Twenty-One Card Trick
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Twenty-One Card Trick
The Twenty-One Card Trick, also known as the 11th card trick or three column trick, is a simple self-working card trick that uses basic mathematics Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ... to reveal the user's selected card. The game uses a selection of 21 cards out of a standard deck. These are shuffled and the player selects one at random. The cards are then dealt out face up in three columns of 7 cards each. The player points to the column containing their card. The cards are picked up and the process is repeated three times, at which point the magician reveals the selected card. Variations Minor aspects of the presentation are adjustable, for example the cards can be dealt either face-up or face-down. If they are dealt face-down then the spectator must look through e ...
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27 Card Trick
7 (seven) is the natural number following 6 and preceding 8. It is the only prime number preceding a cube. As an early prime number in the series of positive integers, the number seven has greatly symbolic associations in religion, mythology, superstition and philosophy. The seven Classical planets resulted in seven being the number of days in a week. It is often considered lucky in Western culture and is often seen as highly symbolic. Unlike Western culture, in Vietnamese culture, the number seven is sometimes considered unlucky. It is the first natural number whose pronunciation contains more than one syllable. Evolution of the Arabic digit In the beginning, Indians wrote 7 more or less in one stroke as a curve that looks like an uppercase vertically inverted. The western Ghubar Arabs' main contribution was to make the longer line diagonal rather than straight, though they showed some tendencies to making the digit more rectilinear. The eastern Arabs developed the digit fr ...
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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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Mathematics
Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics with the major subdisciplines of number theory, algebra, geometry, and analysis, respectively. There is no general consensus among mathematicians about a common definition for their academic discipline. Most mathematical activity involves the discovery of properties of abstract objects and the use of pure reason to prove them. These objects consist of either abstractions from nature orin modern mathematicsentities that are stipulated to have certain properties, called axioms. A ''proof'' consists of a succession of applications of deductive rules to already established results. These results include previously proved theorems, axioms, andin case of abstraction from naturesome basic properties that are considered true starting points of ...
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Playing Card
A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic that is marked with distinguishing motifs. Often the front (face) and back of each card has a finish to make handling easier. They are most commonly used for playing card games, and are also used in magic tricks, cardistry, card throwing, and card houses; cards may also be collected. Some patterns of Tarot playing card are also used for divination, although bespoke cards for this use are more common. Playing cards are typically palm-sized for convenient handling, and usually are sold together in a set as a deck of cards or pack of cards. The most common type of playing card in the West is the French-suited, standard 52-card pack, of which the most widespread design is the English pattern, followed by the Belgian-Genoese pattern. However, many countries use other, traditional types of playing card, including those that are German ...
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