--whilst in

another apartment, or blindfolded.

Take 32 cards and arrange them in four lines, one under the other. You

arrange with your assistant to name the first line after the days of

the week; the second will represent the weeks, the third the months, the

fourth the years. The assistant is enjoined to count the days aloud, and

the first card by the left.

The following is the entire scheme:--

Days 1 2 3 4 5 6 7 8* Weeks 1 2 3 4 5 6 7 8 Months 1 2 3** 4 5 6 7 8

Years 1 2 3 4 5 6 7*** 8

The cards being thus arranged, the party who has to guess them retires

from the room. When he is recalled, whether blindfolded or not, he

pretends to count to himself for a considerable time, so as to allow his

associate time to say to him, without affectation or exciting suspicion

of collusion--'I give you,' or 'I give him SO MUCH TIME to guess what is

required; 'for it is in this phrase that the whole secret of the trick

is contained, as I shall proceed to demonstrate.

Suppose the card touched be one of those marked with the asterisks * **

***; if it be the first, the associate says,; I give him eight days to

guess it.' Then the medium, beginning with the upper line, that of the

days, will at once be able to say that the card touched is the eighth of

the first horizontal line, or the first of the eighth vertical line.

If it be the card holding the place of the number marked with two

asterisks ** the associate says 'three months,' and 'seven years' for

the one marked with three asterisks ***.

Thus, whatever card is touched, it will be easy to indicate it, by

beginning with the line of days at the top, counting one from the left

of the associate and medium.

Such is the simple process; and the following is the conventional

catechism adopted by all theoperators in double sight, with a few

variations adapted to circumstances.

With this collection of words and phrases, every existing object can

be guessed, provided care be taken to classify them according to the

following indications.

To operate, two persons must establish a perfect understanding between

them. One undertakes the questions, the other the answers, the latter

having his eyes perfectly blindfolded. Both of them must thoroughly know

the following numbers with their correspondences:--

1. Now. 9. Quick. 2. Answer or reply. 10. Say. 3. Name. 20. Tell me. 4.

What is the object, or thing. 30. I request you. 5. Try. 40. Will you.

6. Again. 50. Will you (to) me. 7. Instantly. 60. Will you (to) us. 8.

Which?

Example:--Add the question of the simple number to the question of the

decade or ten. Thus, in pronouncing the words 'Say now,' 11--for say is

10, and now is 1, total 11. This, therefore, forms question 11.

Again--'Tell me which number,' 28--for 'tell me' is 20, and 'which' is

8, total 28.

Thirdly:--'I request you instantly,' 37; for 'I request you' is 30, and

'instantly' is 7, total 37.

All the expressions or words that follow are totally independent of the

answer, and are only adapted to embellish or mystify the question as far

as the audience is concerned. For instance:

Question 7. Instantly, what I have in my hand? Answer, A watch.

Question 9. Quick, the hour? Answer, nine o'clock.

Question 30, I request you (2) reply--the minutes. Answer, 32 minutes,

that is 30 and 2, equal to 32.

It would be useless to give the entire correspondence invented for this

apparently mysterious revelation, as a few specimens will suffice to

show the principle.

Say what I hold? A handkerchief.

Say now what I hold? A snuff-box.

Say, reply, what I hold? A pair of spectacles.

Say and name what I hold? A box.

Say and try to say what I hold? A hat.

Say quickly what I hold? An umbrella.

Tell me, reply, what I hold? A knife.

Tell me what I hold? A purse.

Tell me now what I hold? A pipe.

Tell me and try to say what I hold? A needle.

Tell me quickly what I hold? A cane.

I request you to say what I hold? A portfolio.

I request you to say now what I hold? Paper.

I request you to say, reply, what I hold? A book.

I request you to say quickly what I hold? A coin.

Will you say, reply, what I hold?--A cigar.

Will you say, name what I hold?--A cane.

Will you say, again, what I hold?--A newspaper.

Now, what I hold?--A bottle.

Reply, what I hold?--A jug.

Name what I hold?--A glass.

Again, what contains this vessel?--Wine.

Instantly, what this vessel contains?--Beer.

Now the form?--Triangular.

Reply, the form?--Round.

Name the form?--Square.

The form?--Oval.

Try to indicate the form?--Pointed.

Again, indicate the form?--Flat.

Now, the colour?--White.

Reply, the colour?--Blue.

Name the colour?--Red.

The colour of this object?--Black.

Try to tell the colour?--Green.

Again, the colour?--Yellow.

Now, the metal?--Gold.

Reply, the metal?--Silver.

The metal of the thing?--Copper.

Again, the metal?--Iron.

Instantly, the metal?--Lead.

Ah! the figure or hour?--1.

Well?--2. 'Tis good?--3.

'Tis well?--4.

Good?--5.

But?--6.

Let's see?--7.

That's it?--8.

&c.

Now name the suit of this card?--Clubs.

Reply, the suit of this card?--Hearts.

Name the suit of this card?--Spades.

The suit of this card?--Diamonds.

It is obvious, from the preceding specimen, that a conventional

catechism involving every object can be contrived by two persons, and

adapted to every circumstance. The striking performances of the most

notorious mesmeric 'patients' in this line prove the possibility of the

achievement. The 'agent' who receives the questions in writing or in a

whisper thus communicates the answer to the patient, who is laboriously

trained in the entire encyclopaedia of 'common things' and things

generally known; but it MAY happen that the question proposed by the

spectator has been omitted in the scheme.

On one occasion, when the famous Prudence was the 'patient,' and was

telling the taste of all manner of liquids from a glass of water, I

proposed 'Blood' to the 'agent.' He shook his head, said he would try;

but it was useless. She said she 'couldn't do it,' and the agent frankly

admitted that it was a failure.

