Skip to content
A new home for my magic notes · Work in progress
Bob Wallace / Magic
← The Royal Road to Card Magic
Jean Hugard & Frederick BraueContents

Routining Card Tricks

When the neophyte has mastered several tricks, he is faced with the necessity of routining them, that is to say, arranging them in the best possible order so that the fullest effect can be drawn from each feat and so that they will follow one another smoothly without any hesitation or delay. This programming of tricks is most important. If one relies solely on knowing a number of separate tricks, all too often one's mind goes blank after a trick or two before an audience. This is true even with advanced cardmen. A floundering attempt is then made to recall some simple feat, and instead of arriving at a triumphant climax one has to close ignominiously.

To avoid such disaster, the only plan is to arrange one's tricks in a certain sequence, so that, having started with one trick, the rest follow automatically with no effort of memory whatever. This routining will be found to be an interesting study. Roughly the plan should be to start with a good trick, one that arouses interest at the very beginning, continue with tricks the effects of which are on an ascending scale of interest, and finish with the strongest effect of the series.

In using the word "mastered" in the first sentence of this chapter, we mean that the student has his tricks literally at his finger tips and that he can do them at a moment's notice, anywhere and with any pack that may be handed to him. This is the only way in which to get complete satisfaction from performing and to give complete satisfaction to your audiences. Make up your mind at once that it is better to know a few tricks thoroughly than it is to half know several dozens.

Let us suppose that the conditions are that you are called upon to entertain a small group and that a pack of cards has been handed to you. Begin with:

Topsy-Turvy Cards

Introduce the trick with some remark about testing the cards to see if they have been well trained. Finding that the cards are satisfactory, continue with:

Now You See It

This is a "mistake" trick, in which it appears that you cannot Complete your trick successfully and yet at the last moment you turn the tables and finish triumphantly. It is a good trick, because it gives you a psychological advantage over your audience. At first those present think you are a hopeless dub with cards, and they feel a little sorry for you. When you seem to be in the deepest trouble and they feel most sympathetic, you startle them by showing that you have had command of the situation from the start. The climax is amazing and causes laughter and bewilderment. The trick can be performed in about two minutes, and this is important, for the first tricks should be quick and good.

The trick is a good one for another reason. While performing it, you prepare for the next in your routine, in this manner: While searching for the spectator's card in step No. 9, move the cards around and, in doing this, place any nine-spot at the ninth position from the top, with the four aces immediately following it. In this manner, while doing one trick, you prepare for the next, which is:

The Obliging Aces

This is a trick which seems to call for great skill. In performing it, you convince those present that you have genuine ability. When finished, thrust the four aces into the pack and hand it for shuffling. Next, you perform:

Do as I Do

Your audience is now watching attentively for sleight-of-hand, hence you make a change of pace and instead perform a selfworking feat which requires no skill but has a tremendous effect. You follow this with:

Card in the Pocket

Here you change the type of trick, performing a pseudo-mind= reading feat, which you follow with:

Three Cards Across

This concludes the routine with a fine trick which to the audience is the most surprising feat of all those you have performed.

A routine of card tricks which may serve one person admirably may not be nearly so effective in the hands of another, for the personality of a performer has much to do with the entertainment value which is got from the routine.

As you perform the tricks given you in this book, you will find that you enjoy performing some of them more than others, and usually you will get a stronger audience reaction from these tricks. You should remember the ones from which you get the most effect and use these in building your routines. You should also try to remember any amusing byplay or incidents which happen, so that you can keep these in your presentation. You will find that the more you perform a trick the better your presentation will be, for a good presentation grows, like Topsy, as you incorporate these extemporaneous bits of business in your routine.

The building of a routine is one of the most fascinating aspects of doing magic with cards. The clever performer always considers his tricks from the viewpoint of the audience and strives to make them more and more entertaining. Your talk, or patter, is an integral part of the routine and should be given as much thought as the mechanics of the trick. In some of the tricks in this book we have sketchily indicated a suitable patter, but if possible you should contrive your own talk, which will then be in keeping with your personality. You will find that as you perform your tricks you will make amusing or showmanly remarks extemporaneously, and you should remember these, if you can, as carefully as you remember the bits of byplay we have mentioned.

