THE SHARPERS OUTWITTED

Two naughty, sporty Bunco Steers

Would go through country towns,

With cards and other games of chance

To fleece the Farmer Clowns.

And though the Farmers tried and tried

To win, I’ll tell you that

The harvest of those Bunco Steers

Was always mighty fat.

But one fine day, while these two Steers

Were at their naughty work,

A simple looking, rustic Fox

Addressed them with a smirk.

“Bah! What a simple lot of stunts!

They’re plain as two and two.

Come, let me show you now a trick

That neither one can do.”

Three little sticks then, side by side,

He placed upon the table.

“Now blow the _middle_ one away,

Good sirs, if you are able.”

The Steers then tried and blew and blew

Till they could blow no more,

For every time they blew, they’d blow

The _three_ sticks to the floor.

“Here’s all the money that we’ve got,”

The Steers were forced to say;

“Now, smarty Fox, perform the trick

And take the cash away.

“But if you fail, please rest assured

We’ll whip you nigh to death.

You must not trifle with us two

And make us lose our breath.”

The Fox just grinned, “I’ll take the bet.

You’ll see what I can do.”

He fixed the sticks and put his paws

Upon the outside two.

And when he blew, the _middle one_

Went sailing through the air,

And lifting up his paws he showed

The other two were there.

The Fox then quickly took the cash

Which they had posted handy,

And running off, he cried to them,

“Now wasn’t that a dandy?”

And thus it is with lots of Rogues

As through this world they strut,

Their wits are oft so keen and sharp,

It’s but themselves they cut.

=The Raised Hand.= Tell some person to pick up a coin in one hand and

hold that hand above his head while he counts twenty, aloud and slowly.

Before the person picks up the coin, you leave the room and return just

after he finishes counting, but not so soon that you can see in which

hand he had the coin. Nevertheless you tell him correctly every time,

which hand he had raised. The way this trick is done, is exceedingly

simple. On entering the room, after the person has counted twenty you

look at his hand. The one which he has raised above his head will be

white, as the blood has run down from the fingers and hand; the other

one will remain its natural color.

=Unconscious Movements.= Slit a match at the wrong end and cut another

one on the slant. Now place one within the other, so as to form an

acute angle, and set these united matches astride the blade of a dinner

knife. Impress on the experimenter to allow the phosphorus ends

lightly to touch the table, but on no account to move away from its

surface. The matches will now begin to march along the blade. In order

to render the experiment more attractive, cause the two matches to

imitate the legs of a little man by placing a painted puppet on top of

them.

Another way: Take two straws from a stiff broom. Cut one in half and

fold each piece into the shape of a hairpin. Place one astride on each

end of the long knife, which you hold steadily, and if on a level

surface they will walk towards each other until they meet in the middle.

=The Broken Match Restored.= The performer requests a member of the

audience to give him an ordinary wooden match, first marking the

same for the purpose of identification. He then wraps the match in a

handkerchief, in which condition he hands it to a spectator with the

request to break the match, still enclosed in the handkerchief, to

pieces. This is done, after which, the handkerchief is shaken out and

the marked match falls from its fold quite restored.

The secret of this trick consists in having a duplicate match concealed

in the hem of the handkerchief from the outset. The marked match is

simply lodged in the fold of the handkerchief, the one in the hem being

brought up to the centre and put into the hands of the spectator. It

is, therefore, the one in the hem that is broken, the hem serving to

retain the pieces, the marked match falling out as the handkerchief is

shaken. A silk handkerchief with a narrow hemstitched border is the

most convenient to use, for the reason that the broken match is the

more readily removed and a fresh one inserted for future occasion.

=The Cent and the Hole.= In a piece of stout paper, cut a circle

three-sixteenths of an inch less in diameter than a penny. Ask any one

to pass a penny through the hole without touching the coin or tearing

the paper. Fold the paper exactly across the centre of the hole, and

then take it in both hands and ask some one to drop the penny into

the fold. Let it rest just over the hole, its lower edge projecting

below. Bend the corners of the paper slightly upwards. This elongates

the opening, and if the movement be continued, the penny will after a

second or two fall through by the force of its own weight. The paper

remains uninjured.

=Mysterious Reading.= The performer takes a piece of paper about eight

inches square and tears a strip about two inches wide off of each side,

then tears these two strips in half. This gives four pieces of paper,

each two inches wide and four inches long. Upon these pieces of paper,

he requests different persons to write the names of persons who are

dead. Taking the remaining piece of paper, he tears into two strips and

each strip is torn in half. This again gives four pieces of paper, the

same size as the other four. Upon these pieces of paper, the performer

requests other persons to write the names of some living persons. The

holders of the pieces of paper are now requested to fold them over

twice and place them in a hat. The performer takes these pieces of

paper from the hat, one at a time, and by simply holding them upon the

top of his head, can tell whether the name is that of a live person

or a dead person, making such remarks as cause it to seem the more

mysterious.

