Clever Card Tricks
Clever Card Tricks
Clever Card Tricks
lO 987654321
Published by Sterling Publishing Co., Inc.
Printed in China
All rights reserved
INTRODUCTION 7
False Cuts 16
HIDE 8i SEEK 26
Prints of Magic 26
The Fooler 28
Lucky Card Location 29
MAGIC SPELLS 31
Simple Speller 31
Nine to One 33
SPECIAL ARRANGESVIENTS 45
Easy Opener 45
It's in Your Hands 47
Cutting the Aces 49
"Guts" Poker 52
I NDEX 64
INTRODUCTION
selling.
cates how much easier life will be, and paints a picture of
f-^reposterouS f-^atter
Would you like to see a card trick? All right, then I'll
"No, it isn't."
"No, it isn't."
"6 of spades."
job!"
again."
Sirr "self
explain.
Illus.
l). Then, when you shuffle, keep the card on the bottom.
Easier yet, look at the bottom card as you tap the side of
the deck on the table, apparently evening up the cards
(Illus. 2).
So you know the bottom card of the deck. Fan out the
deck, and a spectator selects a card. Close up the deck.
From the top of the deck, lift off a small packet and drop
that the key card becomes the top card of the deck (lllus.
4). Just below it, of course, is the chosen card. Turn the
deck face down,
"I can't seem to find your card." Turn over the top card
of the deck (the key card). "This isn't it, is it?" No. Turn the
card over and stick it into the middle of the deck. Turn the
deck face up. "How about this one?" No. Take the bottom
card and stick it into the middle of the deck. Turn the
deck face down. The chosen card is at your disposal on
top of the deck.
Suppose, for purposes of a specific trick, you want the
chosen card to be tenth from the top. Again you start by
fanning off small groups and cutting them to the rear of
the deck. When you get to the chosen card, you start
off the top portion of the deck and place it face down
onto the table. Make some casual remark. At the same
time, without looking at the card, take the rest of the deck
with your right hand. Place this pile to the right of those
on the table.
And Another
With the left hand, take the bottom portion of the deck.
The left hand should be palm down, and the packet
should be grasped with the second finger at the far end,
the first finger on top, and the thumb at the near end. The
top portion of the deck is retained in your right hand
Illus. 6
(lllus. 5). Gesture with the left hand as you make a com-
ment. At the same time, drop your right hand somewhat,
so that it becomes lower than the left hand.
Place the left-hand portion onto the table. Put the
right-hand portion on top of it (lllus. 6). Pick up the entire
deck with the right hand.
The cards are back in order.
Roll-Up Cut
I designed this cut specifically for the gambling trick
"Really Wild," which appears in my book World's Greatest
Card Tricks. There is no sleight of hand, and the deck is
kept in order.
O '
///us. lO
down onto your right hand. Place it face down to your left.
Flip the rest of the deck over with your left thumb so
that the cards are now face down. As before, if this is too
difficult, just turn the cards face down with your right
hand.
With your right thumb, lift about a third of the face-
down cards on the left side. Pivot these over, as before
(as though opening a book from the back). Let the packet
fall face up onto your right hand. Set the packet onto the
table a few inches to the right of the first packet.
Again, flip the rest of the deck over with your left
Note
When lifting off the packets to place them onto the table,
you may prefer to grasp them at the ends with the palm
down right hand, fingers at the outer end and thumb at
the inner end. As with the other method, you pivot the
packet in an arc to the right, as though opening a book
from the back. Then place the packet onto the table.
f If [iikina tke L^arcid
This is actually a fairly simple procedure with a small
packet of cards. The idea is to slide off the top and bot-
tom cards together and place the two together onto the
table. Again, you slide off the top and bottom cards
together and place these two on top of the first two. You
continue like this until the pile is exhausted. The move is
important in quite a few tricks.
Let's get more specific. Hold
lllus. 11 ^^""^^-^^^"^^ a packet of cards from
above in your palm-down
left hand, thumb at the
inner end, first finger rest-
lllus. 12
The two cards are set onto the table. Draw off two
more cards, dropping thenn on top of the first two.
Continue until all the cards are in a pile on the table.
O^.
q:
^ke l/ip-aua- cJJoii/n J^ka
Anytime you perform this maneuver, you refer to it as a
shuffle. Actually, it is not. It's a subtle method of rearrang-
ing the cards to your advantage. Usually, it is performed
with a packet of cards— somewhere between ten and 25.
Start by holding the packet in the left hand in the deal-
ing position. Push off the top card with your left thumb
and take
with your
from you)
in your
Move
it
left
right
or so below the
with your right hand. Push off the next card
a bit.
thumb. Move your
the cards
Take
first
in
this
right
lilus. 15
/O
on top of the others and is even
with the second card you drew
off (lllus. 13).
