The Encyclopedia of Card Tricks
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Chapter II
~Spelling Tricks~
Contents
Another Thought Spelling
Automatic Speller, The
Card Spelling 'De Luxe'
Double Speller, The
Duplex Comedy Speller
Easy Speller, An
Farelli's Impromptu Speller
Frank Squires' Speller
Gwynne's Speller
Howard's Simplex Speller
Impromptu Speller
Improved Chevalier
Improved Spelling Trick
Incomprehendo Speller
Joker Speller, The
Joker Spelling Routine, The
Knock Out Speller
Lazybones
New Spell, The
Peculiarities of the Pasteboards
Perfect Spelling Trick
Quadruple Spelling
Seller's Speller Idea
Single Speller, A
Spell It
Spell It Yourself
Shuffled Spelling Bee, The
Spelling A Card
Spelling Any Card Called For
Spelling Bee, The
Spellino
Spellino Climax
Superlative Speller
Sure Winner Spelling Bee
System for Arranging Cards for any Spelling Combination
Think of a Card
Thought Spelling
Think It-Spell It
U Spell Your Card
Variation Of Joker Spelling
Whispering Speller, The
Wizard Spelling Master
You Selected the ....


System for Arranging Cards for any Spelling Combination

THE method, given in the original typescript Encyclopedia, for arranging any desired spelling combination, was very laborious and uncertain: it was simply that of working the combination backwards. The following is a much better and absolutely sure method whereby any arrangement can be worked out quickly and easily. Suppose for example, you desire to get the formula for spelling the cards of one suit from the Ace to the King, one card to be put from the top to the bottom of the packet for each letter, and the card spelt to be turned up following the last letter; take a pencil and paper and mark off thirteen spaces in a row.

_ _ _ _ _ _ _ _ _ _ _ _ _

Spell A-C-E, tapping one space for each letter and mark A in the fourth space: spell T-W-O. and put 2 in the fourth space following: spell T-H-R-E-E and mark 3 in the sixth space farther on, which will bring you to the first space in the row: spell F-O-U-R and mark 4 in the fifth space

3 _ _ A _ _ 4, 2 _ _ _ _ _

farther on: continue in exactly the same way, counting the empty spaces only, ignoring those filled until you finally write in the King, with the result that the formula will read:

3, 8, 7, A, Q, 6, 4, 2, J, K, 10, 9, 5

which will be found to bring about the exact result required.

The same system can be applied to any combination. Another example showing its application to a trick follows.

The effect to be brought about is this: from a thoroughly shuffled pack the magician takes all the cards of a selected suit, as they lie after the shuffle and tells the following story, at each word he puts a card under the packet and turns a card whenever its name is mentioned. He says:

'This is the tale of the Jack of Hearts (JH) who stole the tarts, he ate (8) seventy-five (7) (5) and was so sick (6) the King (K) thought he was threatened (3) (10) with appendicitis, but the Queen (Q) at once (A) came to (2) the rescue and by good fortune (4) saved his life; like the cat he had nine (9).'

To arrive at the necessary formula, again mark out thirteen spaces: repeat the story, tapping one space for each word, and insert the card as each one is named. The first round will fill the seventh space with JH and the thirteenth space with the 8: the next round will fill the first space with the 7 and the next with the 5, and the 6 will go in the sixth space, ignoring that already filled by the JH; the next, the K goes into the ninth space, and so on until all the spaces are filled and the complete formula runs: 7, 5, 3, 10, 9, 6, J, A, K, 4, 2, Q, 8

This will be found to bring out the cards correctly.

To work the trick, put any thirteen cards on top of the Heart suit, arranged according to the formula, and place these twenty-six cards on top of the remainder of the pack. You have a card selected, being careful to spread the Hearts only, since a Heart must be drawn, and have it returned to the same position, telling the spectator to remember the suit only. Split the pack at the 8H with the right thumb and riffle shuffle slowly and openly, calling attention to the thorough way the cards are being mixed. Square up and again split the pack for another riffle shuffle, this time being careful to see the 7H fall from the right thumb before dividing the pack. Shuffle slowly and openly again. Everyone will be convinced that the cards are hopelessly mixed; however, the first shuffle merely distributed the Hearts through the lower part of the pack, while the second spread them throughout the whole pack, but in each case the relative positions of the Heart cards remain the same-and when the intervening cards are eliminated their original order remains undisturbed.

Now inquire what the suit of the chosen card was: the answer being 'Hearts', you turn the pack face up and take the Hearts out, as they lie, one by one. This process will reverse their order, so pick up the packet and deal the cards one by one, face down, under pretense of counting them. The double shuffle, the removal from the pack and the counting will have convinced the spectators that the cards must be in haphazard order and the effect when they come out at appropriate times in the telling of the story will be surprising.

As an opening feat for a card routine for small audiences 1 know of none better. The system and the principle of the double shuffle were devised by me over thirty years ago and they are but little known even yet.

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Spelling A Card
Lawrence Gray--Impromptu

THIS trick which was one of the first and is still one of the best of impromptu spelling tricks, was not included in the original Encyclopedia although several tricks based on it were.

A card is forced, or sighted, by the magician. It is replaced in the pack which is shuffled by the spectator. Taking the pack, the performer runs through it, face up, to show that the card has not been removed. When he comes to the selected card (say for instance it was the 10C), he begins to spell its name, TEN-OF-CLUBS, passing one card for each letter, and when he arrives at the last letter, S, he inserts the tip of his left little finger above it and holds a break at that point, but keeps right on running through the pack without pausing. He cuts the pack at the break and hands it to the spectator, instructing him to spell the name of his card, dealing one card for each letter and turning up the last card so dealt. The spectator does this and, of course, finds his own card.

Instead of forcing a card, the bottom card of the pack may be sighted and when the pack is divided for the return of the chosen card, this is done by an under cut, so that the sighted card is brought above it. A casual overhand shuffle will not separate the two cards. When running over the faces of the cards the performer has simply to watch for the sighted card and start his spelling on the next. It sometimes happens that the card does not show up until there are not enough cards above it for the spelling, in that case stop when there are only about ten cards to be run over, cut the pack and start again from the face card. The trick bears repetition.

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Duplex Comedy Speller
Larry Gray--Any Pack

ANY pack is thoroughly shuffled by spectator; take it back sighting the bottom card. Spread the cards and allow a free choice. Undercut half the pack for the replacement of the card, thus bringing the key card on top of the chosen one. Cut several times, or a short overhand shuffle may be made with little risk of separating the two cards. To show that the card has not been removed or tampered with, run the cards over before the spectator in an even tempo, telling him to see that his card is still there but not to indicate what or where it is. You watch for the key card, when you reach it, begin to spell its name, starting with it and counting mentally one card for each letter. On reaching the last letter, ask, 'Have you seen your card?' and separate your hands slightly. The answer will be 'Yes.' Bring your hands together reversing the position of the cards they held. The key card is thus set for spelling from the top of the pack, and the chosen card lies under it.