Now, if the mesmeric consciousness were really, as pretended, the

result of mental intercommunication between the agent and patient, it is

obvious that the well-known taste of blood could be communicated as

well as any other taste. This experiment suffices to prove that the

revelations are communicated in the matter-of-fact way which I have

sufficiently described.

Should it happen that a spectator has discovered the method, the

performers easily turn the tables against him. They have always ready

a conventional list of common things; and the agent undertakes that his

mesmeric patient will indicate them without hearing a word from him,

even in another apartment. The agent then merely touches the object, and

the patient begins with the first name in his list. The patient takes

care to give the agent sufficient time, lest he should name the object

next to be touched before the agent applies his finger, and thus, as it

were, call for it rather than name it when touched, as required by the

case.

1. Guessing.

Five persons having each thought of a different card, to guess five

cards.

Take twenty-five cards, show five of them to a party, requesting him to

think of one, then place them one upon the other. Proceed in like

manner with five more to a second party, and so on, five parties in all,

placing the fives on the top of each other. Then, beginning with the top

cards, make five lots, placing one card successively in each lot; and

ask the five parties, one after the other, in which lot their card is.

As the first five cards are the first of each lot, it is evident that

the card thought of by the first party is the first of the lot he points

to; that of the second, is the second of the lot he points to; that of

the third, the third of the third lot; that of the fourth, the fourth of

the fourth lot; that of the fifth, the fifth of the fifth lot.

Of course five persons are not necessary. If there be but one person,

the card must be the first of the lot he points to.

It would be more artistic, perhaps, if you dispense with seeing the

cards, making the lots up with your eyes turned away from the table.

Then request the parties to observe in which lot their respective card

is, and, taking the lots successively in hand, present to each the card

thought of without looking at it yourself.

17. The Arithmetical Puzzle.

This card trick, to which I have alluded in a previous page, cannot fail

to produce astonishment; and it is one of the most difficult to unravel.

Hand a pack of cards to a party, requesting him to make up parcels of

cards, in the following manner. He is to count the number of pips on the

first card that turns up, say a five, and then add as many cards as are

required to make up the number 12; in the case here supposed, having

a five before him, he will place seven cards upon it, turning down the

parcel. All the court cards count as 10 pips; consequently, only two

cards will be placed on such to make up 12. The ace counts as only one

pip.

He will then turn up another, count the pips upon it, adding cards as

before to make up the number 12; and so on, until no more such parcels

can be made, the remainder, if any, to be set aside, all being turned

down.

During this operation, the performer of the trick may be out of the

room, at any rate, at such a distance that it will be impossible for him

to see the first cards of the parcels which have been turned down; and

yet he is able to announce the number of pips made up by all the first

cards laid down, provided he is only informed of the number of parcels

made up and the number of the remainder, if any.

The secret is very simple. It consists merely in multiplying the number

of parcels over four by 13 (or rather vice versa), and adding the

remaining cards, if any, to the product.

Thus, there have just been made up seven packets, with five cards over.

Deducting 4 from 7, 3 remain; and I say to myself 13 times 3 (or rather

3 times 13) are 39, and adding to this the five cards over, I at once

declare the number of pips made up by the first cards turned down to be

44.

There is another way of performing this striking trick. Direct six

parcels of cards to be made up in the manner aforesaid, and then, on

being informed of the number of cards remaining over, add that number to

26, and the sum will be the number of pips made up by the first cards of

the six parcels.

Such are the methods prescribed for performing this trick; but I have

discovered another, which although, perhaps, a little more complicated,

has the desirable advantage of explaining the seeming mystery.

Find the number of cards in the parcels, by subtracting the remainder,

if any, from 52. Subtract the number of pip cards therefrom, deduct this

last from the number made up of the number of parcels multiplied by 12,

and the remainder will be the number of pips on the first cards.

To demonstrate this take the case just given. There are seven parcels

and five cards over. First, this proves that there are 47 cards in the

seven parcels made up of pips and cards. Secondly, subtract the number

of pip cards--seven from the number of cards in the parcels; then, 7

from 47, 40 remain (cards). Thirdly, now, as the seven parcels are made

up both of the pip cards and cards, it is evident that we have only

to find the number of cards got at as above, to get the number of pips

required. Thus, there being seven packets, 7 times 12 make 84; take

40, as above found (the number of cards), and the remainder is 44, the

number of pips as found by the first method explained,--the process

being as follows:--

52 - 5 = 47 - 7 = 40.

Then, 7 X 12 = 84 - 40 = 44.

In general, however, the first method, being the easiest of performance,

should be adopted. The second is in many respects very objectionable.

18. To get a card into a pack firmly held by a party.

This trick strikingly shows how easily we may all be deceived by

appearances.

Select the five or seven of any suit, say the seven of hearts, and

handing the remainder of the pack to a party, show him the card, with

your thumb on the seventh pip, so as to conceal it, saying:--'Now, hold

the pack as firmly as you can, and keep your eye upon it to see that

there is no trickery, and yet I undertake to get into it this six of

hearts.' This injunction rivets his attention, and doubtless, like other

wise people destined to be deceived, he feels quite sure that nobody can

'take him in.' In this satisfactory condition for the operation on both

sides, you flourish the card so as just to reach the level of the top

of your hat (if you wear an Alpine scolloped, so much the better),

and then, bringing down the card, rapidly strike it on the pack twice,

uttering the words one, two, at each stroke; but, on the third raising

of the card, leave it on the top of your hat, striking the pack with

your hand--with the word three. Then request the party to look for the

six of hearts in the pack, and he will surely find it, to his amazement.

This trick may be performed in a drawing-room, if the operator be

seated, dropping the card behind his back, especially in an easy-chair.

The Gaming Table: Its Votaries and Victims. Volume 2 (of 2) · 第 14 / 14 章