To perform this, take any piece of writing paper, eight inches square,

and tear off both outer edges (right and left) for the first two

strips. These two pieces of paper have now one straight or smooth edge

and one (the torn edge) rough edge. Remember this. On these pieces

are to be written the names of the dead. When you feel them on top of

your head, if they have a smooth edge and a rough edge it is of course

the name of a dead person. The other piece of paper, when torn into

two strips, has both edges rough, and upon these pieces are written

the names of living persons. When you feel the paper on your head has

no smooth edge, both edges being rough, it must contain the name of a

living person.

=The Baffling Card.= Take an ordinary visiting card and bend down the

ends at right angles to the card, about a quarter of an inch, then

laying it on a smooth table, ends down, ask any person to blow it

over. This seems easy enough, but it may be tried for hours without

succeeding. It is, however, to be done by blowing sharply on the table

at some distance from the card.

=A Watch Trick.= Ask a person to think of a number on the dial of a

watch from one to twelve, but not to tell you what that number is.

Then, with a pencil, you tap various numbers on the dial and he counts

the tappings silently, beginning with the next number higher than the

one of which he thought. That is, if he thought of the number five, he

would count silently six, seven, eight, nine, etc., or if he thought

of nine, for example, he would count to himself ten, eleven, twelve,

thirteen, etc., etc. When he has counted to the number “twenty” he must

say, “Stop,” and your pencil, or whatever you are using to tap the

watch, will be on the number of which he thought but did not tell you.

There is just one point about this trick for you to remember. When you

tap the face of the watch with your pencil, you also count silently,

beginning with one and counting to yourself, one, two, three, four,

etc., etc. It does not matter what numbers you touch for the first

seven, but the eighth tap must be on the figure twelve, and then go

around the dial backward, the ninth tap on eleven, the tenth on ten,

the eleventh on nine, etc., until you reach the one selected.

=Silk From Paper.= “I have three pieces of paper—red, white, and blue.

I am going to burn them. I light them first. I find they burn better

that way.”

The conjurer has previously at least four yards of red, white, and blue

ribbons—twelve yards in all—stitched together at one end, rolled up,

and placed under the top of the right arm.

The pieces of paper are picked up with the right hand, and the ends are

twisted together tightly, otherwise the papers would burn too quickly

and scorch the conjuror’s hands. The papers are held in the flames of

the candle for a second, and while they are burning, the conjurer draws

attention to his empty left hand, and then to the fact that his right

hand contains only the burning papers. When the conjurer is going to

show that he has nothing concealed in his sleeves, he draws up the

right sleeve with the left hand, and takes the ribbon from under the

arm.

Then in order to be able to draw the left sleeve up with the right

hand, he is obliged to put the burnt papers into the left hand. He

draws up the left sleeve, closes his right hand over his left, and

then crushes the burnt papers. In doing this he gets hold of the piece

of silk with his right hand, and, bringing his right hand slightly

towards the body, and turning a little to the left, he throws his right

hand vigorously forward and the ribbons unfold.

=The Obedient Ball.= A wooden ball about two inches in diameter is

given for examination. A hole one-half inch in diameter runs through

the ball. A small cord is next passed for examination. The performer

runs the cord through the hole in the ball, and causes the ball to run

up the cord, and stop wherever he wishes it to. Again the ball and cord

are handed for inspection.

After the performer hands out the cord for inspection, he lays it on

his table, and after the ball is duly inspected, the performer picks up

the cord and with it a piece of black silk thread, and runs it through

the hole in the ball with the cord; the other end of thread passes out

behind the scenes to his assistant. Take one end of the cord in one

hand, and the other end of the cord and thread in the upper hand. Now

by pulling the thread taut, the ball will stop; when it reaches the

bottom of the cord, the assistant pulls the thread, and causes the ball

to ascend. By dropping the black thread, all can be examined once more,

to the mystification of all concerned.

=Tricks with a Pen.= Can you write your name with your left hand? It is

a good thing to know how, in case you ever hurt your right hand.

Can you write a looking-glass letter? That always amuses children; so

if you have a friend who is ill, send her a looking-glass letter to

cheer her up.

Practise by writing on a piece of paper held front of a mirror, and

soon you will find it is quite easy to do looking-glass writing.

Looking-glass writing is done backward, so that it looks all right when

it is held to the mirror.

Also see if you can write your name backward—that is, begin at the last

stroke and go back to the first—and as a last trick try to write your

name upside down. That is not at all easy, but copy your signature

upside down and you will be able to do it quite well after a little

practice.