Now illustrate the trick by naming, apparently at random, the key card and spell it, turning it up on the last letter and showing it. The chosen card is now on top of the pack which you hand to the spectator to spell out his card; of course he fails, but in dealing the cards he has put his card in correct position to be spelt. So when you replace the packet on the pack and tell him the mystic word to use, he succeeds in spelling this card.

This is one of the best of the impromptu spelling tricks.

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Farelli's Impromptu Speller
Gray's Speller-Single Card

FORCE a card and allow the spectator to replace it in the pack and thoroughly shuffle. Take the pack face upwards in the left hand and deal the cards face down on the table, letting the spectator see the face of each card as you deal. When you reach the forced card spell it in, beginning with the card itself, including the 'of' and on reaching the last letter hesitate and ask the spectator if you have passed his card. The answer is of course 'Yes.' Turn the cards in your left hand face down, pick up the packet from the table and put them on top. If possible use a false shuffle and series of false cuts, then spell out the card turning it up on the last letter.

Instead of forcing a card, the chosen card may be sighted after its return to the pack, or a key card may be used, the card being replaced next to it and so located when the cards are dealt.

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Knock Out Speller
No preparation

EFFECT. Any pack shuffled freely and spread on the table, a spectator removes any card he wishes, looks at it and replaces it at the spot from which he took it. Magician gathers up the pack, the card is named and he spells it out, dealing a card to each letter, finally turning up the card.

SECRET. When the pack is spread on the table it must be done with a wide sweep. The spectator is given a free choice but when he removes a card, count visually to the twelfth card above the spot from which it was removed. When the card is replaced, watch the card to which you counted, and in gathering up the pack hold a break there with the thumb and transfer them to the bottom by cutting the pack. The chosen card will now be the thirteenth card and most cards can be spelled with thirteen letters. If it is necessary to get rid of one or two cards simply take them off the top, fan the pack with them and then put them casually on the bottom. The best way to pick up the cards is to first make the spread from right to left, then when a card has been removed, pick up the cards above the twelfth card beyond it and use them as a scoop to pick up the rest when the card has been returned.

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A Single Speller
Impromptu--4 piles of 13

ANY pack shuffled by spectators and dealt into four piles of thirteen cards each.

Any card selected in any heap is noted, and put on top of any one of the piles. Drop one pile on top of this, pick up the two piles and place the remaining two heaps below the packet thus made. The chosen card will, therefore, be the fourteenth card from the top of the pack. It is necessary to run off one card from the top in the false shuffle and spell the selected card with thirteen letters. (See system used in The Double Speller.)

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Superlative Speller
Ben Erens--Impromptu

EFFECT. Borrowed pack laid on table and spectator cuts. He chooses either heap, cuts this and looks at the bottom card of the cut. The cut portion is replaced and the pack reassembled. The card looked at is named and the magician spells it out, taking off a card for each letter. and at the end of the spelling shows the card selected.

SECRET. When anyone cuts a pack it is usually divided near the center. The pack having been cut and a pile chosen, invite the spectator to cut that heap and illustrate by cutting the remaining pile about the middle. When he does likewise, make an estimate of the number he cuts off, usually from ten to fifteen. He then looks at the bottom card of his cut and replaces the cards. Pick up this pile and place it on top of the other portion, thus reassembling the pack with the selected card at the number from the top as estimated by you.

False shuffles and cuts may follow according to your ability. Have the card named. Suppose the 4C is the card, and you estimate it is about fourteen cards down. Spell out 'The Four of Clubs' and the card shows up either on the B or the S. In either case act as if that was what you intended. If it doesn't fall at S throw out another card and say 'Four of', and if that is the card say 'Clubs'; but if not, then throw still another card and with it say 'Clubs'. In other words you fit the spelling to the number of cards you estimate the spectator cut. By adding or omitting the 'of' and the final 's' of the suit the spelling can be made flexible enough to fit all cases. With but little practice the number of cards can be estimated to within one or two.

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You Selected the ....
Impromptu

HAVE the pack shuffled and ask someone to take out any card, turn it face up and thrust it in the center of the pack, stressing the word 'center', and holding the pack yourself. This done, let him look at the card facing the card thrust partly in the pack. Withdraw the face-up card and put it on the top. Spell in the usual way, one card dealt for each letter, YOU SELECTED THE ---- at this point ask for the value only of the card sighted. Suppose it is a 10, spell TEN and then ask for the suit. You now make a simple calculation: the card is within a card or two of twenty-six being about the center of the pack, the phrase spelt has disposed of fourteen cards so you must spell the name of the card in about twelve letters. When the suit is named if it is Diamonds you omit the word 'of'. With the other suits if the card appears on the letter before the final 's' just act as if that is what you intended. If it has not appeared on the final letter turn next one. If it is still not there name the card in full and turn up the next. Only a gross miscalculation will fail to bring the card, but should it so happen use the word 'period' or 'stop' as an excuse for turning one more card.

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Spell It
Buckley-Impromptu

REMOVE from the pack the Q, 8, 7, and 3 of Diamonds and the Joker. Shuffle the remainder of the cards and in running them from hand to so hand for a spectator to take one, hold an inconspicuous break between the tenth and eleventh cards. A card having been drawn, open the pack at the break and have the card returned at that spot. Follow with false shuffles and cuts.

The card is named and you spell it off, taking a card for each letter and turning up the eleventh card, which is correct. A very simple calculation will indicated the manner in which you must spell and you can turn the card either on the last letter or following the last letter, and you can insert 'of' or omit it as may be necessary. For instance, the A, 2, 6 and 10 of Clubs requires the addition of the word 'of' bringing the total letters to ten and you turn the eleventh card. Again for the 4D, spell 'Diamond, four' and turn the card on the last letter; for the 5S, spell 'Spades, five' and turn the next card. The system will be found to cover every card in the pack except the four discarded ones.

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Impromptu Speller
Impromptu-Card 13th and Spelling varied

ANY pack is freely shuffled and any card freely chosen, but in spreading the cards for the spectator, secretly count to and hold a break under the twelfth card. For the replacement of the card, cut at the break and have it put back at that point, drop the packet of twelve cards on top of it and square the cards very openly. False shuffle and make several false cuts leaving the cards on the top in the same position.

Have the chosen card named and spell it according to the following rules:

For Clubs, A, 29 6, 10, spell THE - OF CLUBS, turn last card.

      4, 5, 9, J, K, spell CLUBS, THE - turn next card.

      3, 7, 8, Q. spell - of CLUBS turn next card.

Hearts, A, 2, 6, 10, spell HEARTS, THE - turn next card.

      4, 5, 9, J, K, spell - OF HEARTS, turn next card.

      2, 3, 7, 8, Q, spell - OF HEARTS turn last card.

Spades, treat exactly in the same way as Hearts.

Diamonds, A, 2, 6, 10, spell - OF DIAMONDS, turn last card. 4, 5, 9, J, K, spell DIAMONDS -, turn next card. 3, 7, 8, Q, spell DIAMONDS --, turn last card.

The Joker may be spelt THE JOLLY JOKER.

With a very little practice the necessary changes in the spelling become easy to remember.

