The Gaming Table: Its Votaries and Victims. Volume 2 (of 2)Steinmetz, Andrew
History
The Gaming Table: Its Votaries and Victims. Volume 2 (of 2)
Steinmetz, Andrew
Gambling
Proceed in like manner with the remainder of the cards, beginning with
the row next to that from which you took the queen, and take the six,
then from the next row the two, and so on as before, making up another
batch of 13 cards.
Repeat the process for a third batch, and finish with the remainder for
the fourth--always remembering to take the card from the next row in
succession continually; in other words, only one card must be taken from
each row at a time.
When the cards are thus arranged, request a party to cut them. This is
only pretence; for you must take care dexterously to replace the cut
just as it was before. Let them be cut again, and replace them as
before. Your ruse will not be detected, simply because nobody suspects
the possibility of the thing.
Now take up the pack, and from the BOTTOM take the first four cards;
handing the remainder to a party, sitting before you, saying--'I shall
now call every card in succession from the top of the pack in your
hand.'
To do this, two things must be remembered; and there is no difficulty in
it. First, the numbers 6, 2, 10, 9, 3, king, &c., before given; and next
the SUIT of those cards.
Now you know the NUMBERS by heart, and the SUIT is shown by the four
cards which you hold in your hand, fan-like, in the usual way. If the
first of the four cards be a club, the first card you call will be the
six of clubs; if the next be a heart, the next card called will be the
two of hearts, and so on throughout the thirteen made up from every
row, as before given, and the suits of each card will be indicated
successively by the suit of each of your four indicator cards, thus,
as the case may be, clubs, hearts, diamonds, spades; clubs, hearts,
diamonds, spades, and so on.
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.
Public-domain text, read in full here on John Shaqi.
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