Many of the following recreations are performed by arithmetical

calculations, and may therefore be considered as connected with

science; but as it has been the aim of this work to unite amusement

with instruction, some experiments on this subject are introduced, the

performance of which depends on dexterity of hand. As this is only to

be acquired by practice, and, after all, is merely a mechanical

operation, the study of it will produce little useful knowledge,

though it may afford much entertainment; but as it must be gratifying

to know the method by which they are performed by those persons

skilled in such manoeuvres, who publicly exhibit them to the

astonishment of the spectator, they are presented to our readers, that

when they recognize them at any of these exhibitions, their eyes may

not be in danger of deceiving their judgment.

_To tell the Number of Points on Three Cards, placed under Three

different Parcels of Cards._

You first premise that the ace counts for eleven; the court cards ten

each; and the others according to the number of their pips. You then

propose to any person in company to choose three cards, and to place

over each as many as will make the number of the points of that card,

fifteen; take the remaining cards, and, under the appearance of

looking for a particular card, count how many there are, and by adding

sixteen to that number, you will have the amount of the pips on the

three cards. For example:

Suppose a person choose a seven, a ten, and an ace; then over the

seven he must place eight cards; over the ten, five cards; and over

the ace, four cards. In this instance there will remain twelve cards;

to which if you add sixteen it will make twenty-eight, which is the

amount of the pips on the three cards.

_The Ten Duplicates._

Select any twenty cards; let any person shuffle them; lay them by

pairs on the board, without looking at them. You next desire several

persons, (as many persons as there are pairs on the table,) each to

look at different pairs and remember what cards compose them. You then

take up all the cards in the order they lay, and replace them with

their faces uppermost on the table, according to the order of the

letters in the following words:

M U T U S

1 2 3 4 5

D E D I T

6 7 8 9 10

N O M E N

11 12 13 14 15

C O C I S

16 17 18 19 20

(These words convey no meaning.)--You will observe, that they contain

ten letters repeated, or two of each sort. You therefore ask each

person which row or rows the cards he looked at are in; if he say the

first, you know they must be the second and fourth, there being two

letters of a sort (two U's) in that row; if he say the second and

fourth, they must be the ninth and nineteenth, (two I's,) and so of

the rest. This amusement, which is very simple, and requires very

little practice, will be found to excite, in those who are

unacquainted with the key, the greatest astonishment.

The readiest way is to have a fac-simile of the key drawn on a card,

to which you refer.

_To tell how many Cards a Person takes out of a Pack, and to specify

each Card._

To perform this, you must so dispose a PIQUET pack of cards, that you

can easily remember the order in which they are placed. Suppose, for

instance, they are placed according to the words in the following

line,

_Seven Aces, Eight Kings, Nine Queens, and Ten Knaves;_

and that every card be of a different suite, following each other in

this order: spades, clubs, hearts, and diamonds. Then the eight first

cards will be the seven of spades, ace of clubs, eight of hearts, king

of diamonds, nine of spades, queen of clubs, ten of hearts, and knave

of diamonds, and so of the rest.

You show that the cards are placed promiscuously, and you offer them

with their backs upward to any one, that he may draw what quantity he

pleases; you then dexterously look at the card that precedes and that

which follows those he has taken. When he has carefully counted the

cards, which is not to be done in your presence, (and, in order to

give you time for recollection, you tell him to do it twice over, that

he may be certain,) you then take them from him, mix them with the

pack, shuffle, and tell him to shuffle.

During all this time you recollect, by the foregoing line, all the

cards he took out; and as you lay them down, one by one, you name each

card.

Unless a person has a most excellent memory, he had better not attempt

the performance of the above amusement, as the least forgetfulness

will spoil the whole, and make the operator appear ridiculous.

_A Hundred different Names being written on the Cards, to tell the

particular Name any Person thought of._

Write on ten cards a hundred different names, observing that the

last name on each card begins with one of the letters in the word

INDROMACUS, which letters, in the order they stand, answer the numbers

1 to 10, thus:

I N D R O M A C U S

1 2 3 4 5 6 7 8 9 10

On ten other cards write the same names, with this restriction, that

the first name on every card must be taken from the first of the other

cards, whose last name begins with I; the second name must be taken

from that whose last name begins with N; and so of the rest. Then let

any person choose a card out of the first ten, and after he has fixed

on a name, give it to you again, when you carefully note the last

name, by which you know the number of that card. You then take the

other ten cards, and, after shuffling them, show them to the person,

and ask if he sees the name he chose, and when he answers in the

affirmative, you look to that name which is the same in number from

the top with the number of the card he took from the other parcel, and

that will be the name he fixed on.