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Wizard Spelling Master
Jordan-Impromptu

ANY pack may be used and it can be thoroughly shuffled by a spectator before the trick. When you take the pack back hold it face up in the left hand and pass the cards one by one into the right hand, as though counting them. As you do this pass all the Diamonds and all the five-letter cards of Hearts and Spades (deuce, three, seven, eight, Queen) behind the first card taken off and all the other cards on top of it. Turn the pack face down and have the cards dealt alternately into two heaps, face down, by a spectator, who then riffle shuffles the pack. The result will be that the cards which were originally on top, i.e. the D's and five-letter H's and S's will be on the bottom and vice versa. A few cards in the middle will be mixed but they do not matter.

Fan the upper part of the pack and have someone take a few cards, see that he gets nine; do the same with a second person. Fan the lower part of the pack and let the third person get twelve. Each shuffles his own packet. Place the pack remaining on the back of your hand. Let the third party choose a card from his packet, note it and put it on top of the cards on your hand and the balance of his packet on top of that. The other two spectators do the same. Thus there are two nine-card packets at the top, followed by the twelve-card pile.

Any card chosen can be spelled with the same number of letters as there are cards in the heap it was drawn from. Spell the suit first, then the value. For instance, the 7C being named, you say, 'The card is a Club? The seven?' and you spell CLUB-SEVEN. For the 9C you say, 'The suit is Clubs? The nine?' and spell CLUBS-NINE. Again for the 2C you say, 'The suit is Clubs! The two?' and spell CLUBS-TWO and turn the next card.

The same system is applied to the card from the twelve-card pile; the suit being spelt first, then the value and the S in Diamonds is used or eliminated as may be necessary.

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Peculiarities of the Pasteboards
Impromptu

EFFECT. From a borrowed pack three cards are freely selected, returned and the pack shuffled. Performer spells out a card at random and on the last letter that card appears. Pack is handed to a spectator and he spells the name of his card, it too answers to its name. Second spectator names his card, pack is cut and it appears on the top. The third spectator takes the pack, names his card and it turns itself over face up, amongst the others.

SECRET. After borrowed pack has been shuffled, run through it under pretext of removing the Joker, locate any thirteen-letter card (AD, 2D, QH, etc.) and cut the pack so that this card is tenth from the top. Fan the cards face outwards to show they are well mixed, then have three cards taken from anywhere below the top ten cards. Undercut about half the pack and have the first spectator return his card on the original top card. Put the cut on top but hold break with tip of little finger. Go to second spectator, cut at break and have his card returned on top of the first. Do the same with the third person. With the pass, or by a simple cut at the break bring the three cards to the top with the original stock of ten cards below them.

Demonstrate how to spell a card, naming as if at random the card you originally set tenth from the top which will spell out correctly due to the three selected cards now on the top of the stack. In doing this, sight the bottom card of those spelt off, this is the last selected card returned and the first card dealt. If it is a thirteen-letter card all is ready for the pack to be handed to the third spectator. If not take off or add the card or cards necessary to place his card ready for the spelling. Hand the pack to the third spectator and he spells out his card. Put this on top of the cards just spelt off and replace the packet on the top. The three chosen cards are again on top of the pack. Send the top card, that was just spelt to the middle by the Slip Cut (Erdnase, p. 39) leaving the other two on the top.

Dramatically turn up the second spectator's card, the top one, showing that you have magically cut at that very card. Leave it face up, then pick up the two cards as one, by the double lift, turn the pack over in the left hand and bury the card (really two cards) also face up, somewhere in the middle of the pack. As a result of the double lift the first man's card is now reversed in the pack. Hand the pack to him to hold firmly and build up the final climax.

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The New Spell
Hugard-Impromptu

ANY pack shuffled and a card freely chosen. In closing the pack secretly reverse the bottom card. Undercut about half the cards-have chosen card replaced-drop cut on top, and square up very openly. Reversed card is now on top of the chosen card. Overhand shuffle with backs of cards towards you and when the reversed card shows up give it a flick with the left thumb so that it falls to the floor, and drop the cards remaining in right hand under those in left. Chosen card is now on top of the pack. Stoop to pick up the fallen card and reverse the top (chosen) card against your left thigh.

In order to show, as you say, that the spectator's card is not near the top or the bottom of the pack, hold the cards facing the front and run cards off the bottom into your left hand. As you do so, spell mentally the name of the card taking a card for each letter (you know it since it faces you on top of the pack). Pause on the last letter and ask if the card has been seen. At the answer, 'No,' drop the remaining cards from the right hard on the face of those in the left hand, thus bringing them above the reversed chosen card and putting it in position to be spelt out. Run a few more off the bottom in the same way and again ask if the card has been seen, and at the same answer 'No,' put them again on the bottom. Fan off a few from the top to show that it is not anywhere near the top. These cards have been already shown but no one ever notices that.

Hand pack to spectator to be held behind his back. Instruct him to spell the name of his card, bringing forward one card for each letter, being sure to use the 'of'. He does this and nothing happens but when he brings the pack to the front his card lies reversed on the top of the pack staring him in the face.

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The Automatic Speller
Mihlon Clayton-Impromptu

SPECTATOR shuffles his own pack, then turns it and runs over the faces to see that the cards are well mixed. You mentally note the bottom card. Instruct him to deal three piles of six cards face-up on the table. If he deals from the bottom of the face-up pack, dismiss from your mind the card just noted and remember the bottom card of those remaining after the heaps have been dealt. These cards are laid aside face down and the bottom card is the key card. If, however, he turns the pack over and deals from the top then the bottom card already noted becomes the key.

Tell spectator to choose one of the piles while your back is turned, turn them all face downwards, take any card from the pile selected, look at it, and put it on top of any of the other heaps. He is then to shuffle the remaining cards of the pile he chose, and place them on top of his card and, finally, replace the last heap on top of the other two. The resulting pile is placed on top of the remainder of the pack and a complete cut made.

Now if the pack were again cut to bring the key card to the bottom naturally the chosen card will be the twelfth from the top. To bring this about you tell the spectator to deal off some cards face up to show how thoroughly they are mixed. When the key card appears you stop him, as being satisfied he shuffled the pack well, and have him place the cards just dealt at the bottom of the pack. The chosen card is now twelfth card down and as he is to spell it out himself you instruct him how to do it. The majority of the cards spell with eleven or twelve letters, if with eleven he must turn the next card, if with twelve, then on the last letter. For the 3, 7, 8, and Q of Hearts and Spades tell. him to spell the suit first, then value. For 3, 7, 8 and Q of Diamonds, spell Diamonds, then value. For the A, 2, 6 and 10 of Clubs tell him to spell 'an' or 'a' as required. In other words as you cannot manipulate the cards you juggle the spelling.

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Spellino
U. F. Grant--Impromptu

IN THIS fine trick instead of spelling the name of a card, you spell the spectator's name, his card appearing on the last letter. The trick can be repeated with as many people as you wish.

