Annalisa Strada - Gianluigi Spini

 

 

 

THE BEST

MAGIC GAMES

 

 

 

 

 

EDITORIAL DE VECCHI

Despite having put the utmost care in drafting this work, the author or publisher cannot in any way be held responsible for information (formulas, recipes, techniques, etc.) expressed in the text. It is advisable, in the case of specific problems - often unique - to each reader in particular, to consult a qualified person to obtain the most accurate, complete and most up-to-date information possible. EDITORIAL DE VECCHI, U. S. A.

© Editorial De Vecchi, S. A. 2016

© [2016] Confidential Concepts International Ltd., Ireland

Subsidiary company of Confidential Concepts Inc, USA

ISBN: 978-1-68325-165-1

©All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying or otherwise, without prior written permission of EDITORIAL DE VECCHI.

Index

Introduction

Materials And Accessories

Cards

Prepare The Deck

The Guiding Card

Sort The Deck

Shuffle The Deck

The Obvious Choice

Magic Wand

Handkerchiefs

Balls, Coins And Banknotes

Cardboard

Ropes And Rubber Bands

Envelopes

Table And Accessories

The Storage Box

The Drop Hole

The Bag

Costume

Games With The Magic Wand

The Flying Magic Wand

The Semi-Mobile Wand

The Destruction Of The Wand

The Ball That Rolls On The Wand

Two Cards “Flying” Over The Wand

Games With Coins

The Disappearingcoin (I)

The Disappearingcoin (II)

The Disappearingcoin (III)

A Calculation That Never Works Out

A Coin Passes Through A Sheet Of Paper

A Coin In A Handkerchief

The Attached Fingers

Games With Handkerchiefs

The Hilarious Tube

A Handkerchief Between The Hands

The Flying Handkerchief

The Linked Handkerchiefs

The Handkerchief Vanishing From A Sealed Glass

The Voracious Handkerchief

Games With Glasses

The Glass And The Cardboard

The Glass Of Great Capacity

The Glass And The Coin

The Floating Needle

The Glass That Drinks The Ball

Games With Ropes, Thread And Cords

The Knot With Separated Hands

A Series Of Knots

The String That Changes Finger

The Twin Knots

The Knotted Ring

The Chain

The Mysteriously Released Handkerchief

A Very Resistant Rope

Ropes In A Tube

Games With Cards

The Flying Card

Pick The Correct Card

The Card With The Rubber Band

The Chopped Cards

Snatched In The Air

Add Up The Figures

The Angle Card

The Vanity Card

The Card Of Charts

Magnetism

The Cards And The Matches

Games With Boxes And Other Recepticles

A Box Of Candy

The Magic Box

The Crystal Jar

The Box Of Surprises

Games With Balls, Little Balls And Balloons

Aristotelian Spheres

The Migrating Ball

The Spy Ball

The Flying Ball

The Balloon That Does Not Explode

The Perforated Balloon

Games With Various Objects

The False Pocket

Two Pockets

A Resistant Magazine

The Two Thimbles

The Ship Captain

The Insistant Ring

The Attached Clips

The Magic Safety Pin

Safety Pins And Pearls

The Recycled Matches

The Flying The Matches

Power Of Mind Or Of The Hands?

The Jumping Spider

Other Fun Games

A Game With A Mirror

The Dark Sentence

The Talking Calculator

The Unbreakable Cigarette

The Separated Fingers

The Compass

The Scarf

The Unbreakable Sticks

The Crisscrossed Bowls

Introduction

When we talk about magic tricks we think of a show in which mysterious forces are involved, moved by accumulated energy that is displayed. In fact, magic, or more accurately prestidigitation, is a practice, the results of which depend exclusively on manual dexterity. This book will help you discover the magician within you, and the fast results will more than compensate for the work done while learning. No one can resist the curiosity to see the hands of a professional in action and be charmed. Because of this, everyone likes the idea of being able to feel like a little bit of a “magician” themselves, a friendly manufacturer of illusions.