Notes
Depending on the trick, in the first move
f-^rints Of I lllaa ic
You must knov^ the name of the top card. A good way
is to sneak a peek at the bottom card and, in an overhand
shuffle, bring that bottom card to the top of the deck. Ask
Henry to think of any number from one to 20, and to deal
off that many cards into a pile on the table.
'N ow, you tell H enry, cut the remainder of the deck
into two piles." After he does so, ask him to shuffle one of
the two piles. Then he is to shuffle the other pile. Finally,
point to the pile he first dealt off. "Please pick up those
cards and hold them facing you so that you can see the
bottom card but I can't. Remember that bottom card.
Now, if you don't mind, just put your thumb print on the
face of that card, right around the middle."
Pick up one of the other two
piles and show Henry exactly
away
together with the other piles and give the entire deck a
shuffle." The card he "chose" is, of course, the card you
originally peeked at.
Turn back and take the pack from Henry. Turn the top
card face up and ask Henry to put his right thumb print on
the face of that card. (If it happens that the top card is the
one he chose, take a bow and quit!) Stare at the card,
ostensibly studying the thumb print. "Very interesting.
Should be easy to identify."
Set the card face up on the table. Turn the deck face
up and begin spreading the cards out, glancing back and
forth from the deck to the thumb-printed card as you try
pile in your hands. Put the pile you cut off on top of all."
Take the deck and fan the cards face up before you,
staring at one and then another. No luck. Shake your
head. "I can't seem to get a picture of your card. Maybe
this will help. . What was the number you thought of?"
. .
Suppose Kevin tells you 13. Still puzzled, you fan back and
forth through the face-up cards. When you spot your key
card, start with that card and count 13 cards towards the
face of the deck. The thirteenth one is the selected card.
Tentatively remove the card and place it face down on
the table. "Maybe this is it. What was your card?" Success!
oLuchu
J L^ard oLocatton
The spectator seems to make all the choices, yet you end
up finding the chosen card. R J. Baker had the original
know your number." Pause. "Now look at the card that lies
at that same number from the top and show it around. But
"Annette, look through the deck and find any two spot
cards. Place them face up on the table, side by side. Now
deal face-down cards on each one so that the total will
equal ten. For instance, if you have a 7 face up, you would
deal a card face down on it, saying eight. . .deal another,
mix it up, and put the cards on top of the deck. You have
two small piles left on the table. Turn down the face-up
card in each pile. Mix the two piles together and place the
cards on top of the deck."
Turn back to the group. Address Annette: "Why have I
spelling, you have her turn over the next card. That's it all
right.
Note
Any 22-letter sentence will work. You can improvise a sen-
tence using the spectator's name, for instance.
o .
i line to ^Jine
3 J A
K 7 4
2 J 8
Wayne— but a very easy one. We'll see if you can spell out
the names of these cards. On the first letter, touch the
card you choose to spell. Then you touch the card next to
out.
"Now we'll get rid of that last face card," you say, turn-
ing it face down.
Wayne continues the spelling process until only one
card remains face up.
"Congratulations, Wayne. You did it perfectly. Remem-
ber now, you had complete freedom of choice as to which
cards you would spell and how you would spell them. And
there's only one card that you chose not to spell."
J^top J-^i
9n
Ask Doug to shuffle the pack and then deal into a face-
Tell Doug, "Please pick up the cards you dealt off. Fan
through them and secretly count the red cards." When
he's done, turn away, and continue: "Set that pile down and
pick up the rest of the deck. Now you counted a certain
When he's done, say, "Close up the cards and turn them
face down. Place them on top of the pile on the table."
Turn back, pattering, "What we've tried to do is have a
the one he chose. Let him deal a card or two more and
then say, "I got a strong impression a moment ago." Push
the chosen card out from the others. "Is this your card?"
The original trick is the invention of Karl Fulves. In its
B R R R
R B B B
R B QH R
R B B B
no black card to the left or right, just leave the coin where
it is."
otnciaence
f-^^konu (^oincicii
you'd choose the same card. Let's find out. Cut off a pile
of cards. Set the rest of the deck aside. Now from the top,
deal your cards into a face-up pile. Please name each card
as you deal it out. Keep going until you finish the pile you
cut off."
•
>
9
^y^re Ujou ^kerel
Have a pencil and paper ready. Phone a friend and ask
him to get out a deck of cards. Give him the following
directions:
"Shuffle the deck. Look at the bottom card and
remember it. Count onto the table from the top of the
deck a number equal to the value of the card you looked
at. A jack counts as 11, a queen 12, and a king 13. Now place
cards first. Cut off about half the cards and place the
other half on top."
But make sure you jot down the name of the card he
called out. This is your key card. After he cuts the cards,
say, "Now please name the cards, starting with the top
card."