Instead of ten cards there may be twenty to each parcel, by adding

duplicates to each card; which will make it appear more mysterious,

and will not at all embarrass it, as you have only to remember the

last name on each card. Instead of names you may write questions on

one of the parcels, and answers on the other.

_Several different Cards being fixed on by different Persons, to name

that on which each Person fixed._

There must be as many different cards shown to _each person_, as there

are cards to choose; so that, if there are three persons, you must

show three cards to each person, telling the first to retain _one_ in

his memory. You then lay those three cards down, and show three others

to the second person, and three others to the third. Next take up the

first person's cards, and lay them down separately, one by one, with

their faces upwards; place the second person's cards over the first,

and the third over the second's, so that there will be one card in

each parcel belonging to each person. You then ask each of them in

which parcel his card is, and by the answer you immediately know which

card it is; for the first person's will always be the first, the

second person's the second, and the third person's the third in that

parcel where each says his card is.

This amusement may be performed with a single person, by letting him

fix on three, four, or more cards. In this case you must show him as

many parcels as he is to choose cards, and every parcel must consist

of that number, out of which he is to fix on one; and you then proceed

as before, he telling you the parcel that contains each of his cards.

_To name the Rank of a Card that a Person has drawn from a Piquet

Pack._

The rank of a card means whether it be an ace, king, queen, &c. You

therefore first fix a certain number to each card; thus you call the

king four, the queen three, the knave two, the ace one, and the others

according to the number of their pips.

You then shuffle the cards, and let a person draw any one of them;

then turning up the remaining cards, you add the number of the first

to that of the second, the second to the third, and so on, till it

amounts to ten, which you then reject, and begin again; or if it be

more, reject the ten, and carry the remainder to the next card, and so

on to the last; and to the last amount add four, and subtract that sum

from ten, if it be less, or from twenty, if it be more than ten, and

the remainder will be the number of the card that was drawn; as for

example, if the remainder be two, the card drawn was a knave; if

three, a queen, and so on.

_To tell the Amount of the Numbers of any two Cards drawn from a

common Pack._

Each court card in this amusement counts for ten, and the other cards

according to the number of their pips. Let the person who draws the

cards add as many more cards to each of those he has drawn as will

make each of their numbers twenty-five. Then take the remaining cards

in your hand, and, seeming to search for some card among them, tell

them over to yourself, and their number will be the amount of the two

cards drawn.

For example.--Suppose the person has drawn a ten and a seven, then he

must add fifteen cards to the first, to make the number twenty-five,

and eighteen to the last, for the same reason; now fifteen and

eighteen make thirty-three, and the two cards themselves make

thirty-five, which deducted from fifty-two, leave seventeen, which

must be the number of the remaining cards, and also of the two cards

drawn.

You may perform this amusement without touching the cards, thus:

Let the person who has drawn the two cards deduct the number of each

of them from twenty-six, which is half the number of the pack, and

after adding the remainders together, let him tell you the amount,

which you privately deduct from fifty-two, the total number of all the

cards, and the remainder will be the amount of the two cards.

_Example._--Suppose the two cards to be as before, ten and seven; then

the person deducting ten from twenty-six, there remain sixteen, and

deducting seven from twenty-six, there remain nineteen; these two

remainders added together make thirty-five, which you subtract from

fifty-two; and there must remain seventeen for the amount of the two

cards, as before.

