_The Nut Trick._
The shell must be prepared before the performance. Remove the kernel
by boring a hole, or opening the nut at one end. Take out the contents
by the aid of a lady’s hat-pin, and instead of the kernel, slip in a
short piece of scarlet-colored baby-width ribbon. Then putty or wax
the opening over, and color the putty or wax with a dye, crayon, or
paint, the exact shade of the nut. The nut being thus prepared, you
may now lay it on the table before your friends, and present a bunch
of many-colored ribbons of the same width and length to them. Ask that
some one select any piece he chooses; you must have a don’t-care air,
as though it didn’t make any difference to you which piece was chosen.
While, on the contrary, you care so much, that should a wrong selection
be made you must at once tell an interesting story, which will help
your friends to forget that the ribbon has already been selected, and
you should make use of this opportunity to offer the ribbons over
again. This time the selection will likely be correct. It would be
wise to have the majority of pieces of ribbon the color of the piece
in the nut, as that color would catch the eye first and stand a better
chance of being taken.
The right ribbon now being chosen, make a great point of looking at it;
hold it up at arm’s length, so that all the audience may see it. Then
ask the party who made the selection to put it back in the bunch with
the others and mix them all up to please himself. When he has finished,
face the bunch of ribbons, and loudly repeat, three times over,
“Ribbon, go into the nut.” Then ask your friend to go forward and take
the little hammer which he will find on the table and crack the nut
open. When the nut is opened, sure enough inside is a scarlet ribbon.
_Burn a Lady’s Handkerchief, but Return it Whole Again._
This requires a tin cylinder about eight inches in diameter and twelve
inches in height. Into this put a perfectly fitting tin vessel, which
is divided strictly in half. When this vessel is slid inside of the
cylinder the whole does not look unlike a canister with a cover at
each end. Having the handkerchief, hold it so that everybody sees it,
and talk fluently, keeping the body constantly in motion; indeed,
making so many motions that no one has noticed that you have packed
this handkerchief in the upper division of the tin vessel, and that,
as you are walking towards the candle, you have turned the cylinder
upside down, and that also the handkerchief you are now holding is
really not a handkerchief at all, but a thin piece of muslin you have
prepared to simulate a handkerchief. Pour on it a few drops of alcohol,
which will help it to burn even more rapidly; tear it, if you think
it more effective. When the owner thinks that her handkerchief is
forever destroyed, cleverly manage to invert the cylinder, take out the
handkerchief, shake it well, holding it so that all the audience sees
that it is not even scorched, and then return it to the lady.
_The Bowl Trick._
Fill a tiny tumbler with water and cover it with a bowl. Then state you
will drink the water in the tumbler underneath without moving the bowl.
Of course the company do not believe you, and you ask all to turn
their backs, or close their eyes, if they will promise not to look,
until one of the party counts ten. Immediately they have turned their
backs, or closed their eyes, you pick up another glass of water and
hastily swallow a few mouthfuls. They hear the sound, but no one can
look until ten is counted. By that time the glass from which you drank
is hidden again, and the company catch you wiping your moist lips.
Undoubtedly one of the number will be so suspicious that he will lift
the bowl to see, and then is your opportunity, for you at once pick up
the glass and drink, saying, as you put it down, “_I_ didn’t touch the
bowl.”
_An Impossible Jump._
Take a gentleman’s hat, and, turning it around so that every one sees
it, ask your friends whether, if you put it on the floor, they could
jump over it. Of course they will answer, “Yes.” Then stand it close to
the wall, and tell them not to all try at once, but take their turn to
jump.
_Turn a Goblet Upside Down Without Spilling the Water._
Fill a glass goblet so as not to allow any water to drop over the edge.
Cover the top with a piece of paper; on the paper put your hand, and
turn the goblet rapidly over; then remove the hand. The upward pressure
of the air will prevent the water from spilling.
_The Hat Omelet._
Everybody who enjoys tricks is no doubt familiar with this. It is very
easy to do.
First state that you are about to make an omelet. Then break three eggs
into the hat, and appear to add a little milk and flour, after which
shake all together and hold the hat over a lighted lamp, candle, or
gas. After a few moments lift out the hot flaky omelet and pass it to
your friends; otherwise they will think they have been deceived.
