Almost all the effects use playing cards.
- No chance. A guessing game, using six cards to decide who will pay for the next round, (Free drinks for you - guaranteed).
- Birthday bonanza. Spectators freely contribute numbers, and find they have predicted someone's year of birth.
- Avalanche. Someone merely thinks of a card, and you find it in a deck of cards that have blank backs and faces.
- Charlie the cheat. Two spectators join you in a poker game in which they make all the decisions. But guess who wins.
- One good card deserves another. Two spectators each think of a card. One thought-of card finds the other.
- Cut and bury. You divine a spectator's thought-of card, and he divines yours.
- Spots. Anyone chooses a card value, and mentally adds any colour and suit. A card of that same suit and value immediately appears in an unexpected place.
- Pals. Is you bosom pal really just right for you? The cards will tell.
- Seeing red. How to separate out the red cards without seeing their faces.
- Stacked in favour. Memorising the Stebbins stack.
- Team work. The spectators do a card trick for you.
- A creditable prediction. Jack London's Almost Real Prediction becomes real.
10 x 7 inches (246 x 175 mm) softback, with full-colour cover
86 pages, with photographic illustrations
?25 including postage anywhere in the world
This product was added to our catalog on Thursday 01 January, 1970.