Some Pages Kilnoski - Masters Thesis
Some Pages Kilnoski - Masters Thesis
Some Pages Kilnoski - Masters Thesis
In partial fulfillment of the requirements for the Master of Arts in Teaching with a
Specialization in the Teaching of Middle Level Mathematics
in the Department of Mathematics.
Dr. Susan Cooper, advisor
July 2010
Kilnoski-MAT Expository Paper- 9
arithmetic. Some self-working tricks are those based on counting, and require understanding and
technique, but not necessarily the typical “magician” skills, like palming cards, false shuffling, or
peeking. Many mathematical card tricks also require proficiency in those and other basic card
handling skills.
The trick I am going to present is credited to mathematician William Fitch Cheney, Jr.
(1894- 1974). Cheney was a mathematician and professor for most of his life, but enjoyed
performing magic tricks for family and friends. He was a frequent contributor to the magazine
M-U-M, the official publication of the Society of American Magicians. The magical effect of
the Five Card trick is that the magician can name a card drawn randomly from a deck of cards.
As originally published in Lee’s (1950) book, Math Miracles, it was set up as a telephone trick.
After a member of the audience selected five cards at random, one magician turned one card face
down and laid the remaining four face up in a line on the table, and then phoned a second
magician. Magician 1 would name the four cards faced up on the table and magician 2 would
name the hidden card. In this way it was clear to all in the audience that there were no body
language signs between the two magicians. In the version that will be examined here, the
magician is simply out of the room. The assistant asks for a volunteer to draw five cards at
random from a standard deck of 52 cards. The cards are drawn and given back to the assistant,
who chooses one of the cards which will then be hidden. The assistant then lays the remaining
four out on the table. The magician is called back, surveys the four cards on the table, and names
The probability of correctly naming 1 random card chosen from a standard deck of cards
is 1 in 52. This means that we are looking for just one card, called the favorable outcome, in a
Kilnoski-MAT Expository Paper- 10
set of 52 cards, the total possible outcomes. The probability of naming the chosen card is 1 in 52
or about 2%. In this trick, since four additional cards are shown to the magician, the chance of
naming the hidden card correctly is just slightly higher, because now the set of cards has been
reduced from the total of 52 possible outcomes to 48. The probability of naming the hidden card
is now 1 in 48, which is still approximately 2%. With that probability, there would be no magic
trick. What do the magician and the assistant know in order to make this trick work? There must
be more than what we can see, but there is no telepathy or secret body language involved, which
is why it could originally be performed over the phone. The magic is in the mathematics behind
the trick. It is essential that the assistant and magician work together in order to make the effect
work.
Think about what the magician sees: there are four cards face up in a line on the table.
Can these four cards give the magician a clue as to what the hidden card is? The cards are
selected by a member of the audience, so the assistant does not get to choose them, but the
assistant does have all cards before the magician sees them, and in fact chooses which of the
cards will be hidden before laying out the other four. This is where the mathematics comes into
play. There are four cards on the table and 48 possible cards that could be hidden. How can the
assistant and magician use the four cards to identify the one that is hidden if every time the trick
is performed different cards are chosen? The solution to the trick has three mathematical
components: the pigeonhole principle, modular arithmetic, and permutations. Using these three
principles and following some conventions previously practiced will make the most of the
magical effect. We will look at how each one of these concepts works in the Five Card Trick.
Kilnoski-MAT Expository Paper- 11
The pigeonhole principle is a simple, but important part of combinatorics. Let n = the
n
number of pigeons and k = the number of pigeonholes. We define the ceiling, shown as , to
k
n n n n
be the smallest integer ≥ . The floor of , shown as k , is the greatest integer ≤ k . When n
k k
pigeons are put into k pigeonholes, there exists at least 1 pigeonhole containing not less than
n n
k pigeons and at least 1 pigeonhole containing not more than k pigeons. For example, let
k = 4, to represent the four suits in a deck of cards (the pigeonholes), and let n = 5 to represent
the number of cards a volunteer draws from the deck for the trick (the pigeons). We know that
5 1
is 1 , so the ceiling is 2. Therefore, at least one suit (a pigeonhole) has more than one
4 4
representative among the 5 cards selected (the pigeons). Simply stated this means that if you
To relate this to our trick we think of the 5 cards selected by a volunteer and the four
possible suits. The pigeonhole principle guarantees that in any given draw of five cards, at least
two of the cards are of the same suit. It is possible that less than all of the four suits are
represented in the five cards selected, but we know that at least two of the cards must have the
One of the cards that share the same suit will become the hidden card and one will
become the key card in the trick. The assistant scans the five cards to find a pair of cards of the
same suit. The assistant must then quickly decide which of these two will be the hidden card and
which will be the key card that the magician will see on the table with the other three cards. The
assistant then shows the card that will be hidden to the audience and turns it face down on the
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table. The key card is then placed in the first position face up on the table. Scanning left to
right, it will be the first of the four cards the magician is allowed to see before naming the hidden
card. The magician will know immediately the suit of the hidden card.