Any pack may be used and you have a spectator shuffle it. He selects one, remembering at what number it lies from the top. Let us suppose his name is Smith. Take the pack, place it behind your back and place the bottom card on top, then reverse the fifth card from the bottom, there being five letters in the name Smith. Bring the pack forward and inquire what number the selected card was from the top. Suppose the answer is six. Deal off six cards and show that the card is no longer there. It is the next card since you placed an extra card on the top. Replace the cards and cut the pack. Again put the pack behind your back saying that you will reverse a card. Now you get ready for a second name, say it is Sherman, seven letters, so you reverse the seventh card from the bottom. Bring the pack forward, run through it to the first reversed card, being careful not to expose the second reversed card. Divide the pack at the first reversed card and spell SMITH turning the card on the H. It is his card.

Now step up to Sherman and put the pack on the table and have him cut it in two piles, the top we will call A and the bottom B. Let him look at the top card of B, place it on A, and place B on top of A burying his card. Place the pack behind your back to reverse another card. If you intend to repeat the trick with a third person you reverse a card at the same number from the bottom as there are letters in his name. If you finish on the second name, simply bring the pack forward and proceed in exactly the same way as you did for the name Smith, that is cut at the reversed card and spell SHERMAN, turning his card on the N. It will be seen that the trick can be repeated ad lib., but three cards are enough.

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Spellino Climax
Grant-Impromptu

SPECTATOR shuffles any pack and hands it to you. Immediately you spell off the names of different cards, turning them up correctly on the last card in each case.

When pack is returned sight the top card-Suppose it is the 10S which spells with twelve letters. Think of any other card which also spells with twelve letters, the AH for instance. By way of explaining what you are going to do name the AH and spell it out a card for each letter without, however, turning the last card. This process places the 10S in position. Make a false cut and then name the 10S spell it out and turn it up on the last letter. In picking up the packet to replace it on top, sight the bottom card, suppose it is the 6D which spells with thirteen letters. You know it now lies twelfth so you need to have one more card above it. If you can execute a simple false shuffle you do it that way running one card first, if not, simply take any card from the middle without looking at it. Just do it casually without remark. Now spell the 6D. As before note the bottom card in replacing the packet on top. Calculate the number of cards required to spell it and if it is less than thirteen run off the extra card or cards in the shuffle, or simply take them off and put them in the middle. In the latter case you should pretend to study them and make an intricate calculation before naming the card you are about to spell.

The trick can be repeated ad lib. and even without the false shuffle will be found effective.

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Howard's Simplex Speller
Albright-Impromptu

SHUFFLE any pack of cards and have one freely chosen. While spectator looks at his card, cut the pack and slightly squeeze the rear end of the lower half, crimping all the cards of that packet. Cut at this crimp and have the card replaced on that packet and drop the upper half on top. Make a series of undercuts throwing them on top and finally cut at the crimp, genuinely and openly, bringing the chosen card to the top. Have the chosen card named. Spell it by taking off one card for each letter with the right hand. The first card will be the chosen card so you hold the cards low down and parallel with the table top. Take off the second card underneath the first and continue in the same way so that the cards in your right hand keep the same relative order, that is the chosen card is always on the top of the packet being counted off. When this card is well covered by others gradually raise your hands until the cards in both hands are vertical. When you reach the second last letter of the card's name push the chosen card from the back of the packet in your right hand on to the cards in the left hand with your right thumb, the left thumb immediately drawing it back on top of the left-hand packet. At the same moment the right hand takes off another card and then on the last letter the card just slid across is taken and shown.

It will be seen that this is simply an application of the well-known false count, which, if executed with proper tempo, is perfectly illusive.

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U Spell Your Card
Impromptu

FROM any pack, freely shuffled, a spectator takes any card he pleases. While he looks at it, divide the pack as if about to cut for the replacement of the card, but before separating the hands squeeze the inner end of the bottom packet, bending them to shape U, the outer end remaining straight. Now cut and have the chosen card replaced on top of the lower bridged portion and drop the other packet openly on top. Make a series of run cuts, dropping them on top and finally cut at the bridge, sending the chosen card to the bottom and glimpsing it. Make an overhand shuffle and bring the card to the top.

Now by way of illustrating how you propose to find the chosen card, spell off some other card the name of which spells with the same number of letters. Don't show the last card in this spelling, simply pick up the packet, drop it on top of the pack and spell out the name of the chosen card, which you turn up on the last letter. The trick is not effective unless the pack is given a false shuffle after the packet is dropped on top. It is easy to make a riffle shuffle keeping the packet intact but dropping one card from the left hand on top of it: get rid of this extra card with the slip cut and you will find the effect greatly enhanced.

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An Easy Speller
Impromptu

FROM any pack, freely shuffled, a spectator selects any card he pleases,

Have the card replaced, bring it to the top and false shuffle, leaving it there, and sighting it in the process.

Deal cards on the table face down, mentally spelling the name of the chosen card, a card for each letter. When you reach the last letter deal the next card on top of the others a little forward and continue doing the same thing with six or seven more cards, so that there will be a step between the first lot of cards dealt, which spell the name of the card, and the cards following them.

Casually pick up the small packet above the step and drop it on top of the pack, then pick up the remainder and put them on top of all. Hand the pack to a spectator, instruct him how to spell the name of his card and deal a card at each letter. He does this and, of course, turns up his card on the last letter.

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Thought Spelling

PREARRANGE the first eighteen cards of the pack as follows: 10C, AS, 9H, QS, 4D, QD, 2C, 10H, 5S, 3H, KD, 7D, 6C, 2S, KH, 8S, JD, 3D. Put a short card ninth from the bottom of the pack. Have the pack thus arranged in its case. When ready take it out and if possible false shuffle and cut. Take the first six cards, fan them before a spectator asking him to mentally select one card. This done close the packet and put it in his breast pocket, this to prevent any disarrangement of the order. Spread the next six before a second spectator for a mental choice. Close the packet and put it in his pocket. Show the next six to a third person and when his mental choice is made replace the packet on the pack. Take the packet from the second spectator's pocket, putting it on top of the pack in its turn and do the same with the first packet. Spectator makes a complete cut and then you cut at the short card, thus bringing nine cards on top of the pre-arranged eighteen cards.

Ask the first spectator to spell out loud the name of his thought card, as he does so you deal one card for each letter, including 'of' and the last letter 's' of the suit. Place the last card face down on the table. While spectator is turning this over pick up the packet dealt off in spelling, place the top five on the bottom of the pack and the rest on top. Let the first card just spelt remain on the table. Give the pack to the second spectator telling him to spell his mentally selected card in the same way by dealing a card for each letter on to your hand. Hold a break when you have received five cards and as he shows his card is correct, take the pack back, put the five cards on the bottom and the rest on top of the pack. Leave his card on the table also. With the third party you ask him to spell his card to himself in exactly the same way as was done with the other two, and put the card arrived at face down on the table. Call attention to the fact that he was allowed a perfectly free mental choice and so on. Have him name his card and turn it up.

