Out of This World (card trick)

Last updated
Explanation of the Out of This World card trick with a prepared deck of 10 cards (solid cards are face-up; hatched cards are of the hatch colour, face-down)
1. The top and bottom cards are extracted as marker cards.
2. The audience member freely deals cards onto either marker until stopped by the illusionist.
3. The illusionist reveals and puts the next two cards onto opposing piles.
4. The audience member freely deals the remaining cards; the piles may be of unequal size.
5. The illusionist extracts the second marker until the penultimate card on the incorrect pile, and the top card until the second marker on the correct pile, and reveals that the face-down cards match their markers. Out of this world card trick.svg
Explanation of the Out of This World card trick with a prepared deck of 10 cards (solid cards are face-up; hatched cards are of the hatch colour, face-down)
1. The top and bottom cards are extracted as marker cards.
2. The audience member freely deals cards onto either marker until stopped by the illusionist.
3. The illusionist reveals and puts the next two cards onto opposing piles.
4. The audience member freely deals the remaining cards; the piles may be of unequal size.
5. The illusionist extracts the second marker until the penultimate card on the incorrect pile, and the top card until the second marker on the correct pile, and reveals that the face-down cards match their markers.

Out of This World is a card trick created by magician Paul Curry in 1942, in which an audience member is asked to sort a deck into piles of red and black cards, without looking at the faces. Many performers have devised their own variations of this trick. It is often billed as "the trick that fooled Winston Churchill" due to a story describing how it was performed for him during World War II. The method behind the trick is simple and essentially self-working, and can be enhanced by the presentation of the performer and the use of other principles of magic.

Contents

Effect

  1. The performer takes a deck of cards, and places on the table two face-up "marker" cards, one black and one red; the black on the left and the red on the right. The performer tells the spectator that he or she is going to deal cards face-down from the deck and the object of the exercise is for the subject to use their intuition to identify whether each card in the deck is black or red.
  2. The performer takes one card at a time from the deck, face down, and asks the subject to attempt to divine whether it is black or red. The subject states their choice, and the performer then places the card in line with the appropriately coloured marker card, overlapping it at the bottom.
  3. About halfway through the deck, the performer stops and announces that it is necessary to switch sides, in order to prevent a possible preference for one side over another from confusing the results. The performer deals two new marker cards onto the existing lines: a red one on the left, and a black one on the right.
  4. The performer then continues as before, dealing cards face-down from the deck onto the subject's choice of the black or red line.
  5. When the deck is exhausted, the performer instructs the subject to gather up and somehow reveal the left-hand line of cards; the performer does the same for the right-hand line.
  6. The exposed lines reveal that every one of the subject's guesses was correct, and the black and red cards have been exactly sorted by colour.

Method

The deck in use is either stacked or partially stacked prior to performance, or manipulated in the course of performance to form a partial or full stack, in which there is a separation between the red and black cards, with a run of each colour comprising either half the deck or a substantial portion of the stack near the top.

In the first round of dealing face-down cards, all of the cards dealt will be of one colour. The switching of sides occurs at the halfway point through the deck because that is the point at which the first colour cards will be exhausted and the second colour of cards will begin to be dealt.

To understand why this enables the trick to work, think about what will be in the two lines of cards at the end of the trick. The left-hand line will begin with (for example) a black marker card (placed at the start), followed by the face-down black cards from the top of the deck, then the red marker card (placed at the side switch), then the face-down red cards from the bottom of the deck. That's (black marker) (black cards) (red marker) (red cards). In other words, this line is exactly right, and is given to the subject to gather up.

The right-hand line will begin with the red marker card (placed at the start), followed by the face-down black cards from the top of the deck, then the black marker card (placed at the side switch), then the face-down red cards from the bottom of the deck. That's (red marker) (black cards) (black marker) (red cards). Although incorrect, this can be instantly made to appear correct by moving the red marker card from one end of the line to the other, or by reversing the order of all other cards in the line. This must be performed by the magician during the act of gathering up the right-hand line of cards, while the subject is distracted by gathering up their own line. [1]

Chapter 13 of the book Magician's Magic by Paul Curry describes a dinner party during World War II at which a magician named Harry Green performed the trick for Winston Churchill. According to the book, Churchill insisted that the trick be performed for him half a dozen times, and was "repeatedly baffled". [2]

Related Research Articles

<span class="mw-page-title-main">Shuffling</span> Procedure used to randomize a deck of playing cards

Shuffling is a procedure used to randomize a deck of playing cards to provide an element of chance in card games. Shuffling is often followed by a cut, to help ensure that the shuffler has not manipulated the outcome.

<span class="mw-page-title-main">Glossary of patience terms</span> List of terms used in the card games known as patiences or solitaires

Games of patience, or (card) solitaires as they are usually called in North America, have their own 'language' of specialised terms such as "building down", "packing", "foundations", "talon" and "tableau". Once learnt they are helpful in describing, succinctly and accurately, how the games are played. Patience games are usually for a single player, although a small number have been designed for two and, in rare cases, three or even four players. They are games of skill or chance or a combination of the two. There are three classes of patience grouped by object.

<span class="mw-page-title-main">The Magician (tarot card)</span> Card in the tarot deck

The Magician (I), also known as The Magus or The Juggler, is the first trump or Major Arcana card in most traditional tarot decks. It is used in game playing and divination; in the English-speaking world, the divination meaning is much better known.