_To tell the Amount of the Numbers of any Three Cards that a Person

shall draw from the Pack._

After the person has drawn his three cards, draw one yourself and lay

it aside, for it is necessary that the number of the remaining cards

be divisible by three, which they will not be in a pack of fifty-two

cards, if only three be drawn. The card you draw, you may call the

confederate, and pretend it is by the aid of that card you discover

the amount of the others. Then tell the party to add as many more to

each of his cards as will make its number sixteen, which is the third

part of the remaining forty-eight cards; therefore, suppose he has

drawn a ten, a seven, and a six; then, to the first he must add six

cards, to the second nine, and to the third ten, which together make

twenty-five, and the four cards drawn being added to them make

twenty-nine. You then take the remaining cards, and, telling them

over, as in the last amusement, you find their number to be

twenty-three, the amount of the three cards the person drew.

This amusement may also be performed without touching the cards,

thus:--When the party has drawn his three cards, and you have drawn

one, let him deduct the number of each of the cards he has drawn from

seventeen, which is one-third of the pack after you have drawn your

card; and let him tell you the amount of the several remainders, to

which you privately add one to the card you drew, and, deducting that

amount from fifty-two, (the whole number of the cards,) the remainder

will be the amount of the three cards drawn.

_Example._--Suppose the three cards to be ten, seven, and six, as

before; then, each of those numbers subtracted from seventeen, the

remainders will be respectively, seven, ten, and eleven, which, added

together, make twenty-eight, to which the single card you drew being

reckoned as one, and added, makes twenty-nine; and that number

deducted from fifty-two, leaves twenty-three, which is the amount of

the three cards the party drew.

* * * * *

The following amusements principally depend on dexterity of hand; and,

as what is termed _making the pass_, will be necessary to be acquired,

to enable the operator to perform many of them, we subjoin the

following explanation of this term:

_How to make the Pass._--Hold the pack of cards in your right hand, so

that the palm of your hand may be under the cards: place the thumb of

that hand on one side of the pack; the first, second, and third

fingers on the other side, and your little finger between those cards

that are to be brought to the top, and the rest of the pack. Then

place your left hand over the cards in such a manner that the thumb

may be at C, the fore-finger at A, and the other fingers at B, as in

the following figure:

+----------------+ +----------------+

| _Bottom._ | | _Top._ |

| | | |

| 2 | | |

| | | |

| _Thumb._ | | |

| 3 | | |

| 4 | | |

| | | |

| | | |

|_Little Finger._| | |

+----------------+ +----------------+

C

The hands and the two parts of the cards being thus disposed, you draw

off the lower cards, confined by the little finger and the other parts

of the right hand, and place them, with an imperceptible motion, on

the top of the pack.

But before you attempt any of the tricks that depend on _making the

pass_, you must have great practice, and be able to perform it so

dexterously and expeditiously, that the eye cannot detect the movement

of the hand; or you may, instead of deceiving others, expose yourself.

_The Long Card._--Another stratagem, connected with the performance of

many of the following tricks, is what is termed the _Long Card_; that

is, a card, either a trifle longer or wider than the other cards, not

perceptible to the eye of the spectator, but easily to be

distinguished by the touch of the operator.

_The Divining Card._

Provide a pack in which there is a long card; open it at that part

where the long card is, and present the pack to a person in such a

manner that he will naturally draw that card. You then tell him to put

it into any part of the pack, and shuffle the cards. You take the

pack, and offer the same card in like manner to a second or third

person, taking care that they do not stand near enough to see the card

each other draws.

You then draw several cards yourself, among which is the long card,

and ask each of the parties if his card be among those cards, and he

will naturally say _yes_, as they have all drawn the same card. You

then shuffle all the cards together, and, cutting them at the long

card, you hold it before the first person, so that the others may not

see it, and tell him that is his card. You then put it in the pack,

shuffle it, cut it again at the same card, and hold it to the second

person.

You can perform this recreation without the long card, in the

following manner:

Let a person draw any card, and replace it in the pack. You then _make

the pass_, (see p. 107,) and bring that card to the top of the pack,

and shuffle them, without losing sight of that card. You then offer

that card to a second person, that he may draw it, and put it in the

middle of the pack. You _make the pass_, and shuffle the cards a

second time in the same manner, and offer the card to a third person,

and so again to a fourth or fifth.