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Quadruple Spelling
Thought Card

EFFECT. Packets of cards are handed to several people who are requested to think of any card in their respective packets. All the cards are returned to the pack which is shuffled by the performer. The spectators in turn spell their mentally selected cards, letter by letter, the performer, taking off one card for each letter, reveals each card on the last letter of its name.

SECRET. Twenty cards are arranged in packets of five, the cards in each packet spelling with eleven, twelve, thirteen, fourteen and fifteen letters, as follows:

                    KC, JH, QS, 4D, 8D

                    6S, 3C, 7S, JD, 7D

                    AS, QC, 10D, KD, 9D

                    AH, KH, 3S, 9D, 3D

These sets are placed on the top of the pack and a false shuffle and cut made before starting the trick. Hand five cards to each of four persons, asking each one to merely think of one card and then turn the packet face down on his hand: this last to prevent the order from being disturbed. The packets may be returned in any order but such order must be remembered: it is best to have the last packet replaced first and so on, the first packet being replaced last of all. Shuffle ten cards on top of the last packet returned and all is set to spell out the first person's card.

After spelling out the first card, replace all the cards on top and in the course of a shuffle run five cards off the top, thus leaving the set-up ready for the spelling of the second mentally selected card. The same procedure follows for the third and fourth cards. With a little calculation you can spell the cards out in any desired order after spelling the first. For instance, suppose number four's card is called for, you shuffle off fifteen cards, that is the first ten indifferent cards and the five cards of the first set now done with.

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Another Thought Spelling
Annemann

FOUR sets of four cards are pre-arranged on the top of the pack. The cards in each set must spell with twelve, thirteen, fourteen and fifteen letters respectively. For instance, the first four can be 4H, 7S, 4D and QD, the word 'of' being included with the value and suit of each card. In arranging each packet of four on top of the pack place them in reverse order so that when dealt one card at a time they will be in correct order. At the bottom of the pack have a short.

To work the trick, deal off four piles of four cards: let any pile be chosen and have a spectator mentally select one card in it. Place this packet on top of the pack and the other three packets on top of that; the addition of these twelve cards ensuring the correct spelling of any card of the first packet replaced. Have the pack cut several times and, finally, cutting it yourself at the short card, being careful to carry that card also to the bottom. The thought card will come out automatically after the last letter of its name is spelt.

You, of course, do not know what the card is until it is named. The short card can be dispensed with by noting the bottom card, then after the cutting, fan through the cards and cut or make the pass to bring the bottom card back to its original position.

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Improved Spelling Trick
Kater

ON TOP of the pack place the following six cards: 10C, 6H, KS, 8H, 9D, 3D--these cards spell with ten, eleven, twelve, thirteen, fourteen and fifteen letters respectively. Put nine indifferent cards on top of these.

Begin by spreading cards face up to prove they are all different and unprepared. False shuffle and cut, leaving the top fifteen cards in position. Fan the pack but expose to the spectator's view the six arranged cards only, requesting him to mentally select one card. This done, close the pack, false shuffle and cut as before, and hand the cards to the spectator. Instruct him to spell out his card, dealing one card for each letter, and turn up the card on the last letter. He does this and finds his card.

Of course any other combination of cards that will spell with the same numbers of letters can be used.

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Think It-Spell It
Eight Card Set-Up

ARRANGE the following eight cards in this order: Joker, 2C, 6H, 9S, QS, 9D, QD, 3D. Place these cards on the top and run eight cards on them thus making the Joker the ninth card. Spread the cards for a mental selection of one card by running off the first eight cards quickly, then spreading the next eight slowly. Follow with false shuffles and cuts, being careful not to disarrange the first sixteen cards. The card thought of is named and you spell it out in the usual way, one card dealt out for each letter in the name, the 'of' being used throughout and the card turned on the last letter, except for the Joker and 3D; for these the card following the last letter card is turned up. Any other cards having the same number of letters in their names can be used.

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Improved Chevalier
Jordan--Set-Up and Riffle

ARRANGE the four suits in four piles reading from top to bottom in the following order: 9, 5, 3, A, 8, 7, Q, 6, 4, 2, J, K, 10. Riffle shuffle the Hearts and the Spades together and do the same with the Clubs and the Diamonds. One such shuffle leaves each suit in its original order if the interlying cards of the other suit are disregarded. Put the Spade-Heart packet on top of the Club-Diamond packet, bridging the packets at the division.

To present the trick: cut pack at the bridge and riffle shuffle once. Any suit is called for. Turn the pack face up, the cards appear to be perfectly well mixed. Remove all the cards of the named suit, one at a time, beginning with the first card from the face of the pack and placing them in a face-down pile. That suit will be in the pre-arranged order. Take the pile face down and spell out A-C-E putting one card for each letter under the pile and turning up the next, the Ace. Then spell D-E-U-C-E and turn the Two: continue in the same way up to the King. Special attention should be called to the genuineness of the shuffle.

NOTE (Hugard)--A better and more convincing plan is to arrange the suits as above and assemble the pack with the Clubs on top, followed by Hearts, Spades and Diamonds. Split the pack for the riffle shuffle at the last Heart. Do the shuffle very openly, calling attention to its fairness. Split the pack again at the last Spade and riffle again. The first shuffle spreads each suit into another, the second spreads them throughout the pack but in the same relative order. This makes the trick one of the strongest of all pre-arranged spelling tricks. It can be repeated with any of the three remaining suits.

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Spelling Any Card Called For
Pre-arrangement

THE whole pack must be set-up in the following order: values 2, A, J, K, 3, Q, 5, 6, 7, 8, 9, 10, 4. Suits: C, H, S, D. The key cards for the suits are: for Clubs, 5D; for Hearts, QC; for Spades, QH; for Diamonds, KS. These key cards are either long or wide cards so that any one of them may be found instantly. To spell any card called for cut at the key card for that suit, bring it to the bottom, and spell out the name of the card according to the following table:

Ace, spell ACE then suits, turn card, on last letter.

Two, count off two cards to bottom, spell suit, turn card on last letter. Three, spell THREE then suit, turn up next card.

Four, spell FOURTH, spell card, suit, then SUIT and turn last card. Five, spell THE FIVE OF, spell suit, turn last card.

Six, spell THE SIX OF, spell suit, turn next card.

Seven, spell THE SEVEN OF, spell suit, turn last card. Eight, spell THE EIGHT OF, spell suit, turn next card. Nine, count 1 to 9, spell OF, spell suit, turn last card.

Ten, count 1 to 10, spell suit, turn next card. Jack, spell JACK, spell suit, turn last card.

Queen, spell QUEEN OF, spell suit, turn last card. King, spell KING, spell suit, turn up next card.

Joker, put in pack at sixth place, spell and throw it out. Spell all the suits with the final S.

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The Shuffled Spelling Bee
Set-Up

FROM a full pack separate the Clubs and Spades. Arrange the Clubs thus: 2, K, 10, Q, 7, 3, 4, 9, 5, A, 6, 8, J, and the Spades thus: 3, 8, 7, A, 6, 4, 2, J, K, 10, 9, 5. The red cards are left in any order, on top of them put the Clubs and below them the Spades, and the Joker somewhere in the middle. You are ready for the trick.

