AUDACITY.

Several tricks may be successfully played by sheer audacity. I once astonished a whole party by holding a pack of cards over my head, and naming each. The fact was, that I was standing exactly opposite a large mirror, in which the cards were reflected, while the spectators, having their backs to the mirror, suspected nothing.

I will give one or two tricks that depend on audacity for success.

10. THE CARD FOUND AT THE SECOND GUESS.

Offer the cards to any one, and let him draw one. You then hold the cards behind your back, and tell him to place his card on the top. Pretend to make a great shuffling, but only turn that card with its back to the others, still keeping it at the top. Then hold up the cards with their faces towards the spectator, and ask him if the bottom card is his. While doing so, you inspect his card at your leisure. He of course denies it, and you begin shuffling again furiously. "Let me do that," he will probably say; so, as you are perfectly acquainted with his card, you let him shuffle as much as he likes, and then, when you get the cards back again, shuffle until his card is at the bottom. Then pass them behind your back, make a ruffling noise with them, and show him his own card at the bottom.

11. THE CARD FOUND UNDER THE HAT.

Have a needle stuck just inside your sleeve. Hand the cards, &c., just as in the preceding trick, and tell the taker to put the card on the top. Take out the needle, and prick a hole nearly through the top left-hand corner. Replace the needle, shuffle the cards, or let any one shuffle them. Place the pack on the table, cover them with a hat, and the marked card will be known by a little raised knob on the right-hand top corner. Draw out card by card, saying whether it is that card or not, until you come to the marked one, which you throw on the table carelessly, and when you are about taking out another card, stop suddenly, and pretend to find, by some magic process, that it is the chosen card.

12. TO CALL THE CARDS OUT OF THE PACK.

Tell the spectators that you will call six cards out of the pack. Secure a card, say the ace of spades, in the palm of your hand. Throw the pack on the table, face downwards, spread out the cards, give one of the spectators your conjuring wand, and tell him, when you name a card to touch one, which you will take up.

First name the ace of spades. He touches a card, which you take up without showing the face of it. This card may be, say the eight of diamonds. Put it into your left hand, and place it upon the ace of spades, which is already there, so that the two look like one card. Then call for the eight of diamonds. Another card is touched, say the queen of clubs. This you put with the others, and, after pretending to calculate, call for the queen of clubs.

Proceed in this manner until six cards have been drawn. Then substitute the last card drawn (which is of course a wrong one) for the ace of spades, and conceal it in the palm of your hand. Then strew the others on the table, and while the eyes of the spectators are fixed upon them, get rid of the card in your left hand.

It is a good plan to ask some one to write down the names of the cards as they are called, and then to have the list called over, in order that every one may see that there has been no mistake.

13. HEADS AND TAILS.

While you are shuffling the cards, contrive to arrange quietly all their heads one way, or as many as possible, rejecting all the diamonds except the king, queen, knave, and seven, and passing them to the bottom. Put the pack upon the table, take off a number of the upper cards, and offer them for some one to choose a card from. While he is looking at it, turn the cards round, and offer them to him, in order that he may replace it. Shuffle the cards, and on looking them over, the chosen card will be standing with its head one way, while the others are reversed.

14. THE SURPRISE.

When you have discovered a card, the following plan will make a striking termination to the trick. Get the card to the bottom of the pack, and tell one of the spectators to hold the cards by one corner as tightly as he can. Give them a sharp rap with your finger, not with your hand, and all the cards will be struck out of his hold, and fall on the floor, except the bottom card, which will remain between his finger and thumb. It has a rather more dashing effect, if you put the chosen card at the top, and strike them upwards, when the whole pack will fly about the room, like a flock of butterflies, only leaving the top card in the person's grasp.

15. THE REVOLUTION.

Another neat way of finishing a trick is as follows. Get the card to the top of the pack; and taking care that all the cards are even, drop the pack on the floor, taking care just as you let go, to slip the top card a little off the rest of the pack. In falling, the resistance of the air will turn the card over, and it will rest with its face upwards on the top of the pack.

