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Ka-Bala
''Ka-Bala'' was a ouija, talking board board game, game manufactured and released by Transogram in 1967. It was marketed under the slogan, "The Mysterious Game that divination, Tells the Future." The game was molded out of green plastic that phosphorescence, glowed in the dark. It sat upon a hemispherical rocker, and was operated by the players touching the "solary projectors", which were handles on either side of the game. Unlike most talking boards which are activated by a planchette, ''Ka-Bala'' used a large black marble (toy), marble as an indicator; the marble ran around a circular track on the surface of the game. In addition to indicating the letters and numbers printed around the track, the marble could also be used to select one of twenty-two Major Arcana cards of tarot card reading, occult tarot supplied with the game. Each tarot card had the fortune-telling, fortune it predicted printed on the back. The game also had the twelve astrological sign, zodiac signs marked al ...
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Ka-bala
''Ka-Bala'' was a ouija, talking board board game, game manufactured and released by Transogram in 1967. It was marketed under the slogan, "The Mysterious Game that divination, Tells the Future." The game was molded out of green plastic that phosphorescence, glowed in the dark. It sat upon a hemispherical rocker, and was operated by the players touching the "solary projectors", which were handles on either side of the game. Unlike most talking boards which are activated by a planchette, ''Ka-Bala'' used a large black marble (toy), marble as an indicator; the marble ran around a circular track on the surface of the game. In addition to indicating the letters and numbers printed around the track, the marble could also be used to select one of twenty-two Major Arcana cards of tarot card reading, occult tarot supplied with the game. Each tarot card had the fortune-telling, fortune it predicted printed on the back. The game also had the twelve astrological sign, zodiac signs marked al ...
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Kabbalah
Kabbalah ( he, קַבָּלָה ''Qabbālā'', literally "reception, tradition") is an esoteric method, discipline and Jewish theology, school of thought in Jewish mysticism. A traditional Kabbalist is called a Mekubbal ( ''Məqūbbāl'' "receiver"). The definition of Kabbalah varies according to the tradition and aims of those following it, from its origin in medieval Judaism to its later adaptations in Western esotericism (Christian Kabbalah and Hermetic Qabalah). Jewish Kabbalah is a set of esoteric teachings meant to explain the relationship between the unchanging, eternal God in Judaism, God—the mysterious ''Ein Sof'' (, ''"The Infinite"'')—and the mortal, finite universe (God's Genesis creation narrative, creation). It forms the foundation of Mysticism, mystical religious interpretations within Judaism. List of Jewish Kabbalists, Jewish Kabbalists originally developed their own transmission of Primary texts of Kabbalah, sacred texts within the realm of Jewish traditio ...
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Magic 8 Ball
The Magic 8 Ball is a plastic sphere, made to look like an oversized , that is used for fortune-telling or seeking advice. It was invented in 1946 by Albert C. Carter and Abe Bookman and is currently manufactured by Mattel. The user asks a yes–no question to the ball, then turns it over to reveal an answer in a window on the ball. Origin The functional component of the Magic 8 Ball was invented by Albert C. Carter, who was inspired by a spirit writing device used by his mother Mary, a Cincinnati clairvoyant. When Carter approached store owner Max Levinson about stocking the device, Levinson called in Abe Bookman, Levinson's brother-in-law, and graduate of Ohio Mechanics Institute. In 1944, Carter filed for a patent for the cylindrical device, assigning it in 1946 to Bookman, Levinson and another partner in what came to be Alabe Crafts, Inc., combining the founder's names, Albert and Abe. Alabe marketed and sold the cylinder as The Syco-Slate. Carter died sometime before the pate ...
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Fortune Teller Machine
A fortune teller machine (also known as a genie machine or mechanical genie) is a type of amusement automaton, which upon receiving credit gives out a card with a prediction of the reader's future. This is typically given by an automaton. They could be found in penny arcades, and can be seen in modern video arcades and amusement parks. Notable examples *Verbal Fortune Teller - Mills Novelty Co, c. 1904 - One unique machine, perhaps the only extant version in the world, survives in a museum in Virginia City, Montana. It features a recorded voice and eerie animatronics. "The 100-year-old fortune teller was an extremely rare find. Instead of dispensing a card like Zoltar, the Gypsy would actually speak your fortune from a hidden record player. When you dropped a penny in the slot, her eyes would flash, her teeth would chatter and her voice would come floating from a tube extending out of the eight-foot-tall box. This machine also provided fortunes for males and females separately ...
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Fortune-telling
Fortune telling is the practice of predicting information about a person's life. Melton, J. Gordon. (2008). ''The Encyclopedia of Religious Phenomena''. Visible Ink Press. pp. 115-116. The scope of fortune telling is in principle identical with the practice of divination. The difference is that divination is the term used for predictions considered part of a religious ritual, invoking deities or spirits, while the term fortune telling implies a less serious or formal setting, even one of popular culture, where belief in occult workings behind the prediction is less prominent than the concept of suggestion, spiritual or practical advisory or affirmation. Historically, Pliny the Elder describes use of the crystal ball in the 1st century CE by soothsayers (''"crystallum orbis"'', later written in Medieval Latin by scribes as ''orbuculum''). Contemporary Western images of fortune telling grow out of folkloristic reception of Renaissance magic, specifically associated with R ...