Show the pack and dividing it for a riffle shuffle call attention to the fairness of the shuffle but as a matter of fact it simply spreads the Clubs amongst red cards in the upper half of the pack and the Spades amongst the other red cards in the lower half. Turn the cards face up and remove the Joker, then cut anywhere between the Spades and the Clubs and again riffle shuffle very openly. Here again the shuffle has simply spread the two black suits through the pack but their relative order has not been altered and if the intervening cards are eliminated the two packets will be just as they were set up.

Give a spectator the choice of red or black. Interpret his answer as meaning the blacks are to be used. Take the pack face up and throw out all the black cards one by one in a heap face up; this will reverse their order. Again ask for a choice, this time between Clubs and Spades, separate the Spades and the Clubs throwing them face up, one at a time, in two heaps thus bringing them back to their original order. If Spades are chosen, hand that packet to the spectator, if Clubs are named, take that packet yourself as being the one the trick is to be done with. In any case you must take the Clubs. The set-up is arranged so that you can spell with the Clubs each card dealt by the spectator from the Spades packet. This is a most effective arrangement, the two shuffles will satisfy the most sceptical that there can be no pre-arrangement. After this demonstration the two packets are left in proper order for spelling the cards from the A to the K thus A-C-E and the A turns up on the last letter, and so on. The two packets can be spelt together, you with one, and the spectator with the other one.

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The Double Speller
Eight Cards Arranged

EFFECT. The pack is given a genuine shuffle and is handed to a spectator who deals it into four heaps, face down. He looks at a card at the top or bottom of any heap, notes it and replaces it. A second spectator does the same. You reassemble the pack. One of the cards is named and you spell it out, the card appearing on the last letter. Continuing from there you spell out the second card.

SECRET. Beforehand remove the 3H, QH, 7S and QS and put them on the top of the pack; then take out the 4, 5, J, and K of D and place them on the bottom. To show the trick, riffle shuffle the pack several times without disturbing the four cards at the top and the bottom. Hand the pack to a spectator and have him deal the cards into four piles one card at a time. This will bring one card of the D group on the top of each pile and one card of the other set at the bottom. Two spectators now look at a card either on the top or the bottom of any heap and replace them in the same position. You have simply to note where the two cards are and remembering that there are thirteen cards in each pile, that the D group spells with fourteen letters and the other with thirteen, reassemble the packets accordingly. For instance, if one spectator has looked at a bottom card, you pick it up first; if the second spectator has looked at a top card put one of the untouched piles on it and take these two next, finally dropping the three packets on the last untouched heap. The two cards will then be in position for spelling. The system is so simple no other illustration is required. As with all these tricks a false shuffle and cuts are necessary to make it impressive.

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The Whispering Speller
Tom Seller

REMOVE the following eleven cards from the pack: 2D, 10D, 6 D, AD, QS, 3S, 7S, 8S, 8H, 7H, 3H. Note that all of these cards spell with thirteen letters.

Let the cards be thoroughly shuffled and take them back. Explain that you will ask the top card to whisper the name of another card to you. Make a double lift and note the second card being careful no one else gets a glimpse of it. Replace the two, as one, on top of the packet. Name the card you sighted and spell it off letter by letter, putting one card at the bottom each time. The card will automatically arrive on the last letter. The working will be obvious.

You may have the packet shuffled again and repeat the trick ad lib.

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The Joker Spelling Routine
Hull

ARRANGE thirteen cards from top to bottom: 3, 5, Q, A, 10, 9, Joker, 2, 8, 7, J, 6, 4. Place a King on top of the rest of the pack. Spell out ACE putting one card on the bottom for each letter, turn the A and discard it. Continue with the 2 and the 3 spelling TWO and THREE. Hand packet to spectator to try it. He spells FOUR but turns up the Joker. Put the Joker on the bottom and spell FOUR: the 4 turns up. Spectator tries again FIVE and again gets the Joker. Put the Joker on the bottom and spell FIVE: the 5 turns up. Spectator tries SIX and gets the Joker once more. You place the Joker on the bottom and spell SIX, which turns up. Then say you can spell JOKER and get the correct card. Do so and the 7 turns up. Continue with EIGHT turning up that card.

Spectator now tries NINE and gets the Joker. Put this on the bottom and let someone else try with the same results. This may be done several times. Now put the Joker on the top and tell a spectator to spell JOKER and maybe he'll get the 9. He tries but again the Joker shows up. Replace this on top, and spell NINE: make a double lift and again show the Joker. Look chagrined as you replace the card (really two), then, as a bright thought, remove the Joker, really the 9, and put it in someone's pocket. Tell spectator to try once more as he certainly will not get the Joker this time. He spells NINE and the ubiquitous Joker turns up. The card in the pocket turns out to be the elusive 9. Leave the Joker on the top.

Spell TEN and JACK correctly. Hand the remaining two cards to a spectator to spell QUEEN. As he does so pick up rest of the pack, on top of which is the K. Meantime spectator has again got the Joker. Take the two cards, Joker on top and spell QUEEN putting the card face down on the table. As someone turns it over top change the Joker for the K. Finally hand this to one of your victims telling him to spell JOKER. He passes it from hand to hand as he spells and then turns up... the King.

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Variation Of Joker Spelling

THE order of the cards for this one is: Q, 7, 10, A, 5, Joker, J, 2, 9, 6, Joker, 4, 8, 3. Two Jokers are used and you have a K in your trousers pocket. Proceed exactly as in the preceding trick to the point where you spell the FOUR and it turns up.

Spell FIVE and SIX correctly, then let spectator try SEVEN; he gets the Joker. Place it on the bottom and spell SEVEN and turn it up. Do the same for EIGHT and NINE. Have the spectator try TEN; he gets the Joker. Put it on the bottom and spell TEN correctly. Spectator spells JACK and again gets the Joker. Place the Joker on the bottom and spell JACK correctly.

Now tell the spectator that he has had so much trouble with the Joker that you want him to spell it and get it out of the way. He spells JOKER and turns it up. You take it. Tell him that as the Joker is out of the way he will be able to spell the Queen without any trouble. He spells QUEEN correctly. As there would be no sense in spelling the King with only one card in his hand you ask him just to show the card. He does so but again he has the Joker and you show the K in your hand. While he was occupied in spelling Queen you simply changed the Joker he handed to you for the K which you had in your pocket.

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The Joker Speller
Tom Seller

ARRANGE ten cards of mixed suits thus: 3, 5, At 7, 9, 2, Joker, 8, 6, 4. Take the packet face down and spell in usual way ACE and turn the A on the last letter; spell TWO and turn the 2 on the last letter; spell THREE in the same way.

Hand the packet to a spectator to try; he spells FOUR and turns the Joker. Take the pack, replace the Joker on top and spell FOUR and turn the 4. Spectator spells FIVE and gets Joker. Take the pack, replace Joker on top and spell FIVE and turn it up. Spectator tries to spell SIX and again gets the Joker. You spell SIX and follow with SEVEN correctly. Spectator tries EIGHT and once more the Joker appears. You spell EIGHT and it turns up.