16. THE SLIPPED CARD.

Ascertain the bottom card of the pack; hold the cards in your left hand, with their faces downwards. Place your right hand upon them, and with your right fore finger slide them slowly over each other, asking some one to stop any card he chooses, by putting his finger upon it. When he has done so, open the pack at that card, but while opening it, make the pass, and bring the bottom card under the one touched. Hold up the cards, and ask the chooser to be sure of his card; hand all the cards to him, and let him shuffle as much as he chooses. Afterwards discover the card in any manner that you prefer. The following is a good plan.

17. THE NAILED CARD.

Take a flat-headed nail, and file it down until its point is as sharp as a needle, and the head quite flat. The nail should be about half an inch long, or even shorter if anything. Pass the nail through the center of any card, say the ace of spades, and conceal it in your left hand.

Take another pack of cards, get the ace of spades to the bottom, and perform the preceding trick. When the cards are returned, shuffle them about, and exchange the pierced card for the other. Put the pierced card at the bottom of the pack, and throw the cards violently against a door, when the nail will be driven in by the pressure of the other cards against its head, and the chosen card will be seen nailed to the door. The nail should be put through the face of the card, so that when the others fall on the floor, it remains facing the spectators.

18. TO ASCERTAIN THE NUMBER OF POINTS ON THREE UNSEEN CARDS.

In this amusement the ace counts eleven, the court cards ten each, and the others according to the number of their spots.

Ask any one to choose any three cards, and lay them on the table, with their faces downwards. On each of these he must place as many as with the number of the card will make fifteen. He gives you the remaining cards, and when you have them in your hand, you count them over on the pretence of shuffling them, and by deducting four, you will have the number of points on the three cards.

For example, the spectator chooses a four, an eight, and a king. On the four he places eleven cards, on the eight seven, and on the king five. There will then be twenty-six cards left. Deduct from this twenty-six four, and the result will be twenty-two, which is the number of points on the three cards, the king counting ten, added to the eight and the four.

19. TO TELL THE NUMBERS ON TWO UNSEEN CARDS.

As in the preceding trick, the ace counts eleven, and the court cards ten each. Let the person who chooses the two cards lay them on the table with their faces downward, and place on each as many as will make their number twenty-five.

Take the remaining cards and count them, when they will be found to be just as many as the points in the two cards. For example, take an ace and a queen, i. e. eleven and ten, and lay them on the table. On the ace you must put fourteen cards, and on the queen fifteen. There will be then fifteen cards in one heap, and sixteen in the other: these added together make thirty-one cards: these subtracted from the number of cards in the pack, i. e. fifty-two, leave twenty-one, the joint number of the ace and queen.

20. THE KNAVES AND THE CONSTABLE.

Select the four knaves from a pack of cards, and one of the kings to perform the office of constable. Secretly place one of the knaves at the bottom of the pack, and lay the other three, with the constable, down upon the table. Proceed with a tale to the effect that three knaves once were to rob a house; one got in at the parlor window (putting a knave at the bottom of the pack, taking care not to lift the pack so high that the one already at the bottom can be seen); one effected his entrance at the first floor window (putting another knave in the middle of the pack); and the other, by getting on the parapet from a neighboring house, contrived to scramble in at the garret window (placing the third knave at the top of the pack); the constable vowed he would capture them, and closely followed the last knave (putting the king likewise upon the top of the pack). Then request as many of the company to cut the cards as please; and tell them that you have no doubt the constable has succeeded in his object, which will be quite evident, when you spread out the pack in your hands; as the king and three knaves will, if the trick is neatly performed, be found together. A very little practice only is required to enable you to convey a knave or any other card secretly to the bottom of the pack.

21. THE PAIRS RE-PAIRED.

Tell out twenty cards in pairs, and ask ten people to take a pair each, and remember them. Take up the pairs in their order, and lay them on the table in order, according to the accompanying table, which forms a memoria technica, and may be construed, "Mutus gave a name to the Coci," (a people who have yet to be discovered.)

MUTUS[2]
12324
DEDIT
56573
NOMEN
89168
COCIS
1091074

Arranging these words in your mind on the table, take the first card of the first pair, lay it on M in Mutus, and the second on the M in Nomen. The next pair goes entirely in Mutus, being two U's. The first card of the second pair goes on T in Mutus, and the second on T in Dedit; and so on until all the cards are laid in their places.