In constructing your patter, which will follow the plot line of your trick, be careful not to be verbose. The student often feels that he must talk interminably, and this becomes boresome. You will know quickly enough if what you are saying is effective. If it is not, rewrite your patter. If you are talking too much and your audience looks unhappy, cut your patter mercilessly. If you have attempted to be humorous and no one laughs, throw out the pseudo-humorous lines and find others that are really amusing or witty. It is only by self-criticism that you will perfect and smooth your talk.

The plot line of a trick is usually indicated by the trick itself. In devising your presentation, you should apply the laws of interest. If you say, "Let me show you a card trick," you have not necessarily succeeded in arousing interest. But if you say, "You have, no doubt, heard of the lie detector, the complicated machine which science has devised to determine if a person is lying or telling the truth. Well, this pack of cards is my lie detector, and I'd like to show you how it operates." If you make some such introductory statement, you have piqued the curiosity of everyone present. Even so simple a statement as "This is a trick which Herrmann the Great performed for over thirty years" will arouse. interest, for everyone has heard of Herrmann, and the spectator's reaction is, "If this trick was so good that Herrmann used it for thirty years, it must be worth watching." Your patter thereafter will follow the plot line which you have suggested in your opening statement.

It may be wise to tell you at this time that you cannot gauge the effect of a trick accurately when you perform for your family or intimate friends. They know you too well. They will either tell you that you are wonderful or that you are not very good, and neither may be the exact truth. To determine the value of a trick and its presentation, perform it for strangers.

One final word concerning routining: Construct your routines so that they can be performed in from ten to fifteen minutes. You will build a number of them, using different types of tricks–those performed at the table, those for use when standing and surrounded by people, and so on–and by limiting them to fifteen minutes at the most you will be sure that you do not monopolize a gathering. If when you have finished a routine your audience clamours for more, you have only to perform one of the other routines.

Book contents

Front matter

  1. Title Page
  2. Preface

The Overhand Shuffle, I

  1. The Overhand Shuffle, I
  2. The Overhand Shuffle
  3. Using the Overhand Shuffle
  4. Overhand Shuffle Control
  5. Overhand Shuffle Practice Routine
  6. Tricks With the Overhand Shuffle
  7. Introduction
  8. Topsy-Turvy Cards
  9. A Poker Player's Picnic
  10. A Pocket Discovery
  11. Telepathy Plus
  12. Thought Stealer
  13. Pinkie Does It
  14. A Card and a Number

II. The Riffle Shuffle

  1. II. The Riffle Shuffle
  2. The Riffle Shuffle
  3. Riffle Shuffle Control
  4. Riffle Shuffle in the Air
  5. Tricks with the Riffle Shuffle
  6. An Instinct for Cards
  7. Mirror of the Mind
  8. Ultra Card Divination

III. Flourishes

  1. III. Flourishes
  2. Introduction
  3. Displaying the Top Card
  4. The Ruffle
  5. The Click
  6. Spread and turnover
  7. Springing the Cards
  8. A Flourish Count
  9. Throwing a Card
  10. Waterfall Shuffle
  11. The Fan
  12. One-Hand Fan
  13. Thumb Fan
  14. Pressure Fan

IV The Glide

  1. IV The Glide
  2. The Glide
  3. Tricks with the Glide
  4. Design for Laughter
  5. The Observation Test

V The Glimpse

  1. V The Glimpse
  2. Introduction
  3. Bottom-Card Glimpse
  4. Top-Card Glimpse
  5. Fan Peek
  6. Tricks with the Glimpse
  7. Gray's Spelling Trick
  8. Round and Round

VI The Key Card

  1. VI The Key Card
  2. Introduction
  3. The Key Undercut
  4. Key Undercut Shuffle
  5. Tricks with the Key Card
  6. Do as I Do
  7. The Three Piles
  8. The Twenty-Sixth Card
  9. A Meeting of the Minds
  10. The Non-Poker Voice
  11. Intuition with Cards
  12. Sliding Key Card

VII The Palm

  1. VII The Palm
  2. Introduction
  3. Top Palm
  4. Palm Glimpse
  5. Replacing Palmed Cards
  6. Tricks with the Palm
  7. Card in the Pocket
  8. Now You See It!
  9. Grab-Bag Card
  10. Good-Luck Card
  11. Do It and Fail
  12. Gathering of the Clan
  13. Spring Catch
  14. A Vested Interest
  15. Piano Trick

