The Gaming Table: Its Votaries and Victims Volume 2 Part 26

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I was led to the investigation of this branch of my subject by the following incident. Being present at a party when a gentleman performed one of the tricks described, No. 7, the rest of the company and myself were all much surprised at the result, and urgently requested him to explain the method of his performance, which, however, he stoutly refused to do, averring that he would not take L1000 for it. This was so ridiculously provoking that I offered to bet him L5 that I would discover the method within 24 hours. To my astonishment he declined the bet, not, however, without a sort of compliment, admitting that I MIGHT do so. He was right; for, as Edgar Poe averred, no man can invent a puzzle which some other man cannot unravel. In effect, I called upon him the following day, and performed the trick not only according to his method, but also by another, equally successful. I have reason to believe that most of the tricks of my selection had not previously appeared in print; at any rate, I have given to all of them an exposition which may ent.i.tle them to some claim of originality.

PRELIMINARY HINTS.

I. Shuffling, in the simple and inoffensive sense of the expression, is an important point in all tricks with cards. For the most part, it is only a pretence or dexterous management--keeping a card or cards in your command whilst seeming to shuffle them into the pack.

Every performer has his method of such shuffling. Some hold the pack perpendicularly with the left hand, then with the right take a portion of the pack--about one half--and make a show of shuffling the two parts together edgeways, but, in reality, replace them as they were. With rapidity of execution every eye is thus deceived.

If a single card is to be held in command, place it at the bottom of the pack, which you hold in your left, and then, with your right thumb and middle finger, raise and throw successively portions of the pack, leaving the bottom card in contact with the fingers of the left hand.

With dexterity, any portion of the pack may be shuffled, leaving the remainder just as it was, by separating it during the process by inserting one or more fingers of the left hand between it and the portions shuffled.

II. Cutting--not in the sense of bolting at the sight of 'blue,' though that is of consequence to card-sharpers--is of importance in all card tricks. In many tricks cutting the cards is only a pretence, as it is necessary for the success of the trick to replace them as they were; in technical terms, we must 'blow up the cut.'(87)

(87) This is the sauter la coupe referred to in the chapter on the Gaming Clubs, in the account of the trial of Lord de Ros. See 'Graham's Club.'

There are several ways of performing this sleight-of-hand. The cards being cut, and forming two lots on the table, smartly s.n.a.t.c.h up the lot which should be placed on the other, with the left hand.

This lot being taken up and the hand being in the position shown in the figure, s.n.a.t.c.h up in like manner the other lot, and, by a movement of the palm of the hand and the tips of the fingers, pa.s.s the second lot under the first.

The deception of the trick depends upon its dexterity, and this can only be acquired by practice. But really it may be dispensed with; for it is a curious fact that, in every case when the cards are cut, you may actually replace them just as they were without being observed by the spectators--for the simple reason that the ruse is not suspected, especially if their attention is otherwise engaged with your pointed observations.

The 'gift of the gab' is in this case, as in many others, a very great resource. A striking remark or bon mot will easily mystify the spectators, and attract their attention from what you are DOING. Hence all prestidigitators are always well stocked with anecdotes and funny observations; indeed, they talk incessantly: they speak well, too, and they take care to time the word accurately with the moment when their fingers act most energetically.

III. To slip a card.--To slip a card is to pretend to take the bottom card of the pack, and in reality to take the card which precedes it.

To perform this feat without detection is a very simple affair, but it requires practice.

The pack of cards being held in the right hand, advance the left hand--palm upwards--just as if you were seizing the last card with the middle finger; but, having slightly moistened this finger with the lips, push back this card, and make it slip under the palm of the right hand, whilst you seize the preceding card with the thumb and forefinger.

In this manner you may successively draw out several cards besides the last, and only draw the last as the sixth, seventh, &c., which will serve to effect several interesting tricks to be explained in the sequel.

IV. To file the card.--To file the card is, when a card has been taken from the pack to pretend to place it about the middle of the pack, whilst, in reality, you place it at the bottom.

The pack must be held in the left hand, between the thumb and forefinger, so that the three other fingers be free. One of the middle cards should project a little. Then take the card to be filed between the forefinger and the middle finger of the right hand; advance the right hand from the left, and whilst the three disengaged fingers of the left hand seize and place the card under the pack, the thumb and forefinger of the right seize the projecting card before mentioned, so that it seems to be that card which you have slipped into the middle of the pack. These movements are very easy, and, when rapidly performed, the illusion is complete.

TRICKS.

1. To tell a card thought of by a party after three deals.

Take twenty-one cards of a pack, and deal them out one by one in three lots, requesting the party to think of a card, and remember in which lot it is.

Having dealt out the cards, ask the party in which lot the card is.

Take up the lots successively, and place the lot containing the card in the MIDDLE.