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Transogram
Transogram was an American producer of toys, games and other leisure products from the early 20th century to 1971. It is best known for such long-produced games as Tiddledy Winks and Game of India, as well as such baby-boomer favorites as Green Ghost and television tie-in board games for such characters and series as Atom Ant, ''The Flintstones'', ''Gomer Pyle, U.S.M.C.'', ''Perry Mason (1957 TV series), Perry Mason'' and Tom and Jerry. History Early years Around the turn of the 20th century, Charles Raizen took a summer job with a manufacturer of embroidery patterns. Years later, he found a method of transferring images using friction, and circa 1915, the company became the Friction Transfer Pattern Company, first located on 2nd Street, between Avenues C and D, in Manhattan, then at 113-115 University Place. It quickly found that children enjoyed transferring the friction patterns, and the company shifted toward children's products such as Art-Toy Transfer Pictures. In 1917, Raizen ...
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Phosphorescence
Phosphorescence is a type of photoluminescence related to fluorescence. When exposed to light (radiation) of a shorter wavelength, a phosphorescent substance will glow, absorbing the light and reemitting it at a longer wavelength. Unlike fluorescence, a phosphorescent material does not immediately reemit the radiation it absorbs. Instead, a phosphorescent material absorbs some of the radiation energy and reemits it for a much longer time after the radiation source is removed. In a general sense, there is no distinct boundary between the emission times of fluorescence and phosphorescence (i.e.: if a substance glows under a black light it is generally considered fluorescent, and if it glows in the dark it is often simply called phosphorescent). In a modern, scientific sense, the phenomena can usually be classified by the three different mechanisms that produce the light, and the typical timescales during which those mechanisms emit light. Whereas fluorescent materials stop emit ...
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Planchette
A planchette ( or ), from the French for "little plank", is a small, usually heart-shaped flat piece of wood equipped with two wheeled casters and a pencil-holding aperture pointing downwards, used to facilitate automatic writing. The use of planchettes to produce mysterious written messages gave rise to the belief that the devices foster communication with spirits as a form of mediumship. The devices were popular in séances during the Victorian era, before their eventual evolution into the simpler, non-writing pointing devices for ouija boards that eclipsed the popularity of their original form. Scientists explain the motion is due to the ideomotor effect, but paranormal advocates believe the planchette is moved by the presence of spirits or some form of subtle energy. Planchettes took on a variety of forms during the height of their popularity. American planchettes were traditionally heart- or shield-shaped, but manufacturers produced a wide range of shapes and sizes ho ...
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Marble (toy)
A marble is a small spherical object often made from glass, clay, steel, plastic, or agate. They vary in size, and most commonly are about in diameter. These toys can be used for a variety of games called ''marbles'', as well being placed in marble runs or races, or created as a form of art. They are often collected, both for nostalgia and for their aesthetic colors. Sizes may range from less than to over , while some art glass marbles for display purposes are over wide. In the North of England the objects and the game are called "taws", with larger taws being called "bottle washers" after the use of a marble in Codd-neck bottles, which were often collected for play. Games History In the early twentieth century, small balls of stone from about 2500 BCE, identified by archaeologists as marbles, were found by excavation near Mohenjo-daro, in a site associated with the Indus Valley civilization. Marbles are often mentioned in Roman literature, as in Ovid's poem "Nux" (which ...
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Major Arcana
The Major Arcana are the named or numbered cards in a cartomantic tarot pack, the name being originally given by occultists to the trump cards of a normal tarot pack used for playing card games. There are usually 22 such cards in a standard 78-card pack, typically numbered from 0 to 21 (in card playing packs, there is no 0, the unnumbered card is the Fool). The name is not used by tarot card game players. Prior to the 17th century, tarot cards were solely used for playing games and the Fool and 21 trumps were simply part of a standard card pack used for gaming and gambling. There may have been allegorical and cultural significance attached to them, but beyond that, the trumps originally had no mystical or magical import. With decks designed for card games (Tarot card games), these cards serve as permanent trumps and are distinguished from the remaining cards -- the suit cards -- which are known by occultists as the Minor Arcana. The terms "Major" and "Minor Arcana" are used in the ...
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Tarot Card Reading
Tarot card reading is a form of cartomancy whereby practitioners use tarot cards to purportedly gain insight into the past, present or future. They formulate a question, then draw cards to interpret them for this end. A traditional tarot deck consists of 78 cards, which can be split into two groups, the Major Arcana and Minor Arcana. French-suited playing cards can also be used; as can any card system with suits assigned to identifiable elements (e.g., air, earth, fire, water). History One of the earliest references to tarot triumphs is given c. 1450–1470 by a Dominican preacher in a sermon against dice, playing cards and 'triumphs'. References to the tarot as a social plague or indeed as exempt from the bans that affected other games, continue throughout the 16th and 17th centuries, but there are no indications that the cards were used for anything but games. As philosopher and tarot historian Michael Dummett noted, "it was only in the 1780s, when the practice of fortune-tel ...
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Ouija
The ouija ( , ), also known as a spirit board or talking board, is a flat board marked with the letters of the Latin alphabet, the numbers 0–9, the words "yes", "no", occasionally "hello" and "goodbye", along with various symbols and graphics. It uses a planchette (small heart-shaped piece of wood or plastic) as a movable indicator to spell out messages during a séance. Participants place their fingers on the planchette, and it is moved about the board to spell out words. "Ouija" is a trademark of Hasbro, but is often used generically to refer to any talking board. Spiritualists in the United States believed that the dead were able to contact the living and reportedly used a talking board very similar to a modern Ouija board at their camps in the U.S. state of Ohio in 1886 to ostensibly enable faster communication with spirits. Following its commercial introduction by businessman Elijah Bond on 1 July 1890, the Ouija board was regarded as an innocent parlor game unrelate ...
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