VIII The Backslip

  1. VIII The Backslip
  2. The Backslip
  3. Backslip Force
  4. Backslip Control
  5. Tricks with the Backslip
  6. Lightning Card
  7. The Tantalizer
  8. Under Your Hat

IX The Overhand Shuffle, II

  1. IX The Overhand Shuffle, II
  2. Injog and Break
  3. Overhand Break Control
  4. Overhand Lift Shuffle
  5. Lift Shuffle Force
  6. Spread and Break
  7. Holding a Break
  8. Spread and Break Control
  9. Tricks with the Overhand Shuffles
  10. The Sevens
  11. Obliging Aces
  12. Leapfrog
  13. Spectator's Card Trick
  14. A Poker Puzzle

X False Shuffles and Cuts

  1. X False Shuffles and Cuts
  2. Optical Shuffle
  3. Charlier Shuffle
  4. The Cut
  5. Palm Cut
  6. Tricks With the Shuffles and Cuts
  7. An Incomprehensible Divination
  8. Circus Card Trick
  9. Black Jack, Detective

XI The Double Lift and turnover

  1. XI The Double Lift and turnover
  2. The Double Lift and Turnover
  3. Double-Lift Glimpse
  4. Double-Lift Card Reverses
  5. Tricks with the Double Lift
  6. Rapid Transit
  7. The Trey
  8. Ambitious Card
  9. Throughth and Consequences
  10. Insidious Dr. Fu Liu Tu

XII The Pass

  1. XII The Pass
  2. Introduction
  3. The Pass
  4. Riffle Pass
  5. Spread Pass
  6. Spring Pass
  7. Tricks with the Pass
  8. Off Agin, On Agin, Finnegin!
  9. Kangaroo Card
  10. Righting a Wrong
  11. Blindfolded Pack
  12. Double Speller

XIII Miscellaneous Flourishes

  1. XIII Miscellaneous Flourishes
  2. Color Change
  3. Double Color Change
  4. The Changing Card
  5. Self-Cutting Deck
  6. A Pretty Cut
  7. Pop-Up Card
  8. A Bit of Byplay
  9. Charlier Cut
  10. Acrobatic Aces

XIV The Reverses

  1. XIV The Reverses
  2. The Reverses
  3. Reversed Location
  4. Tricks with the Reverses
  5. Spellbound
  6. A Tipsy Trick
  7. Double Reverse
  8. Mentalivity
  9. Mountebank Miracle

XV The Hindu Shuffle and Other Controls

  1. XV The Hindu Shuffle and Other Controls
  2. The Hindu Shuffle
  3. Hindu Shuffle Control
  4. Hindu Shuffle Force
  5. Hindu Shuffle Glimpse
  6. The Step
  7. Natural Jog
  8. Twelve-Down Riffle
  9. Tricks with the Hindu Shuffle
  10. All Change Here
  11. Ewephindit

XVI The Classic Force

  1. XVI The Classic Force
  2. The Classic Force
  3. One-Hand Force
  4. Bottom Force
  5. Slide-Out Force
  6. Two-Card Force
  7. Riffle-Break Force
  8. Sliding-Key Force
  9. Double-Lift Force
  10. Cut Force
  11. Tricks with the Force
  12. Justice Card Trick
  13. Fours of a Kind
  14. Pulse Trick

XVII Top and Bottom Changes

  1. XVII Top and Bottom Changes
  2. Top Change
  3. The Changing Card
  4. Top-Change Byplay
  5. Bottom Change
  6. Top and Bottom Changes

XVIII Arrangements

  1. XVIII Arrangements
  2. Arrangements
  3. Tricks with Arrangements
  4. The Selective Touch
  5. A Future in Cards
  6. Jacks Wild
  7. Think Stop
  8. Deal Away
  9. The Educated Cards
  10. Reds and Blacks

XIX Routines

  1. XIX Routines
  2. Routining Card Tricks
  3. A Table Routine
  4. A Rollicking Routine
  5. Card-Discovery Routine
  6. Razzle-Dazzle Routine

XX Platform Tricks

  1. XX Platform Tricks
  2. Conus Ace Trick
  3. Ladies' Looking Glass
  4. Everywhere and Nowhere
  5. Egyptian Pocket
  6. Cards to the Pocket
  7. Enlarging and Diminishing Cards
  8. Three Cards Across
  9. Everybody's Card, I
  10. Everybody's Card, II