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Card Tricks Anyone Can Do
Temple C. Patton
Cornerstone Library (1972)
In Collection
#4762
10*
Conjuring
Card tricks
Paperback 
USA  eng
Patton, Temple C.: Card Tricks Anyone Can Do
©1968 Temple Patton, Castle Books, NY
Hardcover, 141 pages
©1972 Cornerstone Library
Paper, 141 pages


Comments:A mathematical approach to card magic. Contains very good explanations of the mathematical principles of many card tricks.


Contents (descriptions are from the book's table of contents):

11 Introduction

15 Part One (No Card Prearrangement)

16 Chapter 1 Key Card
17 Undercover Agent: an undercover card spots a spectator's card buried in the deck
19 Lie Detector: a spectator miscalls his card in a random listing and is caught in the deception
23 Double Decker: a copy cat routine in which one card mysteriously copies another
24 Figuratively Speaking: a whispered number is still overheard by the performer who demonstrates with cards his astounding sense of hearing

29 Chapter 2 Mathematical Treatments
29 Number Please: a number called out by one spectator locates a card previously selected by another spectator
31 Togetherness: an engaged couple evaluate their compatibility index by the fall of the cards and find they have a togetherness rating of 100%
34 Counterespionage: a counterspy card displays an uncanny knack for taking up a position opposite to that of a spy card
39 Cardiograph: cards are dealt out and discarded until one is left that is identified by gamma radiation
45 Twentieth Century Mind Reading: a card being concentrated on by the audience is picked out of the deck by the performer

52 Chapter 3 Reverse Counting
52 Name That Card: a card lost in the deck is located by spelling out the names of several spectators with cards
57 Switchcraft: cards selected by two spectators mysteriously change places with each other
60 Second Sight: a card secretly selected by a spectator is picked out of a packet of cards in his pocket

64 Chapter 4 Geometric Treatments
64 Birds of a Feather: cards separated from each other migrate and come together
66 Speleological Six: a spectator trapped in a cave is rescued by card geometrics
69 Double Cross: crossing a spectator's palm with cards make his selected card known to the performer
72 Breaking the Code: a two digit number exposes the identity of two card carrying thieves at an embassy social function
77 Bewitched Switch (Which is Which?): three cards are switched about but the performer always spots the spectator's card

82 Chapter 5 Trick Counting
82 Fidgety Digit: a number that is freely chosen locates a secretly selected card
85 "13": the number thirteen finds a card that has already been written down on a piece of paper
88 Telepathy: without touching or seeing the card deck, a spectator's card is identified in the packet of cards that he holds

93 Chapter 6 Contests
93 Gamesmanship: a game in which the spectator specifies the number of cards for play but always loses
97 Third Color Theme: a game of logic that separates the merely brilliant from the true genius

101 Part Two (Prearranged Cards)

103 Chapter 7 One Card Prearrangement
103 Fairest One of All: a young lady selects two numbers and through card numerology finds she is destined to win a beauty contest
107 Detective Story: a face up card in a face down deck displays an amazing talent for tuning up a card that is hiding out

112 Chapter 8 Multiple Card Prearrangement
112 Ace Bonanza: the spectator makes the heaps but the performer turns up aces for the top cards
115 Diamond Mine: a card routine that turns up diamonds
117 Tactility: the performer distinguishes between the front and back of cards by his sense of touch
119 Time Clock: a spectator's card is found by inducing his subconscious mind to disclose his favorite hour of the day
121 Impossible Pick Up: cards chosen by several performers are spotted and picked up from a card spread on the table
123 Spelling Bee: cards picked up at random are mysteriously spelled out with numerical regularity

130 Chapter 9 Complete Deck Prearrangement
130 It's A Computer: a vibrating card announces the number of cards in a packet that has been secretly removed from the deck
133 SS Deck: the Si Stebbins stack
135 Empathy: the performer secretly establishes the identity of a card taken from the deck and with this knowledge mystifies the audience
136 Mix Up: a card mixed in with other cards is identified
136 Flush: a poker deal gives the performer a royal flush
137 Square: a card proof of the Pythagorean Theorem
139 Bookstuff: a word located in a book from a random dealing of the cards is mentally divined by the performer




A unique approach to a new kind of magic
Amazing card tricks for anyone who can count
No sleight of hand required
Baffle your audience with your skill
Product Details
No. of Pages 141
Personal Details
Read It No
Location Magic Library (Home) Shelf S
Condition Fair
Owner Bryan-Keith Taylor