<span class="mw-page-title-main">Card manipulation</span> Branch of magical illusion that deals with sleight of hand involving playing cards

Card manipulation is the branch of magic that deals with creating effects using sleight of hand techniques involving playing cards. Card manipulation is often used in magical performances, especially in close-up, parlor, and street magic. Some of the most recognized names in this field include Dai Vernon, Tony Slydini, Ed Marlo, S.W. Erdnase, Richard Turner, John Scarne, Ricky Jay and René Lavand. Before becoming world-famous for his escapes, Houdini billed himself as "The King of Cards". Among the more well-known card tricks relying on card manipulation are Ambitious Card, and Three-card Monte, a common street hustle also known as Find the Lady.

A trick deck is a deck of playing cards that has been altered in some way to allow magicians to perform certain card tricks where sleight of hand would be too difficult or impractical.

<span class="mw-page-title-main">Cardistry</span> Performance art

Cardistry is the performance art of card flourishing. Unlike card magic, cardistry is meant to be visually impressive and appear very hard to execute.

<span class="mw-page-title-main">Card marking</span>

Card marking is the process of altering playing cards in a method only apparent to marker or conspirator, such as by bending or adding visible marks to a card. This allows different methods for card sharps to cheat or for magicians to perform magic tricks. To be effective, the distinguishing mark or marks must be visible on the obverse sides of the cards, which are normally uniform.

<span class="mw-page-title-main">Decade (card game)</span> Patience card game

Decade or Ten-Twenty-Thirty is a Patience game of the Simple Addition family played with a traditional 52-card deck. It is akin to another solitaire game called Accordion, but during game-play three adjacent cards totalling 10, 20, or 30 can be removed.

Speed is a game for two players of the shedding family of card games, in which players try to get rid of all of their cards first. It is a form of competitive patience similar to Spit.

This is a glossary of conjuring terms used by magicians.

<span class="mw-page-title-main">Twenty-One Card Trick</span>

The Twenty-One Card Trick, also known as the 11th card trick or three column trick, is a simple self-working card trick that uses basic mathematics to reveal the user's selected card.

Spelling Bee may refer to one of several card tricks that revolve around the spelling of card types, audience member names, or words suggested by the audience. Many make use of decks prepared in advance in order to provide the illusion of spelling card names in a particular sequence. Jean Hugard's Encyclopedia of Card Tricks lists a number of such spelling-based tricks, many of which are considered to be self-working.

The Circus Card Trick is a self-working card trick where the performer uses verbal misdirection to prompt the participant into betting that the performer has failed to execute the trick correctly. The performer exploits the ambiguous wording of their patter to win the bet in a manner unexpected by the audience. It is often recommended for beginning magicians due to its entertaining and self-working nature.

<span class="mw-page-title-main">Switch (card game)</span> Card game

Switch is a shedding-type card game for two or more players that is popular in the United Kingdom, Ireland and as alternative incarnations in other regions. The sole aim of Switch is to discard all of the cards in one's hand; the first player to play their final card, and ergo have no cards left, wins the game. Switch is very similar to the games UNO, Flaps and Mau Mau, both belonging to the larger Crazy Eights or Shedding family of card games.

<span class="mw-page-title-main">Twenty-eight (card game)</span> Indian card game

Twenty-eight is an Indian trick-taking card game for four players, in which the Jack and the nine are the highest cards in every suit, followed by ace and ten. It thought to be descended from the game 304, along with similar Indian games known as "29", "40" and "56".

<span class="mw-page-title-main">Faro shuffle</span> Perfectly interleaved playing card shuffle

The faro shuffle (American), weave shuffle (British), or dovetail shuffle is a method of shuffling playing cards, in which half of the deck is held in each hand with the thumbs inward, then cards are released by the thumbs so that they fall to the table interleaved. Diaconis, Graham, and Kantor also call this the technique, when used in magic.

The Si Stebbins stack is a cyclic mathematical card stack. It was popularized by the magician Si Stebbins, and can be constructed from a standard 52-card deck. Frequently used in card magic, its properties allow the position and value of each card in a deck to be determined.

<span class="mw-page-title-main">Tam cúc</span>

Tam cúc is a multi-trick card game popular in Northern Vietnam. Tam Cúc is not just played for entertainment, but also played in ceremonies and festivals. It is a card game that is commonly played in New Year celebrations, it a habit of northerner to play this game while wait for the bánh chưng to cook. Tam cúc is mostly played by women since the number of cards is much fewer than Tổ tôm, which is more common among men. It is similar to the games of Chēmǎbāo, Zhìhǔ, and Giog.

<span class="mw-page-title-main">Forcing (magic)</span> Tactic in magic

In stage magic, a force is a method of controlling a choice made by a spectator during a trick. Some forces are performed physically using sleight of hand, such as a trick where a spectator appears to select a random card from a deck but is instead handed a known card by the magician. Other forces use equivocation to create the illusion of a free decision in a situation where all choices lead to the same outcome.

References

  1. Longe, Bob (1992). World's Best Card Tricks. Sterling Publishing Company Inc. p. 88. ISBN   0-8069-8233-0.
  2. Curry, Paul (1965). Magician's Magic. New York: Franklin Watts, Inc. ISBN   0-486-43176-2.