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Amusing Card Tricks

Volume I

The Gaming Table by Andrew Steinmetz, Volume II

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Amusing Card Tricks

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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.

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.

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