The secret is, the omelet was cooked on the range, and was in the
hat when you commenced to exhibit the trick, the hat being held too
high for the audience to see inside. The eggs were not full, only
the shells, the contents having been previously drawn through a tiny
aperture at one end. Laugh and talk a great deal and it will not be
noticed that you do not put in the cornstarch and milk; also let a real
egg drop, as if by accident, on a plate standing on the table before
you, or let a tablespoon or knife fall. This will attract all eyes and
further prevent discovery. As in other tricks, you should practise it
before showing it to your friends.
_The Wonderful Carafe._
An empty carafe is brought by your confederate. This you should rinse
and drain in the presence of your audience, in order to satisfy them
that there is really no mistake, that the carafe is positively empty.
After it has well drained, dry it, wiping it around with the greatest
care. In the towel which your confederate brought you he also brought
a bladder, in which was a weak preparation made up of spirits of
wine, sugar, and water. In this way the carafe is filled without the
audience detecting. The glasses are already in position, and in each
one has been put a drop or two of flavoring extract, such as pineapple,
lemonade, orange, peppermint. The magician then inquires if any one
would like a glass of lemonade, and being answered in the affirmative,
he pours the same from the carafe by filling the glass in which the
drops of lemonade extract have been placed. In like manner he will give
a glass of orangeade, or whatever drink corresponds to the extract in
the glasses.
_The Vanishing Ten-cent Piece._
Put this coin in the palm of your hand and take pains to let everybody
see it. Then state that if any one of the audience will call out,
“Vanish,” it will disappear.
The reason why is because the nail of your middle finger is covered
with white wax, and closing the hand forcibly the coin instantly
fastens itself to it. You must then open the hand wide and show that
the ten-cent piece has really gone.
The tricks now being over, the audience rose to congratulate their
young entertainers and also to exchange a few words with one another,
and in so doing many of them did not discover that refreshments were
about to be served until they were asked to take seats at the small
tables that had most mysteriously appeared.
The refreshments were very simple, being only vanilla and strawberry
rolled wafers and delicious tea. The tea was, of course, poured into
the prettiest of Japanese cups, and carried on richly decorated trays,
on which were laid divers colored Japanese napkins, while the graceful,
cordial, Japanese-robed young girls added an indescribable charm.
And thus closed this dainty, interesting entertainment amid the
pleasant chatter of the happily seated, congenial company.
_Blindfolded Prophecy._
Should you be in the country on All Hallowe’en, one of the party should
be blindfolded and sent into the kitchen garden, of course using every
security against accident. The person sent must pull up a vegetable,
and without shaking off the dirt from the roots, bring it back with
him. Should it have a great quantity of mould hanging to its roots,
that is a sure sign whoever has it will make a wealthy marriage.
If, on the contrary, there is but little mould, he will make a poor
marriage. If the vegetable is tall and well shapen, this proves he
will marry a tall, beautiful girl. If, however, the vegetable is short
and crooked, he will marry a short and homely girl. If a vegetable is
brought in without any roots, the person bringing it will be a bachelor
or old maid.
Care should be taken in the playing of this game to prevent the house
and clothing from getting dirty; therefore be watchful and hold the
vegetable you bring at arm’s length.
The best place to decide the vegetable’s shape, mould, etc., would be
in the kitchen, or on the piazza. If the latter is enclosed, lamps
could be carried out there, if not, possibly the light from the windows
and hall way would be sufficient; or try a lantern.
_The Divining Mirror._
Hold an unpeeled apple in the right hand and a lighted candle in the
left, while you stand in an empty, unlighted room before a mirror.
Then you must eat the apple and watch sharp, for you are to see your
future husband’s or wife’s face in the mirror. The face will appear
over your left shoulder.
This game is also part trick, as fairy folk are apt to be famous
tricksters and therefore not very trustworthy, especially if it is
after dark.
One of the boys will likely have stolen back of you, disguised with a
false face. He has reached you on his hands and knees, and when all
of a sudden he rises, you will be so startled that it will be an easy
matter for him to escape without detection. Or a girl could do the same
as a boy.
In order to more fully cover one’s tracks, it would be well for the
tricking player to blow out the candle as he appears over the shoulder.
This, too, will partly conceal the features, for puckered lips and eyes
fixed steadily on the flame will not look natural.
