An introduction to card magic that has stood the test of time! 84 Card Tricks contains all the general principles of sleight of hand with cards and many fine effects.
84 card tricks with an explanation of the general principles of sleight of hand using ordinary cards.
- The All-Important "Pass"
- Deceptive Shuffles
- Forcing A Card
- The "Long Card"
- The Divining Card
- The Bootlegged Card
- To Place A Card
- To Slip A Card
- To Carry Away A Card
- The Congress Of Court Cards
- To Discover The Card Which Is Drawn, By The Throw Of A Dice
- The Guessed Card
- The Recruit Trick
- To Tell The Card That May Be Noted
- To Separate The Two Colors Of A Pack Of Cards By One Cut
- The "Spelling Bee" Trick
- The "Alternate Card" Trick
- To Name Any Number Of Cards In Succession Without Seeing Them
- To Arrange Twelve Cards In Rows, In Such A Manner That They Will Count Four In Every Direction
- The Locomotive Card
- Card Named Without Being Seen
- To Find In The Pack, Whatever Card A Person Has Drawn, With A Handkerchief
- Coppers And Robbers
- To Guess Several Cards Chosen At Random
- To Name The Rank Of A Card That A Person Has Drawn From A Piquet Pack
- How To Make Twenty People Draw The Same Card
- The Last Roundup
- Circle Of Fourteen Cards
- To Find The Number Of Points On Three Unseen Cards
- To Tell The Numbers On Two Unseen Cards
- To Tell The Card On Which A Person Has Put The Finger
- Look At Him!
- To Tell Through A Wine-Glass What Cards Have Been Turned
- To Make Picture Cards Always Come Together
- The Fairy Kings
- To Guess The Number Of Spots On Any Chosen Card
- To Tell How Many Cards A Person Takes Out Of A Pack, And To Identify Each Card
- Pushing A Card Through A Table
- Around And Around
- Changing A Card By Order
- Blind Man’s Bluff
- To Discover Any Card In A Pack By Its Weight Or Smell
- The Right Hand Does Know What The Left Is Doing
- Through The Looking-Glass
- The Siamese Twins
- Smelling Out Royalty
- The Magical Trio
- Stuck With A Card
- Mental Telepathy With Cards
- To Make A Card Jump Out Of The Pack And Run On The Table
- Pocketing A Card
- To Make Four Eights Change Into Four Twos, And From Black To Red
- How To Name One Of Twenty-Five Cards
- How To Tell The Top Cards Of Four Parts Of A Deck
- The Stubborn Card
- Come Seven!
- Odd And Even
- The Magic Twelve
- To Produce Instantly A Card Called For
- To Tell A Card Thought Of, And Name Its Position In The Pack
- To Name A Card Seen By The Spectator
- To Find A Certain Card After It Has Been Shuffled In The Pack
- To Tell The Numbers Of Any Two Cards Drawn From A Common Pack
- To Make All The Cards, Except A Chosen One, Fall To The Floor
- To Tell Whether Any Card In The Pack Is Red Or Black Without Looking At It
- To Catch In The Air With Your Hand, Two Chosen Cards
- Flapjack
- The Rising Card Trick
- The Shifting Card
- How To Pick Out One Card Which Has Been Thought Of From 25 On A Table
- To Name In Succession All The Cards In The Pack
- To Sort The Pack Without Looking At The Cards
- To Guess One Of Sixteen Cards
- To Make Several Cards Change From One Person To Another
- To Find A Chosen Card In A Person’s Pocket
- How To Tell The Amount Of Bottom Cards In A Deck That Has Been Split Into Heaps
- To Tell The Card Which Has Been Drawn From A Bridge Pack
- To Select From Several Cards A Pair Which Has Been Chosen By One Or More People
- The Magic Triplets
- How To Guess The Cards That Three People Have Chosen
- How To Tell Which Card Has Been Touched
- The Four Inseparable Kings
- The Jacks And The Constable
- To Name A Card Drawn From A Piquet Pack
1st edition 1992, 47 pages.