Ask each person in succession in which rows his cards are, and you can immediately point them out. For example, if he says the second and third row, you point out the second and fourth cards in those rows, because they both represent the letter E. If another says the first and last rows, you point out the last cards in each, because the cards represent S in Mutus and S in Cocis. It will be seen that the whole table consists of ten letters, each repeated, which will always point out the positions of the pairs if they are put in the places of those letters. Any number of bystanders may choose pairs, and to make the trick more mysterious, the pairs may be placed on the table back upwards.

23. THE QUEENS DIGGING FOR DIAMONDS.

Select from a pack the aces, kings, queens, and knaves, together with four common cards of each suit. Lay down the four queens in a row, and say, "Here are four queens going to dig for diamonds. (Lay a common diamond over each queen.) They each took a spade with them (place a common spade on each diamond) and dug until they were nearly tired. Their four kings, thinking that they might be attacked by robbers, sent four soldiers to keep guard. (Lay an ace on each spade.) Evening came, and the queens had not returned, so the kings, fearing that they might have come to harm, became uneasy and set off themselves. (Place a king on each ace.) They were only just in time, for as they came along, they met their queens being carried off by four villains (lay a knave on each king), who, although only armed with clubs (place a common club on each knave), had overpowered the guards and driven them off. But the four kings, being possessed of bold hearts (lay a common heart over each king), soon vanquished the villains, and bound them." Gather up the cards, place the heaps upon each other and direct some one to cut them. Have them cut four or five times, and continue to do so until a common heart appears at the bottom. Then continue the tale, and say, "The party then returned home in the following order. First the queen, (lay down the top card) with the diamonds which she had found (lay down the second card, which will be a diamond) in one hand, and her spade (the third card will be a spade) in the other, &c., &c." You continue dealing out the cards in that manner, and it will be found that they will be in precisely the same order as when they were taken up.

24. THE TRIPLE DEAL.

Take any twenty-one cards, and ask some person to choose one from them. Lay them out in three heaps, and ask the person who took the card in which heap it is. You may turn your back while he searches. Gather them up and put that heap between the other two. Do this twice more, and the chosen card will always be the eleventh from the top.

25. THE QUADRUPLE DEAL.

This is a variation of the preceding. Take twenty-four cards, and lay them in four heaps. Act as in No. 24, putting the heap in which is the chosen card second. The tenth card will be the one thought of.

26. THE CARD DISCOVERED BY THE TOUCH OR SMELL.

Offer the long card, or any other that you thoroughly well know; and, as the person who has drawn it holds it in his hand, pretend to feel the pips or figures on the under side with your fore finger, or smell it, and then sagaciously declare what card it is.

If it be the long card, you may give the pack to the person who drew it, and allow him either to replace it or not. Then take the pack, and feel whether it be there or not; shuffle the cards in a careless manner, and without looking at it, decide accordingly.

27. THE INGENIOUS CONFEDERACY.

Lay sixteen cards on the table, in four divisions, four cards in each, with their faces upwards. You then state that you will leave the room, and, on your return, will name any one card which may have been touched in your absence, on one of the company (your confederate) pointing out a passage from any author to be read to you, on your return, by any person present. To perform this trick, the cards should be placed in the order in which they appear in the cut inserted on the next page, you previously making your confederate acquainted with your mode of proceeding, which is thus: The cards are supposed to be divided into four classes, as A, B, C, D; you likewise agree to class everything in the world under the four denominations of biped, quadruped, vegetable, and mineral: class A stands for bipeds, B for quadrupeds, C for vegetables, and D for minerals. Each class must now be subdivided in the same manner: in class A, No. 1 is the biped, 2 the quadruped, 3 the vegetable, and 4 the mineral; and so with the other classes. When performing the trick, your confederate must take care to select an appropriate passage. For example, we will suppose the card No. 4 to have been touched, and that a volume of Moore having been presented to your confederate to select from, he gives the following lines to be read:

"Breathes there the slave so lowly,

Condemned to chains unholy,

Who, could he burst his bonds at first,

Would pine beneath them slowly?" &c.