=The Dice and Cup.= Take from the backgammon board two dice and the

dice cup or shaker. Hold the cup in your right hand by putting your

thumb and second finger around the bottom of it, at the same time

holding one of the dice with the tips of the same finger and thumb.

Next put the other die on top of the one you are holding. You will, of

course, need the aid of your left hand in arranging the dice and cup in

your right.

Now, by a quick upward movement of your right hand, send the top die

flying up into the air, and as it comes down catch it in the cup.

Now comes the real trick—to get the other die in the cup also. If you

try to do this by throwing the die upward as you threw the first one,

you may catch it in the cup all right, but at the same time you will

be pretty sure to throw the first one out of the cup. As for catching

both together as they come down, you will find that almost impossible.

The proper way to get the second die into the cup without losing the

one that is already there, is, to let your hand drop suddenly, at the

same time letting go the die which you have been holding.

The die will drop too, but not as rapidly as your hand, so that you

will have no difficulty in getting the cup under it and catching it.

=The Surprising Paper Bands.= Cut three bands of paper about

twenty-four inches long and two inches wide. In preparing the first

strip of paper, simply gum the ends together, for the second strip,

twist once and gum the ends together; for the third strip, twist twice

and then gum the ends together. Now cut each of the bands in the centre

lengthways and notice the results. In twisting the papers, it should be

done unobserved.

=Napkin-ring Trick.= While waiting for dessert at dinner, it is fun for

the family at table to exchange tricks. One is the napkin-ring trick.

Holding your napkin-ring in one hand, look from your glass tumbler to

some large object—say, the sugar-bowl,—pretending to hesitate between

the two, then pick up the glass tumbler and say: “Safer to take the

smaller article.” Then look around, and say: “Will any of you believe

me when I say that I can push this glass full of water through this

napkin-ring?” Something may be added about a newly discovered way of

compressing glass.

Then you should set the glass down solemnly, place your napkin-ring in

front of it, and, with an impressive flourish of your hand, thrust your

finger through the napkin-ring and give the glass a shove.

“There!” you may exclaim in triumph, “Haven’t I pushed the glass

through the napkin-ring?”

=The Magical Cups of Tin.= This little trick, performed in a parlor,

will make you appear quite a magician. Get beforehand two perfectly

plain tin cups, without handles and with the bottom sunk about a

quarter of an inch, and straight sides. On the sunken bottom of each

put some glue, and over it drop some birdseed, so that it looks as if

the cups were full, whereas they are really standing upside down and

the layer of seed is glued to the outside of the bottom.

When you are ready to perform the trick, have a bag of the same kind of

seed, and, standing off from your audience, hold the cups so that they

can see that they are empty, but don’t allow any one to approach you.

Now take one cup and dip it into the bag of seed, but instead of

filling it, turn it upside down, so that when you take it out the seed

glued to the bottom will show, and every one will think it is full.

Place the apparently full cup of seed under a hat, but in doing so

dexterously turn it so that the empty cup is upright and the glued seed

at the bottom. Don’t let your audience see this turn.

Now take the other cup, which is empty, and let them see you put it

under another hat, but also turn this one, so that they do not see you

do it. This brings the seed to the top and shows an apparently full

cup, and when you remove the hat, after pronouncing some magic words,

it will look as if the cups had changed places.

Remove the cups before any one has a chance to examine them.

=The Elusive Cork.= Lay any bottle of fair size with an open mouth on

its side, and lay in the mouth of the bottle a piece of cork about the

size of a pea. Ask any of the spectators to try to blow the cork into

the bottle, and, try as they may, they will find that they cannot do

it, as the piece of cork will always fly back in the face of the blower.

=The Three Pennies.= Three pennies are placed flat on the table, two

tails and one head. The two tails are together and the head penny is

some inches away. The coin with the head upwards must be placed between

the other two coins without the tail penny nearest the head being

taken away, and the other coin must not be touched. People not in the

secret will not attempt to solve the problem, as they say it cannot be

done.

This seemingly impossible trick is quite simple once you have learned

the secret. Throw the head penny flat with some force, striking the

tail penny nearest, at the same time holding the coin. This action will

shoot the second coin (which you must not touch) and throw it some

distance away. All that is left to be done is to put the head penny

between the two coins.

=A Lesson in Gravity.= Stand against the wall with the left side,

the cheek, hip, and foot touching it; then try lifting the right leg

without moving the body away from the wall. It is laughable to see

children trying to perform this feat, for it is one of the things that

are impossible to accomplish.

=The Tantalizing Half-dollar.= Place a boy with his back against the

wall, his heels standing firmly against it. Lay a half-dollar on the

floor in front of him, about a foot distant from his toes, and tell him

it is his if he can pick it up without moving his heels from against

the wall. In vain will he try to get the coin under the conditions

prescribed, for this feat is another of the impossible ones.

