SOLD Card Tricks Anybody Can Do (Patton) - USED BOOK
Temple C. Patton - CARD TRICKS ANYBODY CAN DO
ONLY ONE AVAILABLE

SOLD Card Tricks Anybody Can Do (Patton) - USED BOOK

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Lots of self-working mathematical card tricks!
ONLY ONE AVAILABLE

$8.00

SOLD OUT
90-2885

ONLY ONE AVAILABLE

Description

This out-of-print book is HARD TO FIND at this price and in this condition.

All available copies we could locate on the Internet ranged from $11.50 up to $22.50!

FROM THE PUBLISHER:
"A mathematical approach to card magic. Contains very good explanations of the mathematical principles of many card tricks."

CONTENTS:

PART ONE (No Card Prearrangement)

  • Chapter 1 Key Card
  • Undercover Agent: an undercover card spots a spectator's card buried in the deck
  • Lie Detector: a spectator miscalls his card in a random listing and is caught in the deception
  • Double Decker: a copy cat routine in which one card mysteriously copies another
  • Figuratively Speaking: a whispered number is still overheard by the performer who demonstrates his astounding sense of hearing

  • Chapter 2 Mathematical Treatments
  • Number Please: a number called out by one spectator locates a card previously selected by another spectator
  • Togetherness: an engaged couple evaluate their compatibility index
  • Counterespionage: a counterspy card displays an uncanny knack for taking up a position opposite to that of a spy card
  • Cardiograph: cards are dealt out and discarded until one is left that is identified by gamma radiation
  • Twentieth Century Mind Reading: a card being concentrated on by the audience is picked out of the deck by the performer

  • Chapter 3 Reverse Counting
  • Name That Card: a card lost in the deck is located by spelling out the names of several spectators with cards
  • Switchcraft: cards selected by two spectators mysteriously change places with each other
  • Second Sight: a card secretly selected by a spectator is picked out of a packet of cards in his pocket

  • Chapter 4 Geometric Treatments
  • Birds of a Feather: cards separated from each other migrate and come together
  • Speleological Six: a spectator trapped in a cave is rescued by card geometrics
  • Double Cross: crossing a spectator's palm with cards make his selected card known to the performer
  • Breaking the Code: a two digit number exposes the identity of two card carrying thieves at an embassy social function
  • Bewitched Switch (Which is Which?): three cards are switched about but the performer always spots the spectator's card

  • Chapter 5 Trick Counting
  • Fidgety Digit: a number that is freely chosen locates a secretly selected card
  • "13": the number thirteen finds a card that has already been written down on a piece of paper
  • Telepathy: without touching or seeing the card deck, a spectator's card is identified in the packet of cards that he holds

  • Chapter 6 Contests
  • Gamesmanship: a game in which the spectator specifies the number of cards for play but always loses
  • Third Color Theme: a game of logic that separates the merely brilliant from the true genius

PART TWO (Prearranged Cards)
  • Chapter 7 One Card Prearrangement
  • Fairest One of All: a young lady selects two numbers and through card numerology finds she is destined to win a beauty contest
  • Detective Story: a face up card in a face down deck displays an amazing talent for tuning up a card that is hiding out

  • Chapter 8 Multiple Card Prearrangement
  • Ace Bonanza: the spectator makes the heaps but the performer turns up aces for the top cards
  • Diamond Mine: a card routine that turns up diamonds
  • Tactility: the performer distinguishes between the front and back of cards by his sense of touch
  • Time Clock: a spectator's card is found by inducing his subconscious mind to disclose his favorite hour of the day
  • Impossible Pick Up: cards chosen by several performers are spotted and picked up from a card spread on the table
  • Spelling Bee: cards picked up at random are mysteriously spelled out with numerical regularity

  • Chapter 9 Complete Deck Prearrangement
  • It's A Computer: a vibrating card announces the number of cards in a packet that has been secretly removed from the deck
  • SS Deck: the Si Stebbins stack
  • Empathy: the performer secretly establishes the identity of a card taken from the deck and with this knowledge mystifies the audience
  • Mix Up: a card mixed in with other cards is identified
  • Flush: a poker deal gives the performer a royal flush
  • Square: a card proof of the Pythagorean Theorem
  • Bookstuff: a word located in a book from a random dealing of the cards is mentally divined by the performer

What You Get

Here's what you'll get:

  • Card Tricks Anybody Can Do by Temple C. Patton

This is a gently used OUT OF PRINT book.

CONDITION: very good

AUTHOR: Temple C. Patton
PUBLISHED: 1968 by Castle Books
Hardbound with no dust jacket. 141 pages.

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