The first word which can be classed as above is slave, you may thus be certain that the card touched is in class A, a slave being a biped. The next word you can fix upon is chains, which being commonly made of some metal, you rank in the mineral class, and know that card No. 4 was the one touched, it being the mineral of the biped class.

Supposing the trick to be repeated, as is very likely, and that a volume of Byron is given to your confederate, who selects the passage commencing—

"Know ye the land, where the cypress and myrtle

Are emblems of deeds that are done in their clime?" &c.

you know, "cypress" being the first word that can be classed, the card touched must be in class C (vegetable), and the next word "myrtle" being also a vegetable, the card touched must have been No. 11, which is the vegetable of the vegetable class. Many appropriate passages may be easily selected, and your confederate should select a long passage to be read, as it gives greater scope, and helps to mislead the rest of the company; for should they imagine that the card is discovered by the number of lines read, and they touch the same card again, he can select another passage, desiring them to read only as many lines as they choose.

29. "HOLD IT FAST."

You commence by asking the most athletic person in company whether he is nervous; he will most probably answer in the negative; you then ask whether he thinks he can hold a card tightly. If he answers, No, ask the question of some one else, till you obtain an answer in the affirmative. You then desire the party to stand in the middle of the room, and holding up the pack of cards, you show him the bottom card, and request him to proclaim what card it is; he will say it is the knave of hearts; you then tell him to hold the card tightly at the bottom, and look to the ceiling. While he is looking up, you ask him if he recollects his card; if he says, Yes, desire him to draw it away, and ask him what it is; he will, of course, answer, the knave of hearts; tell him he has made a mistake, for if he look at his card, he will find it to be the knave of spades, which will be the case. You then give him the remainder of the pack, telling him that if he looks over it, he will find the knave of hearts in quite a different situation.

This feat, though it excites much admiration, is very simple. You procure an extra knave of hearts, and cut it in half, keeping the upper part, and throwing away the lower. When commencing your feat, get the knave of spades to the bottom of the pack, and lay over the upper part of it, unperceived, your half knave of hearts; and, under pretence of holding the pack very tight, throw your thumb across the middle of the knave, so that the joining may not be perceived, for the legs of those two knaves are so much alike that there is no danger of detection. You, of course, give him the legs of the knave of spades to hold, and when he has drawn the card away, hold your hand so that the faces of the cards will be turned towards the floor, and take an opportunity of removing the half-knave: you may vary the feat by having a half-knave of spades.

30. THE CHARMED TWELVE.

Let any one take a pack of cards, shuffle, take off the upper card, and, having noticed it, lay it on the table, with its face downward, and put so many cards upon it as will make up twelve with the number of spots on the noted card. For instance: if the card which the person drew was king, queen knave, or ten, bid him lay that card, with its face downward, calling it ten; upon that card let him lay another, calling it eleven, and upon that card, another, calling it twelve; then bid him take off the next uppermost card: suppose it to be nine, let him lay it down on another part of the table, calling it nine, upon it let him lay another, calling it ten, upon the latter another, calling it eleven, and upon that another, calling it twelve; then let him go to the next uppermost card, and so proceed to lay out in heaps, as before, until he has gone through with the whole pack.

If there be any cards at the last, that is, if there be not enough to make up the last noted card, the number twelve, bid him give them to you; then, in order to tell all the number of spots contained in all the bottom cards of the heaps, do thus: from the number of heaps subtract four, multiply the remainder by thirteen, and, to the product, add the number of remaining cards, which he gave you; but if there were but four heaps, then those remaining cards alone will show the number of spots on the four bottom cards. You need not see the cards laid out, nor know the number of cards in each heap, it being sufficient to know the number of heaps, and the number of remaining cards, if there be any, and therefore you may perform this feat as well standing in another room, as if you were present.

