CHAPTER I. INTRODUCTION. - Introductory Observations
- The Magic Wand
- The Magician's Table
- The Magician's Dress
- Profondes
- Pochettes
- "Loading" Pockets
CHAPTER II. GENERAL PRINCIPLES OF SLEIGHT-OF-HAND APPLICABLE TO CARD TRICKS. - The Cards
- To "Make the Pass"
- To "Force" a Card
- To Make a "False Shuffle"
- To "Palm" a Card
- To "Ruffle" the Cards
- To "Change" a Card
- To Get Sight of a Drawn Card
- To "Slip" a Card
- To "Draw Back" a Card
- To "Turn Over" the Pack
- To Spring the Cards from one Hand to the Other
- To Throw a Card
- The "Bridge"
CHAPTER III. CARD TRICKS WITH ORDINARY CARDS, AND NOT REQUIRING SLEIGHT-OF-HAND. - Simple Modes of Discovering a Given Card
- Various Modes of Disclosing a Discovered Card
- To Make a Card Vanish from the Pack, and be found in a Person's Pocket
- To place the Four Kings in different parts of the Pack, and to bring them together by a simple Cut
- The Four Kings being placed under the Hand of one Person, and the Four Sevens under the Hand of Another, to make them Change Places at Command
- Four Packets of Cards having been formed face downwards on the Table, to discover the Total Value of the Undermost Cards
- To Name all the Cards of the Pack in Succession
- The Cards being Cut, to tell whether the Number Cut is Odd or Even
- The Whist Trick. To deal yourself all the Trumps (see also page119 )
- To allow a Person to think of a Card, and to make that Card appear at such Number in the Pack as another Person shall Name
- The Cards revealed by the Looking-glass
- To Guess Four Cards thought of by Different Persons
- The Pairs Re-paired
- The Magic Triplets
- Another Mode of Discovering a Card thought of
- To Guess, by the aid of a Passage of Poetry or Prose, such one of Sixteen Cards as, in your Absence, has been Touched or Selected by the Company
- To Detect, without Confederacy, which of Four Cards has been Turned Round in your Absence
- To Arrange Twelve Cards in Rows in such a manner that they will Count Four in every Direction
- To Place the Aces and Court Cards in Four Rows, in such a manner that neither Horizontally nor Perpendicularly shall there be in either Row two Cards alike, either in Suit or Value
- The Congress of Court Cards
CHAPTER IV. TRICKS INVOLVING SLEIGHT-OF-HAND, OR THE USE OF SPECIALLY PREPARED CARDS. - The "Long Card"
- Biseauteor Tapering Cards
Tricks Performed by the Aid of a Long Card, orbiseautePack: - A Card having been Chosen and Returned, and the Pack Shuffled, to produce the Chosen Card instantly in various ways
- To Cut at the Chosen Card
- To Let all the Cards fall, save the One Chosen
- To Pick out the Card, the Pack being placed in a Person's Pocket
- To Fling the Pack in the Air, and Catch the Chosen Card
- To Change a Card drawn hap-hazard to the Chosen Card
- To Divide the Pack into several Packets on the Table, allowing the Company to stop you at any Moment, and to cause the Top Card of the Heap last made to Change into the Chosen Card
- To Teach the Company a Trick which they Learn without Difficulty; then to allow them to Succeed or cause them to Fail at your Pleasure
- To Distinguish the Court Cards by Touch
- To Name any Number of Cards in Succession without Seeing Them
- To Make Four Cards change from Eights to Twos, from Black to Red, etc.
- A Card having been Drawn and Returned, and the Pack Shuffled, to make it Appear at such Number as the Company choose
- The same Trick with several Cards, and by a Different Method
- The "Three Card" Trick
- To Nail a Chosen Card to the Wall
- The Inseparable Sevens
- The Inseparable Aces
- Having placed the Four Aces in different positions in the Pack, to make the two Black change places with the two Red ones, and finally to bring all Four together in the Middle of the Pack
- A Card having been thought of, to make such Card Vanish from the Pack, and be Discovered wherever the Performer pleases
- To cause a Number of Cards to Multiply invisibly in a Person's keeping
- The Pack being divided into two Portions, placed in the keeping of two different Persons, to make Three Cards pass invisibly from the One to the Other
- To allow several Persons each to draw a Card, and the Pack having been Shuffled, to make another Card drawn haphazard change successively into each of those first chosen
- To make Four Aces change to Four Kings, and Four Kings to Four Aces
- Having made Four Packets of Cards with an Ace at the bottom of each, to bring all Four Aces into whichever Packet the Company may choose
- To Change the Four Aces, held tightly by a Person, into Four Indifferent Cards
- The Shower of Aces
- Several Persons having each drawn Two Cards, which have been Returned and Shuffled, to make each Couple appear in Succession, one at the top and the other at the bottom of the Pack
- To make Two Cards, each firmly held by a different Person, change places
- To change Four Cards, drawn haphazard, and placed on the Table, into Cards of the same Value as a Single Card subsequently chosen by one of the Spectators
- Two Heaps of Cards, unequal in Number, being placed upon the Table, to predict beforehand which of the two the Company will choose
- A Row of Cards being placed Face Downwards on the Table, to indicate, by turning up one of them, how many of such Cards have during your absence been transferred from one end of the Row to the other