Modular Arithmetic
The assistant must also know how to count the numbers or faces of the chosen cards to
find the difference between the value of the hidden card and the key card. This is done by using
modular arithmetic. Modular arithmetic is a system that lets us think about operations of
numbers using repetitive cycles outside the usual base ten system. If we want to add numbers
using only those available to us in one suit of our standard deck of cards, we can use (mod 13).
In each suit the numbered cards are given their corresponding value, and then we assign the
value of one to the ace, 11 to the jack, 12 to the queen, and 13 to the king to make our system of
thirteen complete. In base 10 we can easily add 4 and 6 to get ten, and it is the same (mod 13),
but what happens when we want to add 10 and 6? We know 10 + 6 = 16, but in our deck of
cards, we do not have a 16 card, we can only count as high as the number 13 since the suit has
only 13 cards. Using (mod 13), numbers higher than 13 will be expressed by the congruence of
their remainders in (mod 13). Let’s imagine one of the suits from our deck arranged in a circle,
Figure 1
Clock arrangement (mod 13)
Using (mod 13) we start counting clockwise with the ace (1), 2, 3, …, 11 (jack), 12
(queen), 13 (king), and then we repeat the cycle. So, instead of saying 14, as we usually would,
we start again with 1. We count 12, 13, 1, 2, . . ., and so on. Therefore, if we add 10 and 6, we
count 11 (jack), 12 (queen), 13 (king), 1, 2, and then 3. We can add from any number in the
circle and when we reach 13, we go around again. The base ten equation 10 + 6 =16 can become
a new problem in (mod 13). When we divide 16 by 13 we get a quotient of 1 with a remainder
Kilnoski-MAT Expository Paper- 14
of 3. This remainder becomes our congruency answer in (mod 13). Using symbolic notation for
(mod 13) we can show that 10 + 6 ≡ 3 (mod 13). So, 10 add 6, counting clockwise, is 3.
Let’s try another example. This time let’s start with the queen (12) and add 2. We know
in base ten 12 and 2 are 14. Looking at the clock arrangement of the suit, we can count
clockwise from the queen 2 places and land on the 1 (ace). In (mod 13), we can say that 14 ≡ 1
This clock arrangement is a very quick and convenient way for the assistant in the trick to
study the five cards the audience member has chosen and decide what to do next. Seen in this
repetitive cycle any two cards are no more than six positions apart moving clockwise. These six
spaces are important to the trick, and we will see why in the next section. How do the assistant
and the magician use modular arithmetic to communicate the value of the hidden card? We have
already established that the suit of the key card (the first upturned card) is the same as the suit of
the hidden card. That narrows down the number of cards that could be the hidden card from 48
to 12; the remaining cards in the suit of the key card. When scanning the cards, the assistant
chooses a pair of cards with the same suit. The assistant chooses which of the pair will be hidden
and which will be the key card based on the difference in the values which cannot exceed six, for
reasons we will see in the next section. For example, if the pair is the 2♥ and 8♥, the 8♥ will be
hidden and the 2♥ becomes the key card, since 2 + 6 ≡ 8 (mod 13). The two cards cannot be
we could say 8 + 7 ≡ 2 (mod 13). The congruence is true in (mod 13), but this model will not
work in our five card trick, where we must limit the differences to 6 positions.
In another example, let’s say the pair is 4♥ and Q♥. We need to find the arrangement of
these two cards with a difference ≤ 6 positions. Counting clockwise from 4♥ to Q♥ is 8 positions,
Kilnoski-MAT Expository Paper- 15
hidden and the Q♥ becomes the key card. With the key card Q♥ on the table as the first card
faced up, how can the assistant use the remaining three cards to let the magician know which
heart is hidden? And why must the differences in their positions be 6 or less? For the Cheney
Permutations
Recall that the volunteer has drawn five cards at random and handed them to the
magician’s assistant, while the magician is out of the room. The assistant looks at the cards,
decides which one will be hidden, shows it to the audience, and lays it face down on the table.
The assistant has also identified the key card, which matches the suit of the hidden card, and has
used (mod 13) to calculate the difference in positions on the clock of the two cards, keeping the
difference of 6 or less positions moving clockwise between the key card and the hidden card.