=Drawing Matches to Win.= Take 15 matches, bunch them up so they cannot

be easily counted, lay them on a table, and tell some person that you

will allow him to start the game, by drawing from the pile one, two or

three matches—but no more. Tell him that you have the same privilege,

and that you intend that he shall draw the last match, or, at least,

that you will leave the last for him to draw.

If you watch your turns carefully you will succeed perfectly, unless,

of course, your opponent is acquainted with the system—and very few

persons are.

If he should first draw one, you draw one. If his second draw should be

three, then you draw one again. Observe now that there are six drawn.

In order to assure yourself of winning, make certain that this is the

case either at your first or second draw—get six off the board. Then

there are nine remaining. The next time you draw let it make four with

what he draws, leaving five still to be drawn. Now if he draws three,

you take one; if he draws two, you take two, and so on. You will thus

see that the last match will always be left to your opponent.

He will now surely want to try it again. This time you begin the

drawing by taking one, as he did at first, making a remark to that

effect. Whatever number he takes, it cannot make the six. But should

he follow your example and take but one, you still must be careful and

trust to luck and careful computation, taking only one more on your

second draw, which will make three off. The chances are small that he

will take the remaining three to make the six. But if he does, it is

an evidence that he is “getting on,” and he may possibly (but not

probably) beat you.

Whether he does or does not, you simply let him start out again, and

you proceed to follow according to his lead. You will defeat him nine

times in ten without your being compelled to make your play certain,

which can be done when you get your first draw, as follows: draw

two; he cannot then defeat you, for whatever he draws, he will still

leave from one to three for you, and you take the sixth off, when the

rest is easy. Better not do this until he is quite sure that he has

“discovered” your method, when this will put him all at sea again. This

game is great fun, and will puzzle all of your friends.

=Eye-Errors and Ghosts.= A few experiments with the eyes will be found

very interesting, and to the uninitiated, very queer. If you will hold

up your forefinger about a foot from your face, and look at a tree or

object beyond it, or at any tall object, you will see your finger

double. Then look directly at your finger and you will see the tree

double.

The explanation is that each eye sees separately, and when both are

looking at the finger the right eye sees the tree or object on the

right side of the finger and the left eye sees it on the left. When,

however, you look at the tree directly with both eyes, each eye sees

the finger apparently in a different place. If you will cover the one

eye and look with the other, you cannot see either the tree or the

finger double, which is the proof of the experiment.

Place two bits of white paper about a foot apart on a table. Cover

the right eye and look steadily at the right-hand piece of paper with

the left eye. By stepping backward you will reach a spot where the

left-hand piece of paper will disappear. You can make the right-hand

piece of paper disappear by looking at the left-hand piece of paper

with the right eye.

When you have made one disappear in this way, move your head ever so

slightly backward or forward, and the paper will instantly reappear.

The reason of this is that every person’s eye has a blind spot on the

retina, and when an image of the piece of paper falls on the spot it

cannot be seen.

Instead of snatching the paper away after looking at it steadily, look

up at the ceiling, and the image will be seen there. These “ghosts,”

as they are sometimes called, are caused by the action of light on the

retina of the eye.

=The Detaining Hand-clasp.= Grasp a person firmly by the wrists as if

you were about to handcuff him, and say that you can clasp his hands

in such a way that he cannot leave the room without unclasping them.

Probably he will look sharply at you for a while, trying to divine your

purpose, and if you maintain your firm hold on his wrists, he will be

led to believe that you intend to use your strength for the purpose.

Then lead him to a table and seating him on a chair by it, clasp his

hands about one of the legs. Of course, he cannot now leave the room

without unclasping them unless he overturns the table or drags it with

him.

=The Pictorial Nail.= By having in your possession an extraordinarily

strong magnet, you can perform the following very effective trick.

Prepare a large frame with a paper centre, now take a crayon and draw a

nail or a hook, then borrow a key or key-ring and make the announcement

that you will hang one of the articles on the picture. This is easy if

you have an assistant in the rear, with the magnet attached to a stick,

which he holds directly in the rear of the drawn picture, the magnet

holding the article on the front.

=Cane Trick.= Measure the length of your forearm along a cane by

placing your elbow even with its head and marking the point to which

the tip of your middle finger reaches.

Take hold of your cane with your middle finger, covering the mark,

and your little finger nearest to the head. The cane must be at right

angles to the hand and be grasped firmly so that the tips of all the

fingers are pressed tightly against the palm of the hand. It is not

“fair” to hold the cane obliquely.

Now try to put the head of the cane to your lips. If you succeed you

are an exception to the general rule, and even you will probably fail

if you hold the cane, in the same manner, at a point a little further

from the head.

But any one can do the trick easily by holding the cane at a less

distance from its head than the length of his forearm.

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