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INTRODUCTION
PALMING
TRICKS WITH COINS
TRICKS WITH COMMON OBJECTS
TRICKS WITH CUPS & BALLS
TRICKS WITH HANDKERCHIEFS
CHINESE TRICKS
TRICKS AT TABLE
TRICKS WITH CARDS
GENERAL REMARKS
THE TABLE & DRESS
SLEIGHTS & PROPERTIES FOR GENERAL USE
TRICKS WITH CARDS
TRICKS WITH HANDKERCHIEFS & GLOVES
TRICKS WITH COINS
MISCELLANEOUS
THE CORNUCOPIAN HAT
TRICKS WITH WATCHES & LIVE STOCK
SHAM MESMERISM, CLAIRVOYANCE, etc.
FINAL INSTRUCTIONS
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A Game at Napoleon.-The performer forces five cards in
succession, as quickly as he can, and remembering the whole five.
Practise in the preceding trick will enable him to accomplish
this, at first, rather difficult task, in public, it being simple
enough to remember five cards when one has nothing else on hand
at the same time. It is best to force all five cards on one
person, who retains them. If forced upon different people, they
must be afterwards collected in one hand. Giving the pack to
another of the company, the performer asks for any five cards to
be given him. This done, he tells the holder of the forced cards
that he is about to play
a game at "Napoleon" with him. For the sake of effect, he may
allow one half of the company to see his hand, the other half
looking over the hand of his opponent. In this way, universal
interest is excited. Should the opponent have a poor hand, the
performer may give him the choice of saying how many tricks he
will declare. Should the opponent have at all good cards,
however, then the performer must say, "I declare first.Ó What he
declares will, of course, depend upon the cards; but, in nearly
every case, he can go Napoleon," one condition of the trick
being, as he will explain just before playing the hand, that the
opponent must play the cards as called for by the performer, who,
of course, must not make his antagonist revoke. With this
proviso, it is wonderful how often it is possible, even with the
least promising cards, to win all five tricks; the cases in which
four only are possible being very rare. A couple of sample hands
will be instructive.
FIRST HAND.-The opponent's cards
are:
Had the performer's highest diamond been less than the opponent's
ten, then only four tricks would have been possible.
SECOND HAND.-The opponent's cards are:
Should the opponent, by any chance, hold an overwhelmingly
superior hand, such as, for instance, five high cards of one or
two suits, and the performer low cards of the same suit or suits,
the latter must say, as soon as he realises the state of affairs,
"Ah! I see, I haven't the ghost of a chance against you with this
hand; have I ?" at the same time throwing down his cards, faces
upwards, and demanding a fresh hand. Of course, the astonishing
part of the trick to the spectators is the fact of the performer
being able to call the opponent's hand, card for card, and no one
cavils at the absurdity of permitting him to do so utterly
regardless of the general rules of the game.
The
performer can, of course, make sure of winning the whole five
tricks every time, if he pre-arranges to give a poor hand to his
opponent; but a great deal of the fun lies in the fact of good
cards falling to insignificant ones. If the performer arranges to
have five fairly good cards, three of them of one suit, with a
big one at their head, on the top of the pack, it may be as well,
as, when he asks for five cards, they are sure to be given him
from that position ninety-nine times in a hundred. Should the
five cards drawn prove, by accident, the masters of them, then,
of course, shuffle the pack before asking for a hand from it.
Personally, I like as little prearrangement as possible about the
trick.
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