Deal out the cards again, and ask the party to state in which lot the card is; and proceed as before, placing the lot containing the card in the middle.

Deal out the cards in like manner a third time, proceeding as before.

Then deal them out as usual, and the eleventh card will be the one thought of, infallibly. This is the usual way of showing the card thought of; but, as the trick may be partly discovered by the counting, it is better to hold the cards in your hand, and take out the eleventh card, counting to yourself, of course, from the left hand, but pretending to be considering the guess.

This is apparently a most mysterious trick, although a necessary consequence of the position of the lot containing the card in the three deals.

2. The four inseparable kings.

Take four kings. Beneath the last place any two cards, which you take care to conceal. Then show the four kings and replace the six cards under the pack.

Then take a king and place it in the top of the pack, place one of the TWO OTHER CARDS in the middle, and the other about the same place, and then, turning up the pack, show that one king is still at the bottom.

Then let the cards be cut, and as three kings were left below, all must necessarily get together somewhere about the middle of the pack. Of course in placing the two other cards you pretend to be placing two kings.

3. The barmaid and the three victimizers.

For this amusing trick you arrange the cards thus: Holding the pack in your hands, find all the knaves, place one of them next to your left hand, and the other three on the table. Then find a queen, which also place on the table. Then say:--

'Three scamps went into a tavern, and ordered drink. Here they are--the three knaves. "Who's to pay? I can't," said the first.

"I won't," said the second. "I wish she may get it," said the third.

"I'll manage it," said the first, the greatest rogue of the three. "I say, my pretty girl, haven't you some very old wine in your cellar?"

Here's the barmaid thus addressed by the rogue in question (showing the queen), and she replied:--"Oh yes, sir, prime old wine." "Let's have a bottle." (Off went the barmaid. Put the queen in your pocket.) "Now for it, my lads," said the knave in question; "'mizzle' is the word. Let's be off in opposite directions, and meet to-night; you know where."

Hereupon they decamped, taking opposite directions, which I will indicate by placing one on the top of the pack, one at the bottom, and the other in the middle.

'When the poor barmaid returned (taking out the queen from your pocket) with the wine, great was her astonishment to find the room empty. "Lor!"

she exclaimed, "why, I do declare--did you ever!--Oh! but I'm not agoing to be sarved so. I'll catch the rogues, all of them--that I will." And off she went after them, as shown by placing her ON, or at any rate, AFTER the first.

'Now, to catch the three seemed impossible; but the ladies have always smiled at impossibilities, and wonders never cease; for, if you have the goodness to cut these cards, you will find that she HAS caught the three rogues.'

When the cards are cut, proceed in the USUAL WAY after cutting--NOT as required in the last trick; and taking up the cards, you will find the queen and three knaves together, which you take out and exhibit to the astonished audience.

Of course, one of these knaves is not one of the three first exhibited, but the one which you slipped on your left hand at first. There is no chance of detection, however; simply for the reason before given--n.o.body suspects the trick.

4. How to name every card in a pack successively turned up by a second party, and win every trick at a hand of Whist.

This is, perhaps, the most astonis.h.i.+ng of all tricks with cards.

Although it may be true that whatever puzzle one man invents, some other man may unravel, as before observed, I am decidedly of opinion that this trick defies detection. At the first blush it seems very difficult to learn; but it is simplicity itself in explanation.

Begin by laying out the cards in four rows according to the suits, all of a suit in a row side by side.

The cards must now be arranged for the trick. Take up the six in the top or bottom row, then the two in the next row, the ten in the third, and the nine in the fourth, placing them one upon the other in the left hand. Then begin again with the row from which you took the six, and take up the three. From the next row take the king. These numbers will be easily remembered with a little practice, amounting altogether to 30, made up thus--6 and 2 are 8, 8 and 10 are 18, 18 and 9 are 27, 27 and 3 are 30--KING.

By repeating this addition a few times, it will be fixed in the memory.

Proceed by next beginning with the row next to the one from which you took the last card or the king, and take the eight; from the next row take the four; from the next the ace; from the next the knave. These cards make up 13. Therefore say, 8 and 4 are 12 and 1 are 13--knave.

From the next row to that whence you took the knave, take the seven; from the next row take the five; from the next the queen. These cards make up 12. Thus, 7 and 5 are 12--queen.

It thus appears that you have taken up thirteen cards consisting of the four suits, successively taken and being arranged as follows:--6, 2, 10, 9, 3, king; 8, 4, 1, knave; 7, 5, queen.

Proceed in like manner with the remainder of the cards, beginning with the row next to that from which you took the queen, and take the six, then from the next row the two, and so on as before, making up another batch of 13 cards.

The Gaming Table: Its Votaries and Victims Volume 2 Part 26

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The Gaming Table: Its Votaries and Victims Volume 2 Part 26 summary

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