As he names the cards, jot down their names, using this
shorthand: AC, 9I-I, 2D, etc. Stop writing when the specta-
tor calls the name of the key card. Suppose that card
were the 9 of diamonds. These might be the last 15 cards
you jotted down:
5D 2H 7H loH 5H 9H JS 5C AC KD JC 8H 7S 4D 9D
13 12 11 10 98765 43 2 1 - -
*
>
J^ometkina to J^niPP ^y^t
As far as I know, the original telephone trick was called
The Wizard. Spread out the cards face up and have some-
one push out a card. Then dial "The Wizard," actually a
confederate. When your friend answers the phone, ask,
"Is The Wizard there?" Immediately the confederate
begins naming the suits. Upon hearing the correct suit,
you say, "Hello." Your confederate now knows the suit of
the chosen card. She immediately begins naming the val-
ues, like this, "Ace, king, queen, jack, lO," etc. When she
names the proper value, say, "Here," and hand the phone
to the person who chose the card. The Wizard immedi-
ately tells him the name of his card.
Jay Ose often used this opening trick; I've made a few
minor changes.
Remove the four aces from the deck. The ace of hearts
goes on top of the deck, and the ace of diamonds goes on
the bottom. The third card from the top is the ace of
clubs, and the fourth card from the top is the ace of
spades. Place the deck in its card case.
In performance, get a volunteer— Susie; for instance.
Remove the deck from its case and set the case aside. Set
the deck on the table. Make sure no one gets a peek at
the bottom card.
"Susie, I'd like you to think of an ace— A-C-E, ace. It
could be your favorite ace, or one you don't care for at all.
v^ant the top card to be the ace of hearts.'" She does so.
Have her lift her hand. Turn over the top card, showing
that her wish has come true.
for each letter. If she named the ace of clubs, turn over
the last card you dealt. If she named the ace of spades,
turn over the current top card of the deck.
In all instances, gather up the cards and give them a
o .
iiii mMM
^t d ^n Ljour ^Jwancls
The spectator handles the cards throughout an "impossi-
ble" location of a chosen card.
In preparation, remove all the clubs from the deck.
From top to bottom, arrange them in this order:
10 98765432AKQJ
The stack goes on the bottom of the deck, making the
jack of clubs the bottom card.
In performance, set the deck face down on the table.
Ask Bert to cut off a portion and shuffle it. Make sure he
doesn't cut into your stack. "Replace the packet on top of
the deck, please. Then take the top card, show it around,
and replace it on the top."
tle harder. Hold it, hold it! You now have it ninth from the
top. Any more pushing and you might push it out of the
deck altogether. Let's check that ninth card and see if I'm
right."
Have the spectator deal off nine cards into a pile. Ask
him to name his card and then to turn over the last one
dealt.
Note
In the original version of this trick, the cards were stacked
on the bottom in their natural order. This could give the
u
K^uttina tke^y^iced
Wally Wilson dazzled me with this trick. I have no idea
who originated the effect, which is a clever adaptation of
an old principle.
A simple setup is necessary. Collect the four aces and
arrange them, along with two other cards, like this: Place
an ace face up on the table. On top of this place another
ace face up. The next card— any card
lllus. 17
but an ace— is also
face up. On this
lowed by three face-up cards (any card, ace, ace) (lllus. 17).
Note
You'll end up with a face-up card in the deck. If you don't
have an opportunity to secretly turn the card over, simply
proceed with other tricks. What with various spectators
shuffling the deck, it's not unusual that a card should turn
out to be face up. When it's noticed, simply say, "No won-
der I'm having so much trouble. We've got a face-up card
Set the deck down and ask the person seated to your
right to cut the cards. After he picks a packet from the
top, pick up the lower portion and begin dealing. This is a
///us. 20
You're still holding the packet you dealt from. "How
many cards do you want?" He tosses some cards aside,
and you deal him the same number. Then casually set the
remaining cards down ^o thie right of the other packet on
the table (lllus. 20). Pick up your hand and study it, mur-
muring something like, "I seem to have run out of luck.
This is the worst hand I've ever held." The point is to kill a
little time, giving onlookers a chance to forget which
packet is which. Finally discard four cards from your hand.
"I guess I'll take four."
Pick up the pile which was originally the top section
and deal yourself four cards— the aces, of course. Place
the remaining cards on top of the packet on the table.
Do some imaginary betting with Woody, then ask him
to show his hand. "As I mentioned, you don't have to be
skillful— if you're lucky."
You might wonder why a trick this simple would work. After
the deck is shuffled by a spectator, Ernie, take the cards
back. Comment that you need a prediction card as you fan
through the deck, faces towards yourself. At first, fan rapidly
through the cards, noting the top card. Then fan through
more slowly, looking for the mate to the top card— the one
that matches it in color and value. Remove that card and set
it aside, face down, announcing that it's your prediction.
