The Three Piles
The use of delay in performing a sleight is of great value to the conjurer. A moment's consideration will make it clear that to attempt to perform sleights at the start of a trick, when the attention of the onlookers is concentrated on your actions, is poor strategy and invites disaster. The element of surprise also is of inestimable value. This use of delay, to gain surprise, is applied here to the use of the key card, and the result is that even those who are familiar with it will fail to recognize its use.
Briefly the plot of the trick is that a card which has been merely thought of is discovered and revealed by the magician in a surprising fashion.
1. Have a spectator shuffle a pack of cards and cut it into three portions, about equal, while your back is turned. Instruct him to choose any one of the three piles, then to take it and, spreading its cards with the faces towards himself, select mentally any one card and commit it to memory. When he has done this, tell him to shuffle the cards he holds so that he himself will not know the position of his mentally selected card among the others.
2. Turn around and say, "I think your card is about twelfth from the top. Deal the cards face upwards and see if I'm right, but don't tell me where the card is if I'm wrong." Begin to turn away again but contrive to sight the first card the spectator deals, then turn away completely. This first card is your key card; remember it. Later, the spectators will forget that you turned around for a moment and will maintain that your back was turned all the time. This is the impression you wish to make.
3. When he has completed the deal, the spectator tells you that you were wrong. "Oh, well," you say, shrugging off your supposed mistake, "it makes very little difference."
4. Instruct the spectator to place his pile on the table, take the other two piles, and shuffle them together; cut the packet, place his pile on the lower portion, and then replace the cut. Finally, tell him to square the pack and make as many complete cuts as he likes.
5. Turn around, take the pack, and run over the faces as you make some casual remark, such as, "Well, you certainly mixed the cards thoroughly," or, "I forgot to notice if the joker is in this deck." In reality, you find your key card and count five cards below it and casually cut the pack at this point. Your key card will now be the sixth card from the bottom of the pack. Put the deck on the table face downwards.
6. Review briefly what has been done–a card merely thought of, the pack shuffled and cut several times, and all done while your back was turned. Then add ruminatively, "You will remember that I failed to name the card's correct position in the deck. I don't understand that.., just how far down was it?" This question does not seem important and your tone and inflection imply mild interest only. Actually the spectator's reply tells you the present position of his card.
7. If he states that its position was sixth, then the required card is now at the bottom of the deck; if seventh, at the top. In such instances you bring the trick to a surprising finish at once by showing either the top or bottom card. If the position was from the first to fifth, take the pack in position for the glide and remove cards from the bottom. When you come to the spectator's card, glide it back and continue to deal cards until the spectator calls "Stop!" Remove his card and place it face downwards on the table. Have him name the card he thought of, then slowly turn that card face upwards.
If, however, the position was higher than seven, spread the cards and run your forefinger over them, hesitating now and then, and finally stopping at the right card.
Merely producing a card that was thought of makes a surprising finish to the feat, but it will afford the student excellent practice to devise more astonishing methods for revealing it.
Book contents
Front matter
The Overhand Shuffle, I
- The Overhand Shuffle, I
- The Overhand Shuffle
- Using the Overhand Shuffle
- Overhand Shuffle Control
- Overhand Shuffle Practice Routine
- Tricks With the Overhand Shuffle
- Introduction
- Topsy-Turvy Cards
- A Poker Player's Picnic
- A Pocket Discovery
- Telepathy Plus
- Thought Stealer
- Pinkie Does It
- A Card and a Number
II. The Riffle Shuffle
- II. The Riffle Shuffle
- The Riffle Shuffle
- Riffle Shuffle Control
- Riffle Shuffle in the Air
- Tricks with the Riffle Shuffle
- An Instinct for Cards
- Mirror of the Mind
- Ultra Card Divination
III. Flourishes
- III. Flourishes
- Introduction
- Displaying the Top Card
- The Ruffle
- The Click
- Spread and turnover
- Springing the Cards
- A Flourish Count
- Throwing a Card
- Waterfall Shuffle
- The Fan
- One-Hand Fan
- Thumb Fan
- Pressure Fan
IV The Glide
V The Glimpse
- V The Glimpse
- Introduction
- Bottom-Card Glimpse
- Top-Card Glimpse
- Fan Peek
- Tricks with the Glimpse
- Gray's Spelling Trick
- Round and Round
VI The Key Card
- VI The Key Card
- Introduction
- The Key Undercut
- Key Undercut Shuffle
- Tricks with the Key Card
- Do as I Do
- The Three Piles
- The Twenty-Sixth Card
- A Meeting of the Minds
- The Non-Poker Voice
- Intuition with Cards
- Sliding Key Card
VII The Palm
- VII The Palm
- Introduction
- Top Palm
- Palm Glimpse
- Replacing Palmed Cards
- Tricks with the Palm
- Card in the Pocket
- Now You See It!