_The Tumbler Test._
Fill three tumblers with water. One must hold blue water, such as
the laundress uses for clothes, another must hold soapy water,
and another clear water, while still another must be empty. These
tumblers should stand on a table directly before the individual who
is to be blindfolded. After he is blindfolded, change the position of
the glasses, placing one where the other one stood, and so on. Then
instruct the party to dip his fingers into one of the tumblers. Having
felt around, his fingers are dipped into the clear water, and thus he
learns that he is to marry a beautiful rich girl. Had he dipped into
the soapy water, it would have meant that he would marry a poor widow;
if in the blue water, he would be a noted author; if in the empty
glass, he would die a bachelor. This game is played in the same way
with the girls, only, of course, changing the sex, as, for example,
marrying a rich, handsome man.
_The Penknife Trick._
Before leaving the room state that while you are away any one may place
a pen-knife where he may please, and without any word being spoken you
will find it.
Of course you have a confederate, who remains behind and notices where
the knife has been put.
When you enter, walk towards one of the corners in the room; if your
confederate is looking up, you will know you are in the right corner,
but if he is looking down you must try another. If you notice he is not
looking up when you have tried all the corners, then walk towards the
centre of the room, and between the corners; at one of these points
he will raise his eyes. In this way, you will get the location. You
must then diligently search, and when your confederate lets something
drop on the floor you will know you are _very close_ to the penknife.
Sometimes it is in a person’s pocket; for that reason watch just the
moment when your friend has given you the clue. Possibly your hand may
be on some one’s shoulder; this would indicate to search that person.
_Ball Trick._
A girl must take a ball of rose-colored worsted and toss it out in the
garden as far as she can. She must be careful, however, not to lose
hold of the end of the worsted. Then she should walk up and down the
parlor or piazza, winding the worsted up; as she walks she sings,
Who holds my thread? Who holds my clue?
For he loves me and I him too.
All of a sudden, if the game is properly played, the worsted will
refuse to come. If the worsted breaks in her exertion to wind it, she
will never marry; but she should keep firm hold and wind slowly, and in
time will thus surely reach the person who has caught the other end.
This individual is to be her future husband. Generally the “husband”
part is a trick, for some one will hold the worsted that she would
never marry; for example, a boy many years her junior, or her old
grandfather, or brother. This game being played for the same reason as
many another, “only for fun.”
_The Fortune Apple._
On several pieces of wood, thin as paper, write, in ink or paint,
girls’ names. Slip each name into an apple. This set will do for the
boys; make similar ones for the girls. Fill three portable tubs with
water, and set an even number of apples floating in each tub. Fasten
the arms of three boys securely back, and cover them entirely with
water-proof cloaks. Lead each boy to a tub and ask him to repeat
distinctly,
Witches and wizards and birds of the air,
Goblins and brownies, all lend me your care,
Now to choose wisely for once and for all,
And ever your names in praise loudly I’ll call.
Then each boy must put his head down and try to catch in his teeth an
apple. In it he’ll find the name of one of the girls present, and she
will be his fate. If the name is a strange one, there will even then be
teasing enough for him. After the boys have all tried the game, then it
is time for the girls.
Lead a girl up to a tub and blindfold her; lead her around while she
repeats the rhyme, and with the words “loudly I call,” she must bend
down and try to catch in one hand an apple or, if she prefers, she may
try to spear an apple with a fork. If the latter way, only one drop of
the fork will be allowed. If it sticks far enough in an apple not to
fall altogether, her fate is sure.
_The Money-Maker._
This is one of the large number of trick games, and like all the others
it is very easy when you know how. It is played by two people, both of
whom understand the trick, and it should be the effort of the company
to discover as soon as is possible what that trick is. When the trick
is discovered the game is simple. To prove that you know it, you
should take the place of one of the players. If the game then goes on
satisfactorily you are out, but the others remain in until they either
give up or learn the secret also.
The money-maker leaves the room and on his return his confederate
will ask him questions. His answer will prove to the company that he
understands which business, trade or profession they have decided he
must enter in order to make money.
The secret is easy to discover if you are on the alert; it is the first
business named after a question which has commenced with the letter O
or which contains the exclamation oh! Example:
The company have decided that the one who has left the room must be a
publisher.
“Will you be an organ grinder?”
“No, I thank you.”
“Will you be a physician?”
“I would not like night work.”
“How would you like farming?”
“Not at all.”
“Oh, I know! you’d like to be a tailor.”
“But I know I wouldn’t.”
“Well, will you be a publisher?”
“Just the thing.”