A show of illusionism is fun and a safe way to entertain a group of friends at home or on special occasions. Children are mesmerised by simple games that use colourful objects. For them, the fun is the show, but even more so in the preparation of special effects. Following the instructions provided, parents and educators can accompany their children and walk them through this enchanted world. We may not all be born prestidigitators, but constant practice of correct advice can help the novice obtain satisfactory results. The games featured in this book are almost all easily performed, although like any test of ability, they require regular practice in the beginning.

Within each chapter, the games are presented in order of difficulty, starting with the simplest. The majority can be made of materials that are available to everyone and do not require special materials. Only a few games need, for a perfect success, a box or a frame, and in order to obtain the best effect, it is necessary to maintain a considerable distance between the magician and the audience. During performances, the audience should usually be at a level lower than the magician. Where it has been possible, instructions have been provided to make the necessary instruments by hand. The imagination in preparing the show at a very detailed level will undoubtedly increase the amazing effects each spectator expects to see in an exhibition of “magic”. Finally, in the diagrams, when the presence and placement of threads, rubber bands and other tricks need to be made clear, they have been featured on clothing and on a background. Obviously, the aspiring magician will have to adopt the opposite principle and choose colours that are as “mimetic” as possible.

Materials and Accessories

The materials you frequently use must become yours in the deepest sense of the word. You have to get used to having them in your hand, to manipulate them, to make them a kind of natural extension of your body.

Cards

Prepare the deck

A good magician has a symbiotic relationship with their deck of cards. In a deck of new cards, freshly opened, playing cards are rigid, they slide, and they are difficult to manage. The first step that must be done is to spread out the cards and then, with a little patience, handle them one by one. Each card must be bent and rubbed over the edge of the table (fig. A), first on the back and then on the front. Afterwards, the card has to be wound around a thick marker (fig. B); stretched and wound around again, beginning first at one end and then on the other one, both the front side and the back side. These operations must also be repeated by rolling the card on the longest side. At this point it is unlikely that the cards are still slippery; otherwise, you have to use a white pencil rubber and rub the card uniformly and with constant pressure: since the rubber will render the surface opaque when this is not done correctly, very obvious signs will appear.

The guiding card

To succeed in many of the card games, it is essential to have a “guiding card or “pilot” card. This is produced when the deck is prepared, cutting a strip of less than a millimetre from the upper end of a card (fig. C). This makes it recognisable because, when the deck is closed, it does not align with other cards. Alternatively, a card can be reinforced by pasting another card (from an identical deck) on the back. It is recognised more easily when the deck opens like a fan.

The predetermined deck helps in an elementary first game. Take the deck and open the cards like a fan so that you can see the backside. Place the deck on the palm of your hand, close your eyes and ask a spectator to pick to place the card in the deck. Open your eyes and place the cards again fan-shaped (always in a way that the audience can only see the reverse); you will immediately see that one is out of place: it is the one that has been chosen by the spectator. Before removing it from the deck, act in a way that it looks as if you had located it with your mind.

Sort the deck

For some games it may be useful to place the pack of cards in a precise order: for example, place the first five cards of each suit, then the second five, and finally the figures. The suits always alternate with the same sequence (it could be the original: hearts, diamonds, clubs, and spades, or one of your preference).

Shuffle the deck

In some games it may happen that the deck has to be shuffled, keeping the position of one or more cards in their original position. These have to be the first or last cards of the deck. In order not to alter the top card when shuffling, you have to hold the deck in your left hand. While the thumb of your left hand is holding the card or the cards that must not change position, your right hand moves the other cards, holding them and mixing them in blocks behind the left thumb that is blocking the top cards. The last movement of the right hand should consist of placing the block held with the left thumb on top of the deck in its original position. To avoid moving the last card in the deck, the movements are exactly the same, but reversed: the left hand mixes the cards, while the thumb of the right holds the signalled card (or the cards) that do no need to be moved.

The obvious choice