The three cards that the assistant still holds will all be distinct, but there is no way of knowing
until the trick is being performed which specific cards from the deck they will be. The
probability of simply guessing the hidden card now would be 1/12, an improvement over 1 in 48
as at the beginning, but there are still too many ways to go wrong to have a good magic trick.
The third part of the solution involves using the possible permutations of the three cards to
formulate a code which can transmit the value of the hidden card. The code is based on the
objects, the permutations of three will show all the different ways those three things can be
arranged. Let’s say we have three cards J♠, Q♦, K♣ as shown in Figure 2.
Kilnoski-MAT Expository Paper- 16
Figure 2
J♠, Q♦, K♣
How many different ways can we arrange them? These are the permutations of the three cards:
1) J♠, Q♦, K♣
2) J♠, K♣, Q♦
3) Q♦, J♠, K♣
4) Q♦, K♣, J♠
5) K♣, J♠, Q♦
6) K♣, Q♦, J♠
We can use factorial notation 3!, which means 3 x 2 x 1, to show that there are 6 ways to arrange
3 objects.
The magician and the assistant must have an order worked out ahead of time, so that the
assistant can arrange the cards into one of the six possible permutations and the magician will
decode the permutation to find the hidden card. Since there are only 6 possible arrangements of
the three cards, the addend discussed in the previous section must be less than or equal to 6. This
means that with any given pair, the hidden card can be a maximum of 6 positions from the key
card when counting clockwise on the clock model. In this trick the suits are arranged in
alphabetical order, such that clubs are the lowest, followed by diamonds, then hearts, and finally
the highest suit is spades (see Figure 3). Within each suit, the cards are arranged with aces low.
The aces are assigned the value of 1, number cards their corresponding value, jacks 11, queens
12, and kings 13. The order of the entire deck is determined first by suit and then by rank. Using
Kilnoski-MAT Expository Paper- 17
this order, the lowest card of the deck is the A♣ and the highest is K♠. For example, look at the
following five cards: 2♠, 4♦, 4♥, 8♦, and K♣. Their arrangement from low to high following the
order of suits for the trick would be: K♣, 4♦, 8♦, 4♥, 2♠.
Figure 3
Order of suits
No matter which three cards the magician’s assistant has after choosing the hidden card
and laying down the key card, the cards can be put in order as low, medium, or high. This order,
or permutation, can represent a code for an addend. The code will tell the magician how many
spaces on the clock to add to the key card, which is in the first position face up on the table, to
Using the permutations the 3 cards can be arranged in 3! = 6 distinct orders, as shown in
Let’s work out a few examples. The assistant gets the following cards from the
volunteer: 3♣, 7♣, 10♦, 7♥, and K♠ (see Figure 4). The assistant chooses the 2 cards of the same
Kilnoski-MAT Expository Paper- 18
suit which are the 3 and 7 of clubs. The assistant decides that the 7♣ will be the hidden card
since 3 + 4 ≡ 7 (mod 13). Only this order will work since 7 + 9 ≡ 3 (mod 13) requires an addend
of 9 and 9 > 6. The 3♣, the key card, is laid down in the first position on the table and the
remaining three cards are arranged according to the order of suits corresponding to the
permutation middle, high, low, the code to show that 4 should be added to the 3♣, to get to the
Figure 4
Hidden 7♣
Now let’s try an example going from a card with a higher value to a card with a lower
one. This time let’s say that the cards the volunteer selects are: 5♣, A♦, 8♣, 4♠ and J♠ (see
Figure 5). The two cards of matching suit are the 4♠ and J♠. The assistant must hide the 4♠ and
make the J♠ the key card. Using the clock arrangement (see Figure 1), and counting clockwise,
we need to add six to the J♠ to get to 4♠. In (mod 13) we show this as 11 (jack) + 6 ≡ 4 (mod 13).