31. THE TRICK OF THIRTY-ONE.

A trick often introduced by "sporting men," for the purpose of deceiving and making money by it. It is called "thirty-one." I caution all not to play or bet with a man who introduces it: for, most probably, if he does not propose betting on it at first, he will after he gets you interested, and pretend to teach you all the secrets of it, so that you can play it with him; and perhaps he will let you beat him if you should play in fun; but if you bet, he will surely beat you. It is played with the first six of each suit—the aces in one row, the deuces in another, the threes in another; then the fours, fives and sixes—all laid in rows. The object now will be to turn down cards alternately, and endeavor to make thirty-one points by so turning, or as near to it as possible, without overrunning it; and the man who turns down a card, the spots of which make him thirty-one, or so near it that the other cannot turn down one without overrunning it, wins. This trick is very deceiving, as all other tricks are, and requires much practice to be well understood. The persons using it I have known to attach great importance to it, and say that Mr. Fox, of England, was the first to introduce it; and that it was a favorite amusement of his. The chief point of this celebrated trick is to count so as to end with the following numbers, viz., 3, 10, 17 or 24. For example, we will suppose it your privilege to commence the count: you would commence with 3, and your adversary would add 6, which would make 9; it would then be your policy to add 1, and make 10; then, no matter what number he adds, he cannot prevent you counting 17, which number gives you the command of the trick. We will suppose he add 6, and make 16; then, you add 1, and make 17, then he to add 6, and make 23, you add 1, and make 24, then he cannot possibly add any number to count 31: as the highest number he can add is 6, which would only count 30, so that you can easily add the remaining 1, or ace, and make 31. There are, however, many variations to the trick.

32. TO TELL THE NAMES OF THE CARD BY THE WEIGHT.

You desire any person to cut a pack of cards as often as he pleases, and undertake, by weighing each card for a moment on your finger, not only to tell the color, but the suit and number of spots, and, if a court-card, whether it be king, queen, or knave.

You must have two packs of cards exactly alike: one pack to be constantly in use during the evening in performing your other tricks; the second, or prepared pack, in your pocket, which take an opportunity of exchanging, so that it may be believed that the pack of cards of which you tell the names is the same as that you have been using with your other tricks, and which they must know have been well shuffled.

The manner of preparing your pack (which must be done previously) is by the following line, which you commit to memory, the words in italics forming the key:

Eight Kings threa-tened to save nine fair Ladies for one sick Knave.

Eight King three ten two seven nine five Queen four ace six Knave,

You will perceive that this is a kind of artificial memory, formed by the circumstances of the initial letter of the words in the line and the names of the cards being identical, as well as the near resemblance of some of the words. The word "threatened" is divided into two words, in order that it may answer for the three and ten; you should pay attention to this, or you will be very likely to forget the ten altogether, which would set you entirely wrong; you should likewise commit to memory the order in which the suits come viz.: heartsspadesdiamondsclubs.

You should now separate the different suits, and lay them on the table, face upwards, placing heart first, spades next, diamonds next, and clubs last. Having done so, begin to sort (to yourself), according to your key: take up the eight of hearts, placing it in the left hand with its back to the palm; then the king of spades, which you lay over it, next the three of diamonds, next the ten of clubs, then the two of hearts, and so on, until you finish your line, which will terminate with the knave of hearts. You then take up the eight of spades, and go on in the same way till you come to the knave of spades, when you begin again with the eight of diamonds, and go on until you come to the knave of diamonds, and beginning again with the eight of clubs, you go on until you come to the knave of clubs, which finishes the pack, and which is now ready for use; when you have made your exchange, and brought forward your prepared pack, hand it round to be cut.

You now want to know the first card, as a clue to the rest; and therefore take off the top card, and holding it up between you and the light, you see what the card is, saying at the same time, that the old way of performing the trick was by doing so, but that this was very easily detected.

Having thus obtained a knowledge of the first card, which we will suppose to be the ten of diamonds, you then take the next card on your finger, and while pretending to weigh it, you have time to recollect what is the next word in your key, to ten'd, which is to—you consequently know that this card is a two; you must then recollect what suit comes after diamonds, which is clubs; you, therefore, declare the card you are now weighing on your finger to be the two of clubs; the next will of course be the seven of hearts, the next to that the nine of spades, and so on as long as you please.