- Grab-Bag Card
- Good-Luck Card
- Do It and Fail
- Gathering of the Clan
- Spring Catch
- A Vested Interest
- Piano Trick
VIII The Backslip
- VIII The Backslip
- The Backslip
- Backslip Force
- Backslip Control
- Tricks with the Backslip
- Lightning Card
- The Tantalizer
- Under Your Hat
IX The Overhand Shuffle, II
- IX The Overhand Shuffle, II
- Injog and Break
- Overhand Break Control
- Overhand Lift Shuffle
- Lift Shuffle Force
- Spread and Break
- Holding a Break
- Spread and Break Control
- Tricks with the Overhand Shuffles
- The Sevens
- Obliging Aces
- Leapfrog
- Spectator's Card Trick
- A Poker Puzzle
X False Shuffles and Cuts
- X False Shuffles and Cuts
- Optical Shuffle
- Charlier Shuffle
- The Cut
- Palm Cut
- Tricks With the Shuffles and Cuts
- An Incomprehensible Divination
- Circus Card Trick
- Black Jack, Detective
XI The Double Lift and turnover
- XI The Double Lift and turnover
- The Double Lift and Turnover
- Double-Lift Glimpse
- Double-Lift Card Reverses
- Tricks with the Double Lift
- Rapid Transit
- The Trey
- Ambitious Card
- Throughth and Consequences
- Insidious Dr. Fu Liu Tu
XII The Pass
- XII The Pass
- Introduction
- The Pass
- Riffle Pass
- Spread Pass
- Spring Pass
- Tricks with the Pass
- Off Agin, On Agin, Finnegin!
- Kangaroo Card
- Righting a Wrong
- Blindfolded Pack
- Double Speller
XIII Miscellaneous Flourishes
- XIII Miscellaneous Flourishes
- Color Change
- Double Color Change
- The Changing Card
- Self-Cutting Deck
- A Pretty Cut
- Pop-Up Card
- A Bit of Byplay
- Charlier Cut
- Acrobatic Aces
XIV The Reverses
- XIV The Reverses
- The Reverses
- Reversed Location
- Tricks with the Reverses
- Spellbound
- A Tipsy Trick
- Double Reverse
- Mentalivity
- Mountebank Miracle
XV The Hindu Shuffle and Other Controls
- XV The Hindu Shuffle and Other Controls
- The Hindu Shuffle
- Hindu Shuffle Control
- Hindu Shuffle Force
- Hindu Shuffle Glimpse
- The Step
- Natural Jog
- Twelve-Down Riffle
- Tricks with the Hindu Shuffle
- All Change Here
- Ewephindit
XVI The Classic Force
- XVI The Classic Force
- The Classic Force
- One-Hand Force
- Bottom Force
- Slide-Out Force
- Two-Card Force
- Riffle-Break Force
- Sliding-Key Force
- Double-Lift Force
- Cut Force
- Tricks with the Force
- Justice Card Trick
- Fours of a Kind
- Pulse Trick
XVII Top and Bottom Changes
- XVII Top and Bottom Changes
- Top Change
- The Changing Card
- Top-Change Byplay
- Bottom Change
- Top and Bottom Changes
XVIII Arrangements
- XVIII Arrangements
- Arrangements
- Tricks with Arrangements
- The Selective Touch
- A Future in Cards
- Jacks Wild
- Think Stop
- Deal Away
- The Educated Cards
- Reds and Blacks
XIX Routines
- XIX Routines
- Routining Card Tricks
- A Table Routine
- A Rollicking Routine
- Card-Discovery Routine
- Razzle-Dazzle Routine