_The Four Confederate Cards._

A person draws four cards from the pack, and you tell him to remember

one of them. He then returns them to the pack, and you dexterously

place two under and two on the top of the pack. Under the bottom ones

you place four cards of any sort, and then, taking eight or ten from

the bottom cards, you spread them on the table, and ask the person if

the card he fixed on be among them. If he say _no_, you are sure it is

one of the two cards on the top. You then pass those two cards to the

bottom and, drawing off the lowest of them, you ask if that is not his

card. If he again say _no_, you take up that card, and bid him draw

his card from the bottom of the pack. If, on the contrary, he say his

cards _are_ among those you _first_ drew from the bottom, you must

dexterously take up the four cards you put under them, and, placing

those on the top, let the other two be the bottom cards of the pack,

which you are to draw in the manner before described.

_The Numerical Cards._

Let the long card be the sixteenth in the pack of piquet cards. Take

ten or twelve cards from the top of the pack, and, spreading them on

the table, desire a person to think on any one of them, and to observe

the number it is from the first card. Make the pass at the long card,

which will then be at the bottom. Then ask the party the number his

card was at, and, counting to yourself from that number to sixteen,

turn the cards up, one by one, from the bottom. Then stop at the

seventeenth card, and ask the person if he has seen his card, when he

will say _no_. You then ask him how many more cards you shall draw

before his card appears; and when he has named the number, you draw

the card aside with your finger, turn up the number of cards he

proposed, and throw down the card he fixed on.

_The Card found out by the Point of the Sword._

When a card has been drawn, you place it under the long card, and by

shuffling them dexterously, you bring it to the top of the pack. Then

lay or throw the pack on the ground, observing where the top card

lies. A handkerchief is then bound round your eyes, which ought to be

done by a confederate, in such a way that you can see the ground. A

sword is put into your hand, with which you touch several of the

cards, as if in doubt, but never losing sight of the top card, in

which at last you fix the point of the sword, and present it to the

party who drew it.

_The Card hit upon by the Guess._

Spread part of the pack before a person, in such way that only one

court card is visible; and so arrange it, that it shall appear the

most prominent and striking card. You desire him to think on one; and

observe if he fix his eye on the court card. When he tells you he has

determined on one, shuffle the cards, and, turning them up one by one,

when you come to the court card tell him that is the one.

If he does not seem to fix his eye on the court card, you should not

hazard the experiment; but frame an excuse for performing some other

amusement; neither should it be attempted with those who are

conversant with these sort of deceptions.

_The Card changed by Word of Command._

You must have two cards of the same sort in the pack, (say the king of

spades.) Place one next the bottom card, (say seven of hearts,) and

the other at top. Shuffle the cards without displacing those three,

and show a person that the bottom card is the seven of hearts. This

card you dexterously slip aside with your finger, which you have

previously wetted, and, taking the king of spades from the bottom,

which the person supposes to be the seven of hearts, lay it on the

table, telling him to cover it with his hand.

Shuffle the cards again, without displacing the first and last card,

and, shifting the other king of spades from the top to the bottom,

show it to another person. You then draw that privately away, and,

taking the bottom card, which will then be the seven of hearts, you

lay that on the table, and tell the second person (who believes it to

be the king of spades) to cover it with his hand.

You then command the cards to change places; and when the two parties

take off their hands and turn up the cards, they will see, to their

great astonishment, that your commands are obeyed.

_The Three Magical Parties._

Offer the long card to a person, that he may draw it, and replace it

in any part of the pack he pleases. _Make the pass_, and bring that

card to the top. Next divide the pack in three parcels, putting the

long card in the middle heap. You then ask the person which of the

three heaps his card shall be in. He will, probably, say the middle;

in which case you immediately show it to him. But if he say either of

the others, you take all the cards in your hand, placing the parcel he

has named over the other two, and observing to put your little finger

between that and the middle heap, at the top of which is the card he

drew. You then ask at what number in that heap he will have his card

appear. If, for example, he say the sixth, you tell down five cards

from the top of the pack, and then, dexterously making the pass, you

bring the long card to the top, and tell it down as the sixth.

_The Magic Vase._

Construct a vase of wood, or pasteboard, see Fig. 20. On the inside

let there be five divisions; two of them, _c d_, to be large enough to

admit a pack of cards each; and the other three, _e f g_, only large

enough to contain a single card. Place this vase on a bracket, L,

which is fastened to the partition M. Fix a silken thread at H, the

other end of which passes down the division _d_, and, over the pulley

I, runs along the bracket L, and goes out behind the partition M.

