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4. How to name every card in a pack successively turned up by a second party, and win every trick at a hand of Whist.
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4. How to name every card in a pack successively turned up by a second party, and win every trick at a hand of Whist.

This is, perhaps, the most astonishing of all tricks with cards. Although it may be true that whatever puzzle one man invents, some other man may unravel, as before observed, I am decidedly of opinion that this trick defies detection. At the first blush it seems very difficult to learn; but it is simplicity itself in explanation.

Begin by laying out the cards in four rows according to the suits, all of a suit in a row side by side.

The cards must now be arranged for the trick. Take up the six in the top or bottom row, then the two in the next row, the ten in the third, and the nine in the fourth, placing them one upon the other in the left hand. Then begin again with the row from which you took the six, and take up the three. From the next row take the king. These numbers will be easily remembered with a little practice, amounting altogether to 30, made up thus — 6 and 2 are 8,


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8 and 10 are 18, 18 and 9 are 27, 27 and 3 are 30 — KING.

By repeating this addition a few times, it will be fixed in the memory.

Proceed by next beginning with the row next to the one from which you took the last card or the king, and take the eight; from the next row take the four; from the next the ace; from the next the knave. These cards make up 13. Therefore say, 8 and 4 are 12 and 1 are 13 — knave.

From the next row to that whence you took the knave, take the seven; from the next row take the five; from the next the queen. These cards make up 12. Thus, 7 and 5 are 12 — queen.

It thus appears that you have taken up thirteen cards consisting of the four suits, successively taken and being arranged as follows: — 6, 2, 10, 9, 3, king; 8, 4, 1, knave; 7, 5, queen.

Proceed in like manner with the remainder of the cards, beginning with the row next to that from which you took the queen, and take the six, then from the next row the two, and so on as before, making up another batch of 13 cards.

Repeat the process for a third batch, and finish with the remainder for the fourth — always remem


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bering to take the card from the next row in succession continually; in other words, only one card must be taken from each row at a time.

When the cards are thus arranged, request a party to cut them. This is only pretence; for you must take care dexterously to replace the cut just as it was before. Let them be cut again, and replace them as before. Your ruse will not be detected, simply because nobody suspects the possibility of the thing.

Now take up the pack, and from the bottom take the first four cards; handing the remainder to a party, sitting before you, saying — `I shall now call every card in succession from the top of the pack in your hand.'

To do this, two things must be remembered; and there is no difficulty in it. First, the numbers 6, 2, 10, 9, 3, king, &., before given; and next the suit of those cards.

Now you know the numbers by heart, and the suit is shown by the four cards which you hold in your hand, fan-like, in the usual way. If the first of the four cards be a club, the first card you call will be the six of clubs; if the next be a heart, the next card called will be the two of hearts, and so on


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throughout the thirteen made up from every row, as before given, and the suits of each card will be indicated successively by the suit of each of your four indicator cards, thus, as the case may be, clubs, hearts, diamonds, spades; clubs, hearts, diamonds, spades, and so on.

After a little private practice, you will readily and rapidly call, as the case may be, from the four cards in your hand: — the six of clubs, two of hearts, ten of diamonds, nine of spades, three of clubs, king of hearts, eight of diamonds, four of spades, ace of clubs, knave of hearts, seven of diamonds, five of spades, queen of clubs — and so on to the last card in the pack.

In the midst of the astonishment produced by this seemingly prodigious display of memory, say — `Now, if you like, we will have a hand at Whist, and I undertake to win every trick if I be allowed to deal.'

Let the Whist party be formed, and get the cards cut as usual — only taking care to replace them, as before enjoined, precisely as they were. Deal the cards, and the result will be that your thirteen cards will be all trumps. Let the game proceed until your opponents `give it up' in utter bewilderment.


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This splendid trick seems difficult in description, but it is one of the easiest; and even were it ten times more difficult than it is, the reader will perhaps admit that it is worth mastering. Once committed to memory the figures are never forgotten, and a few repetitions, with the cards before you, will suffice to enable you to retain them.