Spectator tries to spell NINE and gets the Joker-you spell it correctly. Hand the last remaining card to the spectator saying, 'That's just your little joke.' Note that every time the Joker turns up it must be replaced on the top.

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Sure Winner Spelling Bee

EFFECT. The magician takes eleven cards, A to J inclusive, and holds them face down. He slaps the packet twice and turns up the top card, it is an A. He puts the next card under the others. He turns up the new top card, it is the deuce. Proceeding in the same way, one card dealt face up, the next one placed under the others, the cards come out in order from A to J. Picking up the packet the magician slaps it once and repeats the same deal, but this time only the odd cards come out in rotation. Again he deals as before but without slapping the packet and the cards come out hopelessly mixed. He hands the packet to a spectator and he deals them in the same way but again they are mixed up. Taking the packet once more the magician slaps it twice and deals them as before, one out and one under, and the cards come out in proper rotation from A to J.

SECRET. The eleven cards must be arranged thus: A, 9, 2, 7, 3, J, 4, 8, 5, 10, 6. Following the system of dealing one card and placing the next on the bottom this rotation brings the cards out in order, A to J and after three repetitions they are automatically brought back to their original order. Instead of the slap any mystic incantation may be used. The cards should be placed in order secretly at the top of the pack and a false cut made so that they appear to be taken at random.

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Frank Squires' Speller
Lloyd Jones, contributor

THE following fifteen cards: 3,4,9, 10, J, K, of Spades and Diamonds. the Q and 8 of Hearts and the 7 of Clubs, in any order, are placed in the middle of the pack. One of them is forced, a very simple matter. The selected card has then to be returned to the pack so that it will be the twenty-first card down. A short card may be used to ensure this or a count made as the cards are spread for selection and a break held below the twentieth card. False shuffling before and after will add to the effect.

The card having been returned to the required position, twenty-first, place the pack, well squared, on the table and announce that instead of finding the card you will let it find itself. Ask the following questions, 'Red or black card?' 'What suit?' 'High or low?' 'Odd or even?' 'and the card?' The answer to each question is spelt out, the selected card turning up on the last letter of the last question.

For example: suppose the JD, is selected ...

Q. 'Red or black?' A. 'Red.' (Three cards dealt off.)

Q. 'What suit?' A. 'Diamond.' (Seven cards.)

Q. 'Odd or even?' A. 'Odd.' (Three cards.)

Q. 'High or low?' A. 'High.' (Four cards.)

Q. 'And the card?' A. 'Jack.' (Four cards.)

And the Jack turns up accordingly.

Note that no 's' is used in any of the suits spelled. The effect can be repeated by forcing selection from the part of the set-up not disturbed.

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Gwynne's Speller

THE pack is arranged with the four A's on the top, followed by the four 2's, then the four 3's, and so on up to the four K's.

Remarking that people often wonder why cards are called Ace, King, Jack, etc., performer deals cards as he spells ACE, a card for each letter turning up an A on the 'E'. Continuing in the same way he spells TWO and turns a 2. All the cards are spelt out the same way to the last card of the pack, which turns up on the 'G' in the word KING.

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Spell It Yourself
Annemann

TWO packs with same backs are required. From one take two sets of six cards as follows: No. 1--AC, 6H, AS, 8S, 9D, QD; No. 2-10C, AS, KH, 7S, 41), 8D. Note that the names of the cards in each set spell with from ten to fifteen cards in order. Now place these twelve cards alternately in the pack so that they lie at even numbers from two to twenty-four. Put the pack on the table. Remember that any card from two to twelve belongs to set No. 1, and from fourteen to twenty-four to set No. 2. Call this pack 'A'.

Pack 'B' is set with the same cards in the same order on top, then place any nine cards on top of them. It follows that any card of set No. 1 will spell out from the top of the pack, but to spell any cards of set No. 2 six cards must be cut to the bottom. This pack is placed in the left coat pocket on its side.

To do the trick; you say you will have a card selected by a spectator and that you, yourself, will take no part in the test. Hand the pack to someone and ask him to call the first number he thinks of up to twenty-five. If he names an even number tell him to count down to that number and look at that card, but if he chooses an odd number he is to deal off that number of cards and note the next one. Turn your back while he does this. You know that if the number is twelve or less his card is in set No. 1, if over twelve it is in set No. 2. Tell the spectator to put the card back in the pack and shuffle it. Turning to him you take the pack, stressing the fact that the card has been chosen by absolute chance, that no one but himself knows the card and not even he knows where it is in the pack. You tell him he is to put the pack in his pocket, then for the first time name his card and spell it out taking one card from his pocket for each letter in its name. To illustrate what he is to do, drop the pack in your left coat pocket standing it upright so that the cards cannot become mixed with those of the other pack. You name any card, say the 4S, and bring out six cards one at a time as you spell FOUR OF -taking them from the top of pack 'B'. Holding these six cards in your right hand, bring out pack 'B' with your left hand. Now if the chosen card stood at twelve or under in pack 'A', replace these six cards on top and hand the pack to the spectator. If, however, the card was in the second set, that is, a number over twelve, put the six cards on the bottom of the pack.

The spectator puts the pack in his pocket and now for the first time he names his card. Build up the effect by stressing the fact that no one else knew what card he had in mind, that he shuffled the pack himself and that no one can possibly tamper with the cards since they are in his possession. He proceeds to spell the name of his card, bringing out a card for each letter and on the last letter produces his very card.

If the change of packs is carried through in an offhand and natural way, without fumbling, the trick is one of the most effective of all spelling tricks.

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Seller's Speller Idea
Tom Seller

EFFECT. Pack is shuffled freely by spectators and returned. Any card is called for, magician places the pack in his pocket and proceeds to spell out the name of the card asked for. The last card he produces proves to be the correct card.

SECRET. A duplicate pack of cards. This pack is divided into four packets, one complete suit in each packet, the cards in each packet running from A to K. These four packets are placed, beforehand, one in each of four pockets, for instance, the two outside coat pockets and the two trousers pockets. All you have to do when a card is called for is to place the pack in the pocket in which the corresponding suit of the duplicate pack lies. It is an easy matter to find the required card from the pre-arranged set, at the last letter of the spelling.

The placing of the pack in a pocket should be done as if from an afterthought to make the trick even more difficult.

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Incomprehendo Speller
Jordan--Set-Up, One-Way Card

EFFECT. Spectator selects a card and returns it to the pack. Spelling name of his card and dealing from the top a card for each letter, he turns up card on last letter, it is his card.

SECRET. The pack has a one-way pattern. Divide pack in half and at bottom of one half put the 2, 3, 7, 8, Q of H and S and the A, 6, 10 of D, in any order but with patterns all the same way. At the bottom of the other packet put the 4, 5, 9, J, K, of H and S, in any order, patterns the same way. Place the packets together, patterns of set-up cards all the same way and bridge them.