The assistant needs to select the hidden card with care since moving from 4♠ to J♠ on the clock
Kilnoski-MAT Expository Paper- 19
would require adding seven positions, 4 + 7 ≡ 11(jack) (mod 13). (With only the six
permutations of 3 objects for the code, this arrangement does not work for the trick.) Therefore,
the remaining three cards, 5♣, 8♣, A♦, need to show “add 6”, and so are arranged in high,
Figure 5
J♠ add 6 to 4♠
Variations
After performing the trick once or twice, it might become obvious that the key card in the
first position on the table is the clue to the suit of the hidden card. One way to vary the position
of the key card is to use modular arithmetic in a new way. Look at the set of cards as shown in
Figure 6: 5♣, A♦, 9 ♥, 4♠ and J♠. The 4♠ is hidden, so we find the sum of the remaining four
cards giving the ace the value of 1 and the face cards the values of jack =11, queen = 12, and
king =13. In this case the sum of the four face up cards is 26. Convert the sum to its congruent
value in (mod 4), 26 ≡ 2(mod 4) and place the key card, J♠, in the second position, which
Kilnoski-MAT Expository Paper- 20
corresponds to the congruency statement. The remaining 3 cards are put in the order of high,
middle, low, around the key card for the permutation code indicating add 6. The magician
comes in, quickly finds the sum of the four cards, determines the position of the key card, looks
at the arrangement, and correctly announces the hidden 4♠. This variation would only require a
bit more preparation and practice, but it would make the trick much more difficult for a spectator
Figure 6
Key card (mod 4)
Now, let’s imagine another variation to make the trick appear even more difficult for the
magician. This time, let’s change the code from the arrangement of the three cards from low,
middle, and high, to face up or face down. A good bit of drama could be added here for effect.
Can the magician guess the missing card with only three cards to see? What about two? Suppose
the volunteer hands the assistant the following cards: K♣, 2♦, 4♥, 3♠, and 5♠. The cards of
matching suit are the 3♠ and 5♠, so the 5♠ is hidden. The 3♠ is the key card and the remaining 3
Kilnoski-MAT Expository Paper- 21
cards need to show the magician to add 2 to the 3♠ to get to 5♠ using the clock model. Using a
different code for the six permutations of the three remaining cards showing them face up (U) or
face down (D), we can now present the six addends this way:
1=UDD
2=DUD
3=DDU
4=DUU
5=UDU
6=UUD
In this case with the key card, 3♠, and the hidden card, 5♠, we want to show add 2, so we arrange
Figure 7
Showing and addend of 2 with some cards face down
There are even more variations of the trick. In one variation called Fitch Four Glory, four
cards are selected and only three are displayed. To make this trick work, the suits need to be
redefined from the usual four suits of 13 to just three suits of 17 each. These new suits are called
alpha, beta, and gamma. Alpha is the entire suit of 13 clubs, A♣ through K♣, with the following
Kilnoski-MAT Expository Paper- 22
4 spades added after the K♣ to complete the suit of 17: 2♠ (14), 3♠ (15), 4♠ (16), and 5♠ (17).
Beta is the entire suit of 13 diamonds with the next four spades added after the K♦ to complete
the suit of 17: 6♠, 7♠, 8♠, and 9♠. The third suit, gamma, is the entire suit of 13 hearts with the
next four spades added after the K♥ to complete the third suit of 17: 10♠, J♠, Q♠, and K♠. This
leaves three “super” suits with 17 cards each and the A♠ left over. With these three new suits, we
could use (mod 17) in the clock arrangement like we did with the original trick in (mod 13). In
this variation there would be differences of up to eight positions between any two cards.
Therefore, the code must be modified to find three new arrangements. The “super” suits are
ordered low to high starting with alpha: A♣ through K♣, then 2♠, 3♠, 4♠, and 5♠; followed by
beta: A♦ through K♦, 6♠, 7♠, 8♠, and 9♠; and finally gamma: A♥ through K♥, 10♠, J♠, Q♠, and
K♠. Since A♠ is not part of the “super” suits, it does not follow this order. Combining the low,
middle, high permutations and the face up and face down code, the addend 7 could be made by
keeping the three cards face up and placing the key card in the first position, followed by the
lower of the two remaining cards, and finally the higher of the two. The addend 8 could be made
by arranging the three cards face up with the key card first, followed by the higher of the two
remaining cards and finally the lower of the two. The complete code for the Fitch Four Glory
As seen in the code, each of the other arrangements 1- 6 would include at least one card
face up, so the first face up card would be the key card and would communicate the suit of the
hidden card. If the hidden card is the A♠, which was excluded from our three super suits, the
assistant would lay the remaining three cards face down and the magician would guess the A♠.
Conclusion
The Cheney Five Card Trick is a prime example of using mathematics for recreation in a
magical application. The Five Card Trick, like the best mathematical magic, “combines the
beauty of mathematical structure with the entertainment value of a trick” (Gardner, 1956, p. xi).
We have seen that throughout history people have always enjoyed using math in games with dice
and cards. People began by playing games of chance with just a few simple materials and
concepts. Over time, our games have become more complex and elaborate, but the mathematical
concepts, the thrill of chance, and the allure of the unknown has remained the same. When
mathematics, magic, and mystery are combined like this we can truly experience the joy of
mathematics.
Kilnoski-MAT Expository Paper- 24
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