Hand the deck face down to Ernie, saying, "Please deal
the cards one at a time into a face-down pile." After he's
dealt 15 cards or so, say, "You may stop any time you wish."
When he stops, take the remainder of the cards from him
and set them aside.
Tell him, "Pick up the pile you dealt and turn it face up.
Now deal those into a face-up pile and stop whenever you
wish." Again, when he stops, take the cards remaining in
his hand and set them aside. Say, "Pick up the pile, turn it
^^^g^-
^^^^H tt^lB
Note
Make sure that the top card isn't an obvious one, like an
ace or face card. On every other deal, the "chosen" card
is briefly displayed, so it should be a spot card, which is
*
o
•
>
Jack Vosburgh invented this trick.
UJM Before you begin, sneak a peek at the top card of the
deck. Then you'll need the assistance of three spectators.
Set the deck on the table and ask one of the specta-
tors to cut the cards into three piles. Each of the specta-
tors now chooses a pile and takes the top card from it.
Your job is to note which of the three takes the card that
you know.
Explain, "This is an informal lie detector test. Over the
Q ,
Let's test it
other's card."
be a truth-teller. The other
D '
/3.A/4 WentJ
In many respects, this trick is a perfect demonstration of
mind reading. A card is freely chosen and returned to the
deck. The spectator immediately shuffles the deck.
Nevertheless, the mentalist finds the card.
Every so often, the trick will misfire. If there is such a
thing as telepathy, isn't it logical that occasionally the
mentalist will get the wrong signal?
your card here and then put the rest of the deck on top."
After she does so, say, "Now give the cards a good shuf-
fle."
Take back the deck, saying, "I'd like you all to mentally
Notes
It's possible that the chosen card could be separated
from your key card by one, two, or three cards. Some pre-
Lift off the card she cut to, look at it, remember it, and
replace it. Make sure no one else can see its face. "Your
cidence."
Repeat the trick, again discarding the named card face
up. Replace your pile on top of Megan's. Again you know
the top card.
"This last time I'm going to attempt something even
more difficult. I'm going to name both cards," you say.
Suppose the card now on top of the deck is the ace of
clubs. Megan again cuts off a pile. Tap the card she cut to,
saying, "This is the ace of clubs." Lift off the card and look
at it. Suppose it's the 3 of hearts. Nod your head and say,
"Good."
tSB
Note
This trick is definitely a "quickie;" don't dawdle.
^ke ^JwocaS-f-^cuS f-iotirc
Remove from the deck all aces, kings, queens, jacks, and
tens, placing the cards face up in a neat pile on the table.
But don't remove the cards in their natural order. You
want to create the notion that the selection is random.
You might, for example, remove the cards in this order: lO,
queen, ace, jack, and king. Remove another set of five
turned face down, the cards will be, from the top down,
lO, queen, ace, jack, king, lO, queen, ace, jack, and king.
While doing this, explain, "I need fairly high cards for
this experiment. Somehow or other, it always seems to
work better with high cards. Maybe higher cards have
more power."
Pick up the packet and turn it face down. Hold the
cards in your left hand as though about to perform an
overhand shuffle (lllus. 22). Lift some cards from the bot-
tom with your right hand and drop these on top. Do this
complete cuts. n^
might be in this order: ace, jack, king, lO, and queen. If so,
the second pile will be in this order: queen, lO, king, jack,
and ace.
Request Rosemary's help. "What brings about a mirac-
ulous result?" you ask. "The occult? Coincidence? We sel-
dom know. Let's eliminate all but two cards and see if
in the spelling. You need not stick with one pile. You can
spell a few from one and then a few from the other— any
way you want to do it—just so you spell the word correctly."
When she's done, take the top card from each pile. Put
them together and set them aside face down. "There.
We've eliminated one pair. Now you have another choice
to make. A miracle could be brought about through ESP
or fortune. Choose one of those please."
After she chooses, have her spell out her choice, trans-
ferring cards from top to bottom, just as she did before.
Again make it clear that she may switch piles at random as
she does the spelling. When she finishes, set the top card
of each pile aside as a pair, just as before. Say, "Another
pair eliminated."
"You're now down to three cards in each pile. Time for
another choice. An apparent miracle might be caused by
magic or by accident. Choose either magic or accident.
Choose one and spell it out."
As before, when Rosemary finishes, set the top two
cards aside as a pair.
Notes
For the trick to work, the exact words must be used each
time. You might choose to carry a calling card on which
you have the four pairs of words listed. At the appropri-
ate time, take out the calling card, saying, "This experi-
ment won't work unless we use the appropriate magical
words." I prefer to have the "magical words" memorized.
INDEX
plauina cara6^
The Fooler
Nine to One
Phony Coincidence
It's in Your Hands
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