To present the trick: Cut at the bridge, riffle shuffle once, turning one packet so that its cards lie in the opposite direction to the cards of the other. Shuffle as evenly as possible so that all the arranged cards will lie at the bottom after the riffle shuffle. Cut about twelve cards from the top and put at bottom. Fan the cards for selection of one and secretly hold a break at the twelfth card. Spread the middle cards so that spectator is sure to get one of the set-up cards and note, as he takes it, which way the pattern lies so that you know to which group it belongs. If it is one of the group containing Diamonds it will spell with thirteen letters, so you cut at the break, have the card replaced there and drop the twelve cards on top; if from the other group it spells with twelve letters, so you release one card from above the break and cut only eleven cards. Spell DEUCE, THREE, JACK, not Two, Trey, Knave.

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Perfect Spelling Trick

THE pack used consists of four sets of thirteen duplicate cards, that is, the name cards in the same order thus: 3H, 8S, 6D, QS, 7S, AD, 8H, 10D, 7H, QD, QH, 3S, 2H. Each of these cards spells with thirteen letters (spell 2H, 'deuce'; but 2D, 'two').

When a card is drawn by a spectator, cut at that point, and put the lower heap on the top of the pack. When the card has been noted and is returned to the pack, be careful it goes in at a point more than thirteen cards from the top. Since the cut has placed a duplicate of the card drawn exactly thirteen cards from the top, the spelling must bring it out on the last letter.

When spelling the card deal the cards face up which not only shows that all the cards are different but keeps them in correct order. By running through the pack and finding the card that was actually chosen and putting it on top of the pack, the trick can be repeated ad lib. The card will be very easily found since it is out of the regular order.

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Card Spelling 'De Luxe'
Faked Pack

EFFECT. The performer fans the pack showing the cards to be all different. After having the pack cut several times, a spectator is requested to cut the cards wherever he pleases; while the magician's back is turned, remove the top card, note what it is, insert that card in the middle of the pack and then place the whole pack in the outside pocket of his coat.

This done, performer turns and tells the spectator he will remove cards one by one from spectator's pocket. Simultaneously, the spectator is to spell his card mentally, one letter for each card mentally, one letter for each card so taken, and to think of the word 'Stop', when the last letter is reached. After removing a number of cards from the pocket, performer suddenly says, 'You have just thought of the word "Stop," and the card I am now holding is the very card you are thinking of.' Spectator names the card and the performer displays the card he holds-it is that very one.

SECRET. The pack consists of four sets of duplicate cards, twelve cards in each set. The cards are: SS, KH, QC, 9H, AS, 8C, 3C, QH, 9S, 4H, JH, KH. Now, regardless of where the spectator cuts the pack, if he looks at the top card and replaces it in the middle of the pack, the twelfth card from the top will always be a duplicate of the one at which he looked. Any card he may look at will have exactly twelve letters in its name, therefore all the performer has to do is to stop at the twelfth card, the astounding result follows.

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Lazybones

PUT a short card on the bottom of the pack and below it any other card, say for instance, the 2C. Under this again put enough cards to spell its name minus one letter and including 'of,' this is to say, nine cards. After a riffle shuffle by which it is easy to leave these cards undisturbed at the bottom, have a card freely selected from amongst those above. When the card has been noted have it replaced by making an undercut, thus bringing the pre-arranged cards just above it. False shuffle and false cut, then force the card below the short card, i.e. the 2C. Hold a break and have this card replaced in the same place. False shuffle again and then cut at the short card thus bringing it and the stock to the top of the pack.

Turn the top card face up to show that it is not either of the chosen cards. Leaving it face up on the pack, make a double lift, getting the 2C secretly below this card. Hold the two as one in the same position and with the left hand turn the pack over on them to show the bottom card also is an indifferent one. The 2C will now be reversed below the rest of the pack. Cut the pack bringing this card to the middle and turn the pack face down. Hand the pack to the spectator who drew the 2C. He runs through the pack and finds his card face up. Tell him to cut the pack at that card and place the cut aside together with the 2C and spell its name: TWO OF CLUBS, dealing one card for each letter. When he arrives at the 'S' have the chooser of the first card name it. The card is turned up, it is correct.

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Think of a Card
Annemann--Set-Up and Short

EFFECT. From a long row of cards spread on the table, spectator merely thinks of one. Pack is assembled and cut, spectator spells name of his card, dealing one card for each letter and turns up his card on the last letter.

SECRET. Eighteen cards on the top of the pack are arranged in three sets of six thus: AC, 5C, 5H, 7S, 9D, 3D; 2C, 6H, 4S, 8S, 4D, 8D; 10C, 10H, QC, 10D, JD, QD. Each group is composed of cards which spell out with ten, eleven, twelve, thirteen, fourteen and fifteen letters. Note that the first group contains only odd cards, the second only even cards, and the third has cards of value ten or over. The ninth card from the bottom is a short. Begin by laying out the cards in a row from left to right, each card overlapping about half an inch. Eighteen cards will make a long row, so stop at that point and ask a spectator to mentally select one card.

Gather up the cards and replace them on the rest of the pack, false shuffle, then cut at the short thus bringing nine cards on top of the setup. Have the card named and you at once know to which group it belongs. If in the first, hand the pack to the spectator to spell his card, which will turn up on the last letter. If it is in the second group you must illustrate what the spectator has to do by spelling out, say, FIVE OF --- and stop on the sixth card, asking if he understands. Drop the pack on these six cards and hand all to the spectator. If, however, the card is in the third group twelve cards must be dealt off in the demonstration and the rest dropped on them before spectator begins to spell his card. This is a subtler method than dealing the cards in three groups of six.

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The Spelling Bee
Cannel-Key Card

EFFECT. From a thoroughly shuffled pack, three spectators each choose freely any four cards. Each of them mentally selects one card. Performer, going to one of them and cutting the pack, says, 'Please put your card here,' and he holds out the lower portion of the pack. 'Now drop your other cards on top of it,' he adds. He then openly drops the rest of the pack on top of these. He goes through the same procedure with the other two persons and then shuffles the pack. Asking the last person who replaced his card to name the one he thought of, suppose it is the 6S, the performer spells SIX, taking off a card for each letter and turns the next, it is the 6S. He does the same with the other two. The value only is spelt, the suits are ignored.

SECRET. A key card is required, a short, a long or any kind of key card you prefer. When the first spectator replaces his card you have cut the pack including the key card. Drop the cut on top openly and square up. Go to the second person, again cut at and include the key card and have his four cards replaced, thus bringing them on top of the other four. Do the same with the third person. Finally cut at the key as before and shuffle the cards in the right hand on the face of the lower packet, thus bringing the three sets of four cards to the top of the pack. Begin with the third person and ask him to name his card; if it is an A, 2, 6, or 10, spell and take off three cards turning up the fourth; if it is the 4, 5, 9, J, or K, turn the fourth card; if it is a 3, 7, 8, or Q, pull the fourth card back on the pack with the left thumb, take it off again and show it as the fifth card. Hold this card in your hand as you ask the next person to name his card-if it is a three- or four-letter card drop it with the others on the table, but if it happens to be a five-letter card put it back on top, making the spelling correct. Do the same for the remaining card.

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