The Circus Card Trick
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The Circus Card Trick
The Circus Card Trick is a self-working card trick where the performer uses verbal misdirection to prompt the participant into betting Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three eleme ... that the performer has failed to execute the trick correctly. The performer exploits the ambiguous wording of their patter to win the bet in a manner unexpected by the audience. It is often recommended for beginning magicians due to its entertaining and self-working nature. The trick has its origins as a short con. It has been described as an "old, old trick...used by circus grifters against the gullible and the greedy." When performing for amusement, the performer will usually decline to collect on the bet. Performance The performer claims that they will be able to find a spectator's card in ...
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Self-working Magic
Self-working magic is a commonly used term in magic to refer to tricks that work simply from following a fixed procedure, rather than relying on trickery, sleight-of-hand, or other hidden moves. Description The term "self-working" has come into common usage in the world of magic as a reference to tricks that do not require sleight of hand or secret moves. For example, Glenn Gravatt compiled numerous such tricks in his book ''Encyclopedia of Self-working Card Tricks'' (1936), which was later compiled with ''Second Encyclopedia of Card Tricks'' (1936) to create Jean Hugard's classic text ''Encyclopedia of Card Tricks'' in 1937. Strictly speaking no magic is "self-working", since tricks still need to be performed and presented correctly, and so some writers prefer the term "auto-magic", which was popularized by Michael Breggar in his monthly "Auto-Magic" column in ''The Linking Ring''.Breggar, MichaelBack to the Launching Pad CreateSpace Independent Publishing Platform, 2018. Ma ...
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Card Trick
Card manipulation is the branch of magic that deals with creating effects using sleight of hand techniques involving playing cards. Card manipulation is often used in magical performances, especially in close-up, parlor, and street magic. Some of the most recognized names in this field include Dai Vernon, Tony Slydini, Ed Marlo, S.W. Erdnase, Richard Turner, John Scarne, and Ricky Jay. Before becoming world-famous for his escapes, Houdini billed himself as "The King of Cards". Among the more well-known card tricks relying on card manipulation are Ambitious Card, and Three-card Monte, a common street hustle also known as Find the Lady. History Playing cards became popular with magicians in the 15th century as they were props which were inexpensive, versatile, and easily available. Card magic has blossomed into one of the most popular branches of magic, accumulating thousands of techniques and ideas. These range from complex mathematics like those used by Persi Diaconis, the us ...
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Misdirection (magic)
In theatrical magic, misdirection is a form of deception in which the performer draws audience attention to one thing to distract it from another. Managing audience attention is the aim of all theater, and the foremost requirement of all magic acts. Whether the magic is of a "pocket trick" variety or a large stage production, misdirection is the central secret. The term describes either the effect (the observer's focus on an unimportant object) or the sleight of hand or patter (the magician's speech) that creates it. It is difficult to say who first coined the term, but an early reference to misdirection appears in the writing of an influential performer and writer, Nevil Maskelyne: "It consists admittedly in misleading the spectator's ''senses,'' in order to screen from detection certain details for which secrecy is required." Around the same time, magician, artist and author Harlan Tarbell noted, "Nearly the whole art of sleight of hand depends on this art of misdirection." ...
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Gambling
Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three elements to be present: consideration (an amount wagered), risk (chance), and a prize. The outcome of the wager is often immediate, such as a single roll of dice, a spin of a roulette wheel, or a horse crossing the finish line, but longer time frames are also common, allowing wagers on the outcome of a future sports contest or even an entire sports season. The term "gaming" in this context typically refers to instances in which the activity has been specifically permitted by law. The two words are not mutually exclusive; ''i.e.'', a "gaming" company offers (legal) "gambling" activities to the public and may be regulated by one of many gaming control boards, for example, the Nevada Gaming Control Board. However, this distinction is not u ...
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Short Con
A confidence trick is an attempt to defraud a person or group after first gaining their trust. Confidence tricks exploit victims using their credulity, naïveté, compassion, vanity, confidence, irresponsibility, and greed. Researchers have defined confidence tricks as "a distinctive species of fraudulent conduct ..intending to further voluntary exchanges that are not mutually beneficial", as they "benefit con operators ('con men') at the expense of their victims (the ' marks')". Terminology Synonyms include con, confidence game, confidence scheme, ripoff, scam, and stratagem. The perpetrator of a confidence trick (or "con trick") is often referred to as a confidence (or "con") man, con-artist, or a " grifter". The shell game dates back at least to Ancient Greece. Samuel Thompson (1821–1856) was the original "confidence man". Thompson was a clumsy swindler who asked his victims to express confidence in him by giving him money or their watch rather than gaining their con ...
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Forcing (magic)
In stage magic, a force is a method of controlling a choice made by a spectator during a trick. Some forces are performed physically using sleight of hand, such as a trick where a spectator appears to select a random card from a deck but is instead handed a known card by the magician. Other forces use equivocation (or "the magician's choice") to create the illusion of a free decision in a situation where all choices lead to the same outcome. Equivocation Equivocation (or the magician's choice) is a verbal technique by which a magician gives an audience member an apparently free choice but frames the next stage of the trick in such a way that each choice has the same end result. An example of equivocation can be as follows: A performer deals two cards on a table and asks a spectator to select one. If the spectator chooses the card on the left, the performer will hand the card to the spectator. If they pick the card on the right, the performer will take that card as his own and ha ...
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