- Several Cards having been freely chosen by the Company, Returned and Shuffled, and the Pack placed in a Person's Pocket, to make such Person draw out one by one the chosen Cards
- The Cards having been freely Shuffled, and cut into three or four Heaps, to name the top Card of each Heap
- To allow a Person secretly to think of a Card, and, dividing the Pack into three Heaps, to cause the Card thought of to appear in whichever Heap the Company may choose
- To allow a Person secretly to think of a Card, and, even before such Card is named, to select it from the Pack, and place it singly upon the Table
- A Card having been secretly thought of by one of the Audience, to place two Indifferent Cards upon the Table, and to change such one of them as the Audience may select into the Card thought of
- A Card having been Drawn and Returned, and the Pack shuffled, to divide the Pack into several Heaps on the Table, and to cause the Drawn Card to appear in such Heap as the Company may choose
- To change a Drawn Card into the Portraits of several of the Company in succession
- A Card having been Drawn and Returned, and the Pack shuffled, to place on the Table six Rows of six Cards each, and to discover the chosen Card by a throw of the Dice
- A Card having been withdrawn and replaced, to call it from the Pack, and to make it come to you of its own accord
- Mode of Preparing specially adhesive Wax for Conjuring Purposes
- The Whist Trick. (Improved Method.) To deal yourself all the Trumps, the three other Players holding the usual mixed Hands
CHAPTER V. CARD TRICKS REQUIRING SPECIAL APPARATUS. - The Magic Sword. A Card being drawn and replaced, and the Pack flung in the Air, to catch the chosen Card on the point of the Sword
- The Rising Cards. Several Cards having been drawn, returned, and shuffled, to make them rise spontaneously from the Pack
- The Jumping Cards. Two or three Cards having been drawn, returned, and shuffled, to make them jump out of the Pack
- To make a Card stand upright by itself on the Table
- "Changing" Card-boxes, and Tricks performed with them
- The Mechanical Card-box
- The "Card and Bird Box"
- The Card Tripod
- The "Torn Card"
- Mechanical Changing Cards
CHAPTER VI. PRINCIPLES OF sLEIGHT-OF-HAND MORE ESPECIALLY APPLICABLE TO COIN TRICKS. - Palming
- Passes
- Changes
CHAPTER VII. TRICKS WITH COIN WITHOUT APPARATUS. - A Quarter being spun upon the Table, to tell blindfold whether it falls head or tail upwards
- Odd or Even, or the Mysterious Addition
- To change a Quarter into a Penny, back again, and then to pass the same invisibly into the Pocket of the Owner
- To make a marked Quarter and Penny, wrapped in separate Handkerchiefs, change places at Command
- To make two marked Coins, wrapped in separate Handkerchiefs, come together in one of them
- To pull Four Quarters or Half-crowns through a Handkerchief
- To pass a marked Quarter (or Half-crown) into the Centre of two Oranges in succession
- The Flying Money. To make a Coin pass invisibly from the one Hand to the other, and finally through the Table
- To rub One Sixpence into Three
- The Multiplication of Money
- To Make a Marked Sixpence vanish from a Handkerchief, and be found in the Centre of an Apple or Orange previously examined
- The Travelling Counters
- The Wandering Sixpence
CHAPTER VIII. TRICKS WITH COIN REQUIRING SPECIAL APPARATUS. - The Heads and Tails Trick
- The Magic Cover and Vanishing Halfpence
- The Animated Coin, which answers Questions, etc.
Appliances for Vanishing Money - The Vanishing Halfpenny Box
- The Rattle Box
- The Pepper-box
- The Brass Money-box
- The Brass Box, known as the "Plug-box"
- The Handkerchief for Vanishing Money
- The Demon Handkerchief
- The Davenport Cabinet
Appliances for Re-producing Vanished Money - The Nest of Boxes
- The Ball of Berlin Wool
- The Glass Goblet and Cover
- The Glass without Cover
- The Miraculous Casket
- The Half-Crown or Quarter Wand
- The Shower of Money
- The Vanishing Plate, or Salver
- The "Changing" Plate
- The Tray of Proteus
CHAPTER IX. TRICKS WITH WATCHES. - To indicate on the Dial of a Watch the Hour secretly thought of by any of the Company
- To Bend a Borrowed Watch Backwards and Forwards
- The Watch-mortar and the Magic Pistol
- The "Snuff-box Vase"
- The "Watch Box"
- The "Watch Target"
- The Mesmerised Watch. (To Make any Watch a Repeater)
CHAPTER X. TRICKS WITH RINGS. - The Flying Ring
- To Pass a Ring from the one Hand to either Finger of the other Hand
- To Pass a Ring through a Pocket-handkerchief
- To Pass a Ring through the Table
- To Pass a Ring invisibly upon the Middle of a Wooden Wand, the Ends being held by two of the Spectators
- The Magic Ball and Rings
- To Pass a Borrowed Ring into an Egg
- The Magic Rose
CHAPTER XI. TRICKS WITH HANDKERCHIEFS. - Introductory Remarks
- The Handkerchief that can not be Tied in a Knot
- The Handkerchief that will not Burn
- The Vanishing Knots
- To Exchange a borrowed Handkerchief for a Substitute
- The Locked and Corded Box, and the Washerwoman's Bottle
- The Reversibel Canister
- The Burning Globe
- The Transformed Handkerchief
- The Handkerchief cut up, burnt, and finally found in a Candle
- The Shower of Sweets
- The Feathers from an Empty Handkerchief
- The Flying Plume
- The Magic Laundry
- The Egg and the Handkerchief
- The "Hand-Box," for Vanishing a Handkerchief
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