Houdini's Card Tricks - Teach Yourself the Tricks of the World's Most Famous Magician
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Houdini's Card Tricks - Teach Yourself the Tricks of the World's Most Famous Magician - J. C. Cannell
1
CARD TRICKS—EXAMPLES OF THOUGHT-READING—A CODE—THE JUMPING CARDS—MAGNETIC ACES—THE CHANGEOVER—A FEAT OF STRENGTH—THE BOOMERANG CARD—CUTTING THE CARDS—THE TORN CARD—VANISHING CARDS BY PISTOL—THE FOUR ACES—THE HERSCHELL CARD-STABBING TRICK
AS Houdini in the early part of his career was known as the Card King,
this book would be incomplete if it did not contain some of his tricks with cards. I have had to select from some hundreds, but I have given in simple language those which can be understood by the ordinary reader. With the exception of one or two which involve the pass
of the expert, most of these tricks can be reproduced by the competent amateur.
Reasonably simple tricks are here given, together with those of an advanced type. Here is one in which a telephone figures:
Show six cards and ask someone in your audience to think of any one of the six and to name the card. Next request him to go to the telephone and ring up a number which you give him, to ask for a Mr. ——. What card have I just selected, Mr. ——?
is the question to be asked. The person thus rung up will reply correctly to the question.
And this is how it is done. The man at the other end of the telephone is an accomplice, of course. The names of the six cards to be used in the trick have been written down by him, and against each one is written the name of a person. Thus, against the first card is written a name beginning with A.
Against the second card is written a name beginning with B,
and so on with the remaining four cards. The conjurer remembers the names and the cards.
All he has to do, therefore, when he knows the card which his assistant has selected, is to ask him to ring up the number and ask for Mr. ——, filling in the name given to that particular card.
His accomplice knows, directly he hears the name, which card is being thought of.
A medium or confederate is necessary in the method here described.
The conjurer asks someone to take three consecutive cards from a pack, which has really been prearranged in a certain order, and to place them in a row on the table. He says it is quite impossible for him to know the cards, but he will look at them, think of them, and then transfer his thoughts
to the medium sitting at the other end of the room beyond and behind the audience. So that the medium will not be suspected of looking for signals he turns his back on the performer during the process of thought-transference.
The medium names the cards correctly.
This is the explanation: directly the chosen cards are taken away the magician holds quite casually the top half of the pack, from the bottom of which the cards have been selected, with its face towards the audience, and the medium sees the bottom card. Knowing the order of the cards, the medium can then tell at once which three cards are on the table. By that time, as the medium has memorised the pack by means of a code, he knows which cards must follow the bottom one shown to him by the performer. Those are the three cards taken away by the member of the audience. Here is the code-sentence which enables the pack to be memorised—Eight kings threatened to save nine fair ladies for one sick knave.
The pack should be arranged in the order: diamonds, spades, hearts, clubs.
The interpretation of the code is—Eight (eight)—kings (King)—threatened (three, ten)—to (two)—save (seven)—nine (nine)—fair (five)—ladies (Queen)—for (four)—one (Ace)—sick (six)—knave (Jack).
By memorising this sentence, and remembering the order of the different suits in the pack, the code is made easy, if the cards are previously arranged in their correct positions.
Many tricks can be done by means of this code.
Taking six cards from the pack, the magician asks someone to think of one of them and then to replace the cards.
Dealing the cards in small lots of five or six the conjurer asks the spectator, as he does so, if he can see the card of which he is thinking. Directly the answer Yes
is given the conjurer names the card.
In this case, when the six cards are returned to the pack the conjurer slips his little finger under all of them, and, by means of the pass, brings the lot to the bottom of the pack. He then shuffles the cards, taking care not to disturb those at the bottom of the pack, and immediately afterwards deals a few cards and includes in the lot one of those from the bottom of the pack. Thus, in each lot he exposes there will always be one of the six cards which the spectator took, and this one will be the bottom card. Therefore,