[Illustration: Fig. 20.]

Take three cards from the piquet pack, and place one of them in each

of the divisions _e f g_, making the silk thread or line go under each

of them. In the division _c_ put the remainder of the pack.

You then get another pack of cards, at the top of which are to be

three cards, the same as those in the three small divisions: and,

making the pass, bring them to the middle of the pack. Let them be

drawn by three persons; let them shuffle all the cards; after which

place the pack in the division _d_, and tell the parties that the

cards they drew will rise at their command, separately, from the vase.

A confederate behind the partition then gently drawing the line, the

three cards will then gradually appear from the vase; then taking the

cards from _c_, you show that those three are gone from the pack.

The vase must be placed so high that the company cannot see the

inside.

_The Divining Perspective Glass._

Procure a small perspective-glass, wide enough, where the object-glass

is placed, to hold the following table:

+-------+--------+--------+

| 1,131 | 10,132 | 19,133 |

| 2,231 | 11,232 | 20,233 |

| 3,331 | 12,332 | 21,333 |

+-------+--------+--------+

| 4,121 | 13,122 | 22,123 |

| 5,221 | 14,222 | 23,223 |

| 6,321 | 15,322 | 24,323 |

+-------+--------+--------+

| 7,111 | 16,112 | 25,113 |

| 8,211 | 17,212 | 26,213 |

| 9,311 | 18,312 | 27,313 |

+-------+--------+--------+

Take a pack of twenty-seven cards; give them to a person, bid him fix,

on one, shuffle them, and return them to you. Arrange the twenty-seven

cards in three parcels, by laying one down, alternately, on each

parcel; but before you lay each card down, show it to the person,

without seeing it yourself. When you have completed the three parcels,

ask him at what number, from one to twenty-seven, he will have his

card appear, and in which heap it then is. You then look at the heap

through your glass; and if the first of the three numbers, which

stands against the number it is to appear at, be one, put that heap at

top; if the number be at two, put it in the middle; and if it be

three, put it at the bottom. Next divide the cards into three heaps,

in the same manner, a second and third time, and his card will be at

the number he chose.

_Example._--Suppose the person wishes his card to be the twentieth

from the top; and the first time of making the heaps, he says it is in

the third heap; you then look at the table in the perspective, and you

see that the first figure is two; you, therefore, put that heap in the

middle of the pack. The second and third times, you in like manner put

the heap in which he says it is, at bottom; the number each time being

three. Then looking at the pack with your glass, as if to discover

which the card was, you lay the cards down, one by one, and the

twentieth will be the card fixed on.

_The Card in the Ring._

Get a ring, made of any metal, in which is set a large transparent

stone or piece of glass, to the bottom of which is fastened a small

piece of black silk; under the silk is to be the figure of a small

card; and the silk must be so constructed that it may be either drawn

aside or spread, by turning the stone round.

You then cause a person to draw the same sort of card as that at the

bottom of the ring; and tell him to burn it in the candle. Now, the

ring being so constructed that the silk conceals the card underneath

it, you first show him the ring, that he may see it is not there, and

tell him you will make it appear; then rubbing the ashes of the card

on the ring, you manage to turn the stone or glass dexterously round,

and exhibit to him the small card at the bottom.

_The Card in the Mirror._

Provide a mirror, either round or oval, the frame of which must be at

least as wide as a card, and the glass must be wider than the distance

between the frame, by at least the width of a card. The glass in the

middle must be made to move in two grooves, and so much of the

quicksilver must be scraped off, as is equal to the size of a common

card. You then paste over the part where the quicksilver is rubbed

off, a piece of pasteboard, on which is a cord, that must exactly fit

the space, which must at first be placed behind the frame.

Endless Amusement A Collection of Nearly 400 Entertaining Experiments in Various Branches of Science; Including Acoustics, Electricity, Magnetism, Arithmetic, Hydraulics, Mechanics, Chemistry, Hydrostatics, Optics; Wonders of the Air-Pump; All the Popular Tricks and Changes of the Cards, &c., &c. to Which is Added, a Complete System of Pyrotechny; Or, the Art of Making